Enhanced Wizard School: Necromancy Spell in Adventure Brunch | World Anvil
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Enhanced Wizard School: Necromancy

Traditional Arcane Tradition

Wizard: School of Necromancy  

Enhanced 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
Apprentice (1st Level Spells)
  • Optional Spells: See PHB
  • Cantrips (Arcane Tradition Only): TBD See DM
  • Unique Spells - Arcane Tradition Only: Deadline, Raise Familiar (Crawling Claw), Bone Powder
Apprentice Magnum Opus - Unholy Symbol: As a necromancer, you have with you a symbol of unholy power of your own design, which is a focus of necromancy. Your unholy symbol can, once per day, turn a 5ft by 5ft cube of water into unholy water. This symbol is the fulcrum of your abilities. As you gain more abilities, your unholy symbol grows stronger. Your symbol is how you communicate to your undead, and as such, its power determines how many undead you can raise. The amount of undead you can raise is 2 at 1st level, 3 at 2nd level, 4 at 3rd level, and 5 at 5th level, unless otherwise dictated by your subclass. Rather than lasting 24 hours, your undead last as long as their hit points remain above 0. You may also use a bonus action to dismiss an undead, at which point it will fall over, dead. You may not reanimate bodies you have previously animated. On each of your turns, you can use a bonus action to mentally command any undead you control if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   Adept (2nd & 3rd Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: Animate Dead, Entomb, Convert the Living,
  Adept Magnum Opus - Choose a Necromancer Path:
  • 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.
Expert (3rd - 5th Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: TBD See DM
  Expert Magnum Opus - Improved Necromancer Path:
  • 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.
  Master (6th + Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: TBD See DM
Master Magnum Opus - Mastered Necromancer Path
  • 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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