rferries
2021-02-11, 10:09 PM
This subclass is intended as a replacement or alternative to the official necromancer wizard subclass; it focuses on a necromancer's power over life and death, as well as a single strong minion rather than many weaker (and spotlight-stealing!) minions.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Minion
At 2nd level, you may animate the corpse of a Medium humanoid as a minion with undying loyalty. This minion has the statistics of a skeleton or zombie, except as described below. It obeys your verbal commands without question. If you do not share a common language, it simply follows you tirelessly and fights to the death to protect you.
Your minion gains additional Hit Dice (d8s) sufficient to increase its Hit Dice total to equal your wizard level. It gains proficiency in any saves it does not already have proficiency in and adds its proficiency bonus to its Armour Class. While you command it, it cannot be charmed or frightened and has advantage on saving throws against any effect that turns undead.
Your minion is proficient with light armour and simple weapons. You must provide your minion with arms and armour yourself.
If the minion has been destroyed and you are within 5 feet of its corpse, you may spend 10 minutes and expend a spell slot of 1st level or higher to revive it. The minion returns to unlife after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new minion from the corpse of a Medium humanoid. If you already have a minion from this feature, the first one immediately becomes free-willed. The minion also becomes free-willed if you die.
At higher levels, your minion may gain the ability to create other undead. Any undead created in this way are free-willed.
Life and Undeath
At 6th level, you gain proficiency with Medicine.
Additionally, contagion, harm, heal, inflict wounds, lesser restoration, raise dead, reincarnation, regenerate, greater restoration, revivify, spare the dying, and speak with dead are added to the wizard's spell list for you. Other wizards cannot copy these extra spells from your spell book unless they are also necromancers.
The Path To Lichdom
Beginning at 10th level, you have resistance to necrotic damage and to poison damage.
Additionally, whenever you create a new minion you may create any undead with a challenge rating of 2 or less (subject to DM approval) instead of a skeleton or zombie.
Master Necromancer
Starting at 14th level, whenever you create a new minion you may create any undead with a challenge rating of 5 or less (subject to DM approval) instead of a skeleton or zombie.
Additionally, if your minion is a skeleton or zombie it gains one of the following feats for which it meets the prerequisites: Defensive Duelist, Dual-Wielder, Grappler, Great Weapon Master, Mobile, Mounted Combatant, Sharpshooter, Tough, or War Caster.
Finally, your minion gains some of the benefits associated with a particular class of your choice, as described below. Once you make this decision it is permanent until you create a new minion.
Class
Ability
Proficiencies
Class Features
Barbarian
Constitution
Shields, martial weapons, Athletics
Rage, Unarmoured Defence, Reckless Attack, Extra Attack, Fast Movement, Brutal Critical
Bard
Charisma
Performance, one musical instrument of your choice
Spellcasting, Bardic Inspiration, Song of Rest, Font of Inspiration, Countercharm
Cleric
Wisdom
Medium armour, shields, Religion
Spellcasting, Channel Divinity, Divine Domain (Death)
Fighter
Dexterity or Strength
Medium armour, heavy armour, shields, martial weapons, one of Athletics or Acrobatics
Fighting Style, Martial Archetype (Champion), Extra Attack
Paladin
Charisma
Medium armour, heavy armour, shields, martial weapons, Intimidation
Divine Sense, Lay On Hands, Fighting Style, Sacred Oath (Oathbreaker or Vengeance), Extra Attack, Aura of Protection
Rogue
Dexterity
Acrobatics, Sleight of Hand, Stealth, thieves' tools
Sneak Attack, Cunning Action
Ability: If the minion's ability score for the relevant ability is less than 14, it increases to 14. Otherwise, that ability score increases by 2 (to a maximum of 30).
Proficiencies: The minion gains the relevant armour, weapon, skill, and tool proficiencies.
Class Features: The minion gains the relevant class features. Their effective class level is equal to one-half your wizard level.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Minion
At 2nd level, you may animate the corpse of a Medium humanoid as a minion with undying loyalty. This minion has the statistics of a skeleton or zombie, except as described below. It obeys your verbal commands without question. If you do not share a common language, it simply follows you tirelessly and fights to the death to protect you.
Your minion gains additional Hit Dice (d8s) sufficient to increase its Hit Dice total to equal your wizard level. It gains proficiency in any saves it does not already have proficiency in and adds its proficiency bonus to its Armour Class. While you command it, it cannot be charmed or frightened and has advantage on saving throws against any effect that turns undead.
Your minion is proficient with light armour and simple weapons. You must provide your minion with arms and armour yourself.
If the minion has been destroyed and you are within 5 feet of its corpse, you may spend 10 minutes and expend a spell slot of 1st level or higher to revive it. The minion returns to unlife after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new minion from the corpse of a Medium humanoid. If you already have a minion from this feature, the first one immediately becomes free-willed. The minion also becomes free-willed if you die.
At higher levels, your minion may gain the ability to create other undead. Any undead created in this way are free-willed.
Life and Undeath
At 6th level, you gain proficiency with Medicine.
Additionally, contagion, harm, heal, inflict wounds, lesser restoration, raise dead, reincarnation, regenerate, greater restoration, revivify, spare the dying, and speak with dead are added to the wizard's spell list for you. Other wizards cannot copy these extra spells from your spell book unless they are also necromancers.
The Path To Lichdom
Beginning at 10th level, you have resistance to necrotic damage and to poison damage.
Additionally, whenever you create a new minion you may create any undead with a challenge rating of 2 or less (subject to DM approval) instead of a skeleton or zombie.
Master Necromancer
Starting at 14th level, whenever you create a new minion you may create any undead with a challenge rating of 5 or less (subject to DM approval) instead of a skeleton or zombie.
Additionally, if your minion is a skeleton or zombie it gains one of the following feats for which it meets the prerequisites: Defensive Duelist, Dual-Wielder, Grappler, Great Weapon Master, Mobile, Mounted Combatant, Sharpshooter, Tough, or War Caster.
Finally, your minion gains some of the benefits associated with a particular class of your choice, as described below. Once you make this decision it is permanent until you create a new minion.
Class
Ability
Proficiencies
Class Features
Barbarian
Constitution
Shields, martial weapons, Athletics
Rage, Unarmoured Defence, Reckless Attack, Extra Attack, Fast Movement, Brutal Critical
Bard
Charisma
Performance, one musical instrument of your choice
Spellcasting, Bardic Inspiration, Song of Rest, Font of Inspiration, Countercharm
Cleric
Wisdom
Medium armour, shields, Religion
Spellcasting, Channel Divinity, Divine Domain (Death)
Fighter
Dexterity or Strength
Medium armour, heavy armour, shields, martial weapons, one of Athletics or Acrobatics
Fighting Style, Martial Archetype (Champion), Extra Attack
Paladin
Charisma
Medium armour, heavy armour, shields, martial weapons, Intimidation
Divine Sense, Lay On Hands, Fighting Style, Sacred Oath (Oathbreaker or Vengeance), Extra Attack, Aura of Protection
Rogue
Dexterity
Acrobatics, Sleight of Hand, Stealth, thieves' tools
Sneak Attack, Cunning Action
Ability: If the minion's ability score for the relevant ability is less than 14, it increases to 14. Otherwise, that ability score increases by 2 (to a maximum of 30).
Proficiencies: The minion gains the relevant armour, weapon, skill, and tool proficiencies.
Class Features: The minion gains the relevant class features. Their effective class level is equal to one-half your wizard level.