Enhanced Wizard School: Necromancy
Traditional Arcane Tradition
Wizard: School of NecromancyEnhanced Wizard School: Necromancy
“Dead stuff” (Necro: death). Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating undead through the use of necromancy spells such as animate dead is considered not a good act, and usually casters using such spells are frequently seen as evil. Sometimes a clerical version of undead can be found in those rare occasions those undead are not considered evil.- Aura: Purple
- Examples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection
- Optional Spells: See PHB
- Cantrips (Arcane Tradition Only): TBD See DM
- Unique Spells - Arcane Tradition Only: Deadline, Raise Familiar (Crawling Claw), Bone Powder
- Optional Spells: See PHB
- Unique Spells - Arcane Tradition Only: Animate Dead, Entomb, Convert the Living,
- Path of the Armorer: Why raise plenty of undead when you can raise stronger warriors that have better equipment? The Path of the Armorer focuses on more powerful undead and buffing your undead. You can accelerate the body's natural healing when it is needed the most. As an action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier (minimum of 1) to regain hit points. After you use this feature, you must finish a short or long rest. At 5th level, a creature can also add it's Constitution modifier to hit points recovered this way. At level 10, you may use this feature twice between rests.
- The Path of the Bone Warrior: You grow tired of watching your thralls fight. You yawn at the thought of keeping to the backlines of a fight. You yearn to be in the fray, fighting alongside your undead comrades. Oh, and the living ones too. If one of your thralls is within 5ft of an enemy, once per turn you gain advantage when attacking them. You may also disengage without invoking an attack of opportunity if your thrall has attacked the enemy, and use your reaction to halve any damage done to you.
- Optional Spells: See PHB
- Unique Spells - Arcane Tradition Only: TBD See DM
- Path of the Armorer - Protection Thrall: Undead raised with a shortsword now also carry a shield, as well as having the Protection fighting style. If an undead is within 5 feet of an allied creature, it can use it’s reaction to impose disadvantage on an enemies attack on said ally.
- The Path of the Bone Warrior - Spinal Swipe: You may take an action to take parts from any remains within 30 feet of you to use as a weapon. You do not need to move to the remains, they will move to you. Your options consist of a spine whip, a bone club, or rib dagger. These weapons function just as their regular counterparts do, but you add +1 to your attack and damage rolls, and if you are not already proficient, you are now proficient in them. You may also create a bone shield, if your offhand is free. This shield functions just as a regular shield would, but can only last against 10 unsuccessful attacks before turning to dust.
- Optional Spells: See PHB
- Unique Spells - Arcane Tradition Only: TBD See DM
- Path of the Armorer - Barrows Brethren: You can raise undead with any simple or your choosing. Your undead also gain proficiency in the armor and weapons they rise with. You also do not need a body or bones to do so, the undead will claw its way out from underground, weapon in hand.
- The Path of the Bone Warrior - Consume The Living: Attacks dealt with bone weapons grant you life steal. Once per turn, you can choose to invoke life steal and regain hit points equal to half the damage you roll.
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