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.
Energetic Conversion
Beginning at 2nd level, your study of the necromantic arts has taught you how to siphon and convert the base elements of magic to aid you and your allies. Whenever you cast a spell of 1st level or higher, you can heal yourself or a creature within 30 feet. When you do so, that creature regains a number of hit points equal to 2d6 + the spell level. You can use this a number of times equal to 1 + your Intelligence modifier (minimum of 1). You regain expended uses once you finish a long rest.
Sense Death
At 6th level, you add speak with dead to your spellbook, if you don’t have it already, and it counts as a ritual spell for you. Additionally, you can attune your senses to the energies of death around you. By spending 1 minute of uninterrupted concentration (as if concentrating on a spell), you can sense whether there are any dead or undead present within 5 miles of you. You learn their number, general direction, and distance (in miles).
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them you have become inured to some of their worst effects.
Restore Life
Starting at 14th level, you have mastered the manipulation of life and death. You can cast resurrection without expending a spell slot or expending material components. Once you cast resurrection this way, you have to finish a long rest before you can do so again.
Additionally, when you cast resurrection, you can target an undead creature. If you do so, it is no longer undead, but comes back as it was before it was undead. All other conditions still have to apply for you to cast resurrection this way.
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