Hallowed Necromancer (5e Subclass)
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White Necromancer by Rhineville [1] |
Hallowed Necromancer
Necromancers come in a wide variety of motivations and alignments. Yet some have been dissatisfied with powers offered by the traditional school of necromancy. These wizards sought a different branch of necromantic focus that is more allied with their goals to use necromancy to explore the powers of life as well as undeath and treat undead like allies rather than minions. These necromancers are known as "hallowed" or "white" necromancers due to closer affinity to life than other necromancers and their respect and care for undead, at least those who deserve it. Rather than build undead armies and control undead, hallowed necromancers tend to prefer to make allies with existing undead and have a small number of undead companions with those they raise.
Necromancy Deviant
Beginning when you select this school at 2nd level, your interest in non-traditional necromancy allows you to explore magic beyond even the bounds of typical wizard spells. You have the following spells available to you as wizard spells when you add spells to your spellbook. The spells must be of a level for which you have spell slots for. Another wizard cannot copy these spells into their spellbook. You also learn the spare the dying cantrip, which counts as a wizard cantrip for you and can effect undead creatures.
Spell Level | Spells |
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1st | detect poison and disease |
2nd | warding bond |
3rd | revivify, speak with dead,spirit guardians |
4th | aura of life, death ward |
5th | antilife shell, insect plague |
(For Spirit Guardians, Spirits appear ghostly and deal necrotic damage regardless of alignment.)
Necrotic Healing
Beginning when you select this school at 2nd level, you can turn necrotic damage dealt into health for your allies. Whenever you kill a creature with a necromancy spell that only targets one creature, you can heal another creature within 30 feet of you equal to the spell level + your wizard level as a bonus action. You cannot use this feature if the damage was dealt to a construct or undead. You cannot heal yourself with this feature.
Additionally, you can use your Intelligence modifier instead of Charisma and add your proficiency bonus if you do not already have proficiency for Charisma (Persuasion) checks to attempt to reduce the hostility of an undead creature with a CR equal to or less than your total level. The undead creature must have an intelligence of 8 or higher to comprehend your attempts to reason with it. Your DM can allow certain undead creatures such as very powerful undead villains or undead too far gone such as bodaks and wraiths to not be swayed by any of your attempts.
Undeath Adept
Starting at 6th level, any undead you create using a spell such as animate dead is of neutral alignment and you can use a bonus action to free any undead under your control.
Also, as a bonus action after you cast a spell of the school of necromancy of 1st or higher, you can choose to weaken or strengthen a number of undead within 30 feet of you that you can see equal to twice your intelligence modifier. An undead creature must make a Wisdom saving throw against your spell save DC, or choose to fail its roll to either gain disadvantage on its next attack roll or saving throw, or gain advantage on its next attack roll or saving throw. You can individually designate which undead to give disadvantage and give advantage to. Any undead you give advantage to that have been animated by you gain advantage against being turned, are no longer turned if they are, and become immune to being destroyed by Destroy Undead or a similar feature for 1 minute.
Know Our Pain
At level 10, you learn to thin the boundaries between the living and the undead. As an action you can designate a point within 60 feet of you that you can see. Each creature that is not undead or a construct within a 20 foot radius and 30 foot high cylinder counts as an undead creature for spell effects, magic items, class features (such as Turn Undead), and other magical effects, but is not truly undead. Each undead creature within the area counts as a living creature for any magical effects as well. Any resurrection spells cast on undead have no effect. All creatures retain any condition and damage immunities, resistances, and vulnerabilities. This effect lasts for 10 minutes or untill dismissed. Once you use this feature you can't use it again until you finish a long rest.
Additionally, your experience and affinity for the boundaries between life and death pull you slightly toward undeath. You have advantage on saving throws against disease and poison and resistance to poison damage. You may substitute any of these resistances to necrotic or cold damage, resistance to being exhausted if you already have them.
Emancipate Undead
Starting at level 14, you can break undead from the dominion of others. As an action, choose an undead creature within 60 feet that is either under the control of another creature or has an Intelligence of 6 or lower. If the undead has an Intelligence of 6 or lower, and its soul is present or free and willing to return, or the undead has been freed from another creatures control, it regains the scores, skills, and features it held in life but retains the physical statistics of the undead creature it is. If not, the undead creature is destroyed.
If the undead is under the control of another creature, the controlling creature must make a Charisma saving throw against your spell save DC or be willing to release control over it. On a failure, you free the creature from the control it is under. You may use this feature a number of times equal to you wizard level. You regain all uses when you finish a long rest.
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