Wizards who focus on necromancy explores the cosmic forces of life, death, and undeath. You learn to manipulate the energy that animates all living things, and as you progress, you learn to sap the life force from creatures as your magic destroys their bodies, transforming that vital energy into magical power you can manipulate.
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### 3rd Level
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##### Necromancy Savant
Beginning when you select this focus at 3rd level, the gold and time you must spend to copy a [[Spellcasting#Schools of Magic|necromancy]] spell into your [[Wizard#Spellbook|spellbook]] is halved. Additionally, you can copy any necromancy spell into your spellbook, even if it isn't on either of your [[Spellcasting#Spell Lists|spell lists]].
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##### Grim Harvest
At 3rd level, 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 [[Spellcasting#Schools of Magic|necromancy]]. You don’t gain this benefit for killing [[Creature Type#Construct|constructs]] or [[Creature Type#Undead|undead]].
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### 6th Level
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##### Undead Thralls
At 6th level, you add the [[Occult Spells#Animate Dead|animate dead]] spell to your [[Wizard#Spellbook|spellbook]] if it is not there already. It does not count against your spells known. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a [[Spellcasting#Schools of Magic|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 [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to its weapon damage rolls.
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### 10th Level
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##### Inured to Undeath
Beginning at 10th level, you have [[Damage and Healing#Resistance|resistance]] to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with [[Creature Type#Undead|undead]] and the forces that animate them that you have become inured to some of their worst effects.
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### 14th Level
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##### Command Undead
Starting at 14th level, you can use magic to bring [[Creature Type#Undead|undead]] under your control, even those created by other forces. 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. A undead creature obeying your command in this way follows the [[Companions, Mounts & NPCs#Combat|rules for companions]] in combat.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.