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Necromancer

Wizard

Level 3: Necromancy Savant

Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.   In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.  

Level 3: Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of level 1 or higher, you gain Temporary Hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You also gain this benefit if a creature you summoned or created with a Necromancy spell kills a creature, but only if you are within 60 feet of the creature when it dies. You don't gain this benefit for killing Constructs or Undead.  

Level 6: Undead Thrall

You add the Animate Dead spell to your spellbook for free, and can cast it once without expending a spell slot. Whenever you start casting the spell, you can modify it so that the spell’s effective level is increased by 1.   In addition, whenever you cast a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.   Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by an amount equal to your Wizard level for the duration of the spell.   Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals extra Necrotic damage equal to your Intelligence modifier (minimum of 1 Necrotic damage).   Thrall Sight. You can see through the thrall’s eyes (or sockets, as appropriate) and hear what it hears.  

Level 10: Inured to Undeath

You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.   Necrotic Resistance. You have Resistance to Necrotic damage.   Grave Resilience.Your Hit Point maximum can’t be reduced by another creature.   Overwhelming Necrosis. Damage from your Wizard spells and Wizard features ignores Resistance to Necrotic damage, and treat immunity as resistance.  

Level 14 Death's Master

Abstruse rituals within your spellbook allow you mastery over forces of death. While holding your spellbook, you gain the following benefits.   Command Undead. As an Action, choose one Undead creature you can see within 60 feet. That creature must make a Charisma saving throw against your Wizard spell save DC. On a failed save, it becomes friendly to you and obeys your commands for 1 hour. On a successful save, you can't use this feature on it again until you finish a Long Rest.   Extinguish Undead. When an Undead creature you can see is reduced to 0 Hit Points, you can cause it to explode with necrotic energy. Roll a number of d6s equal to half the creature’s unexpended Hit Dice (round up, minimum of 1d6) and add them together. Each creature in a 10-foot Emanation originating from the Undead makes a Dexterity saving throw. On a failed save, a target takes Necrotic damage equal to the number rolled and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. When you use this feature to explode an Undead creature you don’t control, you must take a Reaction and expend a level 5+ spell slot to do so.


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