Channel of Necromancy

Grants temporary hit points on casting Necromancy spells, stronger and longer-lasting undead, an unreducible hit point maximum, at-will Speak with Dead and a self-revival at 18th level.

Identity

The Channel of Necromancy is the Riftcraft Tradition that studies the line between living and not, and most of it is diagnostic. A Necromancer can tell how long a body has been dead, what killed it, whether anything is still attached to it, and whether it will get up on its own. The last quarter of the syllabus draws the objections, and it also gets a Necromancer hired when a Sanctum World starts exporting. The clergy of the Moon and the practitioners of this Channel keep formally correct relations and no informal ones.

Features

  • L3 Necromancy Training

    You gain proficiency in the Medicine skill if you do not already have it. When you copy a Necromancy spell into your Spellbook, the cost is halved. When you cast a Necromancy spell of 1st level or higher, you gain temporary hit points equal to the slot's level plus your Intelligence modifier. These last until you finish a short rest. The Chill Touch, False Life, Ray of Enfeeblement, and Animate Dead spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Stronger Undead

    Undead you raise with a Necromancy spell have their hit point maximum increased by your Wizard level and add your proficiency bonus to the damage of their weapon attacks. They remain under your control for 30 days instead of the spell's usual duration.

  • L11 Unliving Body

    You have resistance to necrotic damage, your hit point maximum cannot be reduced by any effect, and you do not need to eat or breathe. You still need to sleep.

  • L15 Death Reading

    You can cast Speak with Dead at will without expending a spell slot, and it works on a body dead for any length of time, provided the jaw survives. You also know on sight whether a creature you can see has been raised, and roughly how long ago.

  • L18 Rise Again Capstone

    Once per long rest, when you are reduced to 0 hit points, you stand at the start of your next turn with hit points equal to half your maximum. For 1 minute afterward, you are immune to necrotic damage and to the Poisoned condition. During that minute, any creature that dies within 30 feet of you rises at the start of your next turn as an undead under your control, up to a number of creatures equal to your Intelligence modifier. Every creature raised this way crumbles when the minute ends.