School of Necromancy
	
		Hit Points
		Hit Dice:  d6 per School of Necromancy level
		Hit Points at first Level:  See Wizard 
		Hit Points at Higher Levels:  See Wizard 		
	 
	
 
	
	Subclass Options
	
		
Necromancy Savant
Beginning at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
 
Grim Harvest
At 2nd level, 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
At 6th level, 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 appropriate.
 
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
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 that you have become inured to some of their worst effects.
 
Command Undead
Starting at 14th level, 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 wizard 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.
 
If the target has an Intelligence of 8 or higher, it has 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.