School of Thanomancy
Wizard Subclass (Source: Player's Handbook)
This is a variant of the School of Necromancy subclass, replacing it for use in this setting. It is as follows:
The School of Thanomancy explores the cosmic forces of life, death, and undeath. Usually called Thanomancers, these wizards are almost entirely Olyphian Mystics, delving into a mystery first introduced to the world by the enigmatic deity Olyph. Though typically alienated from common folk by their grim preoccupation, practitioners of this style of magic need not be menacing or villainous and may be of any alignment. Nevertheless, the forces they manipulate are considered taboo by many societies, and thus it wise for a practitioner to conceal or underplay the true nature of their magic.
Undeath Affinity
Starting at 2nd level, while not incapacitated you passively sense the location of all undead within 60 feet of you that are not protected from divination magic. This sense doesn't tell you anything about the capabilities or specific identity of any undead you detect, but it does inform you of direction, quantity, and distance. This sense can penetrate most barriers and is not blocked by stone or dirt, but is blocked by 1 inch of common metal, a thin sheet of lead, or 3 feet of wood.
Additionally, the initial disposition of undead towards you is friendly, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile.
Thanotic Essence
Starting at 2nd level, your studies into the forces of life and death have allowed you to harness mystical energies that you can use for a variety of purposes. Your access to this energy is represented by a number of thanotic essence points. When you gain this feature at 2nd level you start with two thanotic essence points. You gain one additional thanotic essence point at 6th, 8th, and 14th level, for a maximum of 5 thanotic essence points at 14th level.
While you have at least one unspent thanotic essence point, you have resistance to necrotic damage and are immune to the frightened condition. Additionally, as you reach higher wizard levels you gain various abilities that you can use by spending thanotic essence points, as indicated on the Thanotic Essence table.
Wizard Level | Thanotic Essence Points Max | Thanotic Ability | Benefit |
---|---|---|---|
2nd | 2 | Vitality | As a bonus action, you may spend 1 or more thanotic essence points to regain hit points equal to your wizard level per thanotic essence point spent. |
6th | 3 | Bolstering | If you are currently concentrating on the Summon Undead spell and the summoned creature is within 60 feet of you, as a bonus action you may spend 1 or more thanotic essence points to allow the summoned creature to regain hit points equal to 1d8 per thanotic essence point spent. |
8th | 4 | Enfeeblement | As an action, you may spend 1 or more thanotic essence points and target a creature that you can see within 60 feet. The target must make a Constitution saving throw against your wizard spell save DC. On a failed save, until the end of the current round + 1 additional round per thanotic essence point spent the target deals only half damage with unarmed and weapon attacks that use Strength or Dexterity, and their speed is halved. Constructs are immune to this effect. |
14th | 5 | Disruption | As an action, you may spend 1 or more thanotic essence points and target a creature that you can see within 60 feet. The target must make a Constitution saving throw against your wizard spell save DC. On a failed save, the target suffers the stunned condition until the end of the current round + 1 additional round per thanotic essence point spent. Constructs are immune to this effect. |
When you spend a thanotic essence point, it is unavailable until you regain it by one of two means:
- Soul Drain: When a living creature that has at least 1d6 Hit Dice dies by any means while within 60 feet of you, you may take a bonus action (if it happens during your turn) or a reaction (if it happens outside your turn), to regain 1 thanotic essence point.
- Spell Drain: After you complete a long rest, you may expend a single spell slot of your choice to regain a number of thanotic essence points of up to that spell slot's level. Any additional points beyond your maximum are wasted. For instance, if you were to expend a 5th level spell slot you would recover up to 5 thanotic essence points.
Undead Thrall
At 6th level, you add the Summon Undead spell to your spellbook if it is not there already. This spell is always prepared for you and does not count against your limit. Additionally, you gain the following additional benefits when you cast this spell:
- You do not need a material component to cast this spell.
- Your concentration on this spell can't be broken as a result of taking damage.
- The summoned creature's maximum and starting hit points are increased by a number equal to your wizard level.
- The duration of the spell when cast by you is Concentration, up to a number of hours equal to the spell slot level. For instance, if cast with a 9th level spell slot, the duration would be Concentration, up to 9 hours.