# The White Necromancer
Most necromancers are foul, twisted individuals obsessed with corruption and death. A few, however, embrace the knowledge that true necromancy involves tapping the powers of life as well as those of death and unlife. These enlightened few are known as white necromancers.

### Arcane Tradition
The following is an arcane tradition that can be selected at second level for the wizard class.





## School of White Necromacncy
White necromancers are arcane spellcasters who study the mysterious connection between life and death. They do not walk the same evil path as traditional necromancers, or dark necromancers, as white necromancers call them. Instead, white necromancers honor the dead and seek to aid the living. They have a deep and profound understanding of life’s eternal cycle—the necromantic triad—which makes them potent healers as well as powerful spellcasters.

### Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

### Rebuke Death
At 2nd level, you learn the *Spare the Dying* cantrip if you do not already know it. Also, your knowledge of the ways of life and death give you a basic knowledge of healing. You gain a pool of healing power that replenishes when you complete a long rest. With that pool, you can restore a total number of hit points equal to your wizard level × 4.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This feature has no effect on constructs.


### 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.

```
```

### Create Deathless
A willing creature may undergo the Animate Dead spell, in order to create a Deathless. These undead resulting from white necromancy are of the same alignment and dispositon
they had in life.The white necromancer gains no specific control over undead created using white necromancy, although he may ask the undead to provide some service or to otherwise assist him. To make such a request, the white necromancer must make a special Persuasion check, rolling 1d20 + wizard level + his Charisma modifier. 

Mindless undead (Intelligence less than 8) created through white necromancy initially are indifferent toward the white necromancer, and a flat DC 15 check (using the above
formula) is required when requesting their assistance. Intelligent undead (Intelligence 8 or higher) initially are friendly toward the white necromancer, and a flat DC 15 - the creature’s Charisma modifier is required when requesting
their assistance.

A white necromancer must treat any undead created through white necromancy with honor and respect at all times. In most cases, a white necromancer should agree to release the undead once the requested service or task has been completed. Intelligent undead created through white necromancy might agree to follow the white necromancer for
a prolonged period of time. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own.

A white necromancer who fails to properly respect any undead he creates suffers a -5 to Persuasion and similar skill checks when making new requests of that undead, subject to
the GM’s discretion.

### 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

### Master of Life and Death 
At 14th level, you truly master the forces that govern both life and death. You gain immunity to necrotic damage, and once per day, you can cast the spell *Death Ward* on yourself once, requiring no spell slot.

<div class='pageNumber'>1</div>
<div class='footnote'>Made with Homebrewery</div>




\page