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School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can spend at a later time.

Most people are suspicious of necromancers, given the spells' potential for misuse. Some necromancers walk the ethical line carefully, arguing that their power over undeath is a tool for understanding life — that to know the boundary, one must be willing to stand at it. Others have long since stopped worrying about what others think.

School of Necromancy Table:

Level Subclass Features Gained
2nd Necromancy Savant, Grim Harvest
6th Undead Thralls
10th Inured to Undeath
14th Command Undead

Subclass Features

Necromancy Savant

2nd-level School of Necromancy feature

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

2nd-level School of Necromancy feature

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

6th-level School of Necromancy feature

You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as the case may be.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

10th-level School of Necromancy feature

You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. You gain resistance to necrotic damage, and your hit point maximum can't be reduced.

Command Undead

14th-level School of Necromancy feature

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 9 or higher, it has advantage on the saving throw. Undead with an Intelligence of 8 or lower automatically fail the saving throw.