Necromancer
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the lifeforce from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Subclass Features
Necromancy Savant
Choose two spells from the School of Necromancy, they must be no higher than a spell you can learn normally (2nd level at level 3) and add them to your spellbook for free.
Whenever you gain access to a new level of spell casting you can add one spell of that level and of your School to your spellbook for free.
Grim Harvest
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 Necromancy. You don't gain this benefit for killing Constructs or Undead.
Undead Thralls
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 Death
You have embraced death and allowed it to protect your body and soul. You have Resistance to Necrotic damage and cannot have your hit points reduced to zero by a critical hit or a spell that would kill you instantly. If you would drop to zero hit points or die from one of those effects you instead drop to one hit point.
Command Undead
You can use magic to bring Undead under your control, even those created by other Wizards. As an action, you can choose one Undead that you can see within 60 ft of you. That creature must make a CHA 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.
Intelligent Undead are harder to control in this way. If the target has an INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.