February's supporter subclass is the Dragonwraith Necromancer! Because you're obsessed with dragons and you think it'd be super cool to have your own (dead) one.
This sub is heavily inspired by the Forgotten Realms' Cult of the Dragon — with the caveat that it's inspired by my sketchy 20-year-old memories of it, as I haven't really engaged with the 5E incarnation of it. (My only opinion on the 5E version of the cult is that the costumes look kinda dumb?)
The dragonwraith is a nice opportunity to write something with a generic dragon theme; most of the time, dragon themes need to switch between 5-10 specific themes for each color of dragon. Even if the color's usually a pretty simplistic change, it's annoyingly wordy to handle, and it backs you into writing every feature so it can switch damage types on the fly.
Our spell list is all about elemental damage, and mostly about dragons. Elemental reflection is the SDS equivalent to absorb elements, packing a little more offensive punch. Dragon surge is a small AoE and 1 round of flight. Imbue element gives an ally a nasty elemental punch. Dragonmaw is new here, and is inspired by all those awesome Elden Ring spells that turn your arm into a dragon — think of it as a super souped-up dragon's breath. Prismatic shield gives you a full suite of elemental resistances and an ever-shifting immunity and retaliation effect. On to our features!
Scholar of Dragonkind is fairly standard ribbon, granting you the Draconic language and advantage on some knowledge checks about dragons. Draconic Change lets you modify your minions with draconic aspects. On its own, it doesn't provide a lot of power, just an AC boost, an element shift, and the ability to cast your subclass spells on your minions. Draconic Fear at 7th gives you an AoE fear effect that also reduces damage you take from its victims. At 10th you get the real goods: Dracolich Controller. This grants you the Dracolich Minion rite and discounts its cost by 1 SP (otherwise you couldn't use it until level 13). Draconic Mastery at 15th soups up your Draconic Change with immunity and bonus damage, and causes it to apply to you as long as its active on something. And your capstone at 20th is Undying Wyrm, beefing up your Dracolich Minions wildly.
So far, so cool — mostly pretty ordinary stuff, possibly a bit underpowered relative to our other necro subs. Let's see what we've got for rites. Dragon's Breath lets you cast chromatic breath (a replacement for, well, dragon's breath) once per rest for free, and it's a pretty big upgrade to a minion. Drake Waker is a pretty small rite, giving you a Beastly Minion equivalent for dragons — this just makes you more functional if you do play a Dragonwraith in a very dragon-centric campaign. Dracolich Minion you already figured out, it lets you make (minor) dracoliches.
But what's this second page? Draconic Graft lets you take dragon body parts and put them on other creatures. It costs you spell slots, but it gives the recipient a hefty boost until their next long rest — or you can keep spending spell slots to make it last longer, if it's on a minion. Greater Grafting lets you put a Draconic Graft on yourself, for good, without any maintenance cost. And Dracolich Meld lets you fuse yourself to a dracolich, the obvious dream of any dragon-obsessed necromancer. That seems normal. And fine. Definitely a completely healthy thing to want to do.
The last goodie in here is the Dracolich Minion stat block itself, which is another big chonker. 6SP to create, with a big claw attack, a grapple-y bite attack, and a breath weapon.
As always, you're invited to come discuss and offer feedback on Discord!