Quote Originally Posted by kosh49 View Post
The spells you are adding to the wizard class feel odd. None of the other basic schools gain any additional spells, adding spells over 5th level is something that is rarely done, and some of these spells do not feel like spells a necromancer would be interested in. Cure wounds is also particularly problematic because at level 18 you cab use Signature Spell to basically turn it into a cantrip and get infinite resource free healing. I would recommend cutting the extra spells, but if you really want extra spells the best revision is probably this "All necromancy spell of 5th level or lower (including cantrips) that are not already on the wizard's spell list are added to the wizard's spell list for you. Other wizards can not copy these extra spells from your spell book."

Grim Minion looks fine.

The second part of Life to Undeath should read:
Additionally, your minion's hit point maximum is increased by an amount equal to your wizard level, it uses your proficiency bonus instead of its own, it gains proficiency in any saves it does not already have proficiency in, and it adds your proficiency bonus to its damage rolls.
This prevents it from adding two different proficiency bonuses (yours and its own) to attack rolls or any saving throws. (It also boosts the Perception and Stealth skills on the wight, which I the only one of the undead choices listed that has any skills.)

In the Path to Lichdom the Constitution saving throw proficiency should be cut. Getting necrotic resistance ad a boost to the power of your minion is already good, it does not need more. And adding a saving throw proficiency is a big deal, with Constitution being especially useful for a caster. I would be worried that giving Constitution saving throw proficiency was too much to give a wizard if it were the only thing you gave at this level.

The 14th level ability looks fine.
Thanks for your very detailed and clever comments, I've edited them in. I broadened the Savant fix to all necromancy spells; I feel like a specialist wizard should have access to all spells of that school (so a game with this alternative subclass would have similar equivalents for all the other school Savants). Plus, if the Signature Spell thing prevents them from having true power over both life and death, at the very least necromancers should be able to cast harm :D