Necromancer

While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.



Class Features

As a necromancer, you get the following class features.

Hitpoints

Hit Dice: 1d6 per Necromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Necromancer level after 1st

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from: arcana, deception, history, intimidation, medicine, perception, religion, and survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scythe or (b) 2 Daggers
  • (a) Leather Armour or (b) Padded Armour
  • (a) Dungeoneers Pack or (b) Explorers Pack
  • Spellcasting Focus

Spellcasting

You draw on the negative energy in the world to fuel your spells.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

At 5th level you gain animate dead spell. This spell does not count towards your spells known.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your necromancer spells.

Life Tap

Starting at 1st level, your melee touch spells drain the life from your enemies and heal you. As an action, you can make a melee spell attack against a living creature, using your necromancer spell attack bonus, dealing necrotic damage equal to 1d6 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you double the temporary hit points gained from using this feature. This feature's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Necromancer Occult

Beginning at 2nd level, you gain a feature based on your Occult. You gain additional features at 6th, 10th, and 14th level. They are described at the end of the page

Soul Harvest

Starting at 3rd level, you're able to reach out and harvest part of your enemies' souls you defeat. At the end of your turn, if you killed one or more creatures, you gain hit points equal to double the CR of the creature(s) killed rounded up (minimum 1). If you drain more hit points than the maximum amount of hit points you have, you gain temporary hit points equal to the amount of healing provided over your maximum hit points.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spontaneous Unburial

Starting at 5th level, your bond with necrotic and negative energy allow you raise the dead in exchange for your spells. As an action, you can sacrifice a spell slot to cast animate dead equal to the spell slot you sacrificed. The skeleton or zombie then claws its way up from underground and acts on your next turn.

Animate Major Undead

Beginning at 7th level, medium size undead are not enough for the necromancer. Mastering the undead wouldn't be complete if limited to medium skeletons and zombies. You've learned to manipulate negative energy enough that any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to refresh its duration. You must finish a long rest before using this feature again.

At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, the major undead now lasts until its hit points reach 0.

Macabre

Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and eyes are yellow. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever a necromancer interacts with undead, they have advantage on Charisma checks. In addition, while a necromancer may look sick and exhausted, he does not age and is immune to poison damage, diseases, exhuastion, and the frightened and poisoned conditions.

Séance

Starting at 20th level, by staring down and imposing your will, you may attempt to communicate and take control of any undead as an action. Upon a failed Wisdom saving throw versus your spell save DC, and you gain control of an undead for 24 hours, as long as you remain conscious or until dismissed as a bonus action. If the undead succeeds on its saving throw, you can’t use this feature on it again until you finish a long rest. Undead with an Intelligence score of 15 or higher may roll another saving throw every hour. The number of undead you can control using this feature is one.


Occults

Undertaker

In a cemetery a woman provides a service for a family grieving their lost one. She had spent the evening before prepping the corpse and making everything presentable for the wake. Her services were appreciated and she accepted her thanks, but her real joy would happen after everyone left. She looks at her next corpse, the shop keep of the funeral home, "Why let the dead rot?"

An undertaker is from the Occult that specializes in raising the dead. Whether it be passing through town and filling in for a businessman or collecting minions from a graveyard, the years of preparing corpses has taught the undertaker how to make her undead a force unequal to others. Her minions are tougher and fight longer. She always has a skeleton or zombie at her side to carry out tasks and can quickly raise an army when others want to surround her. An undertaker has no fear of death since death itself fights for her.

Unholy Resistance

Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this feature extends to any undead that you create.Klik hier om een tekst te typen.

Improved Animate Undead

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Skeletons and zombies you raise have additional hit points and bonuses to their melee attack rolls equal to your proficiency bonus. In addition, whenever you cast a spell or use a feature or item to raise undead, you raise one additional skeleton or zombie.

Undead Resolve

Beginning at 10th level, your bond with the dead has strengthened their resolve against clerics. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their armor class.

Lord of the Undead

Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.

Reaper

The village is quiet during the strangers walk down the roads. No birds are chirping, no children heard playing, no wind blowing. He bends over to grab a flower but it withers before even touched. Death consumes this man. Death consumed the village.

The Occult of Reapers play with negative energy in ways others run from. A reaper won't always show his intentions to others until he is ready for them to play with his undead or feel necrosis from his spells. Even though he can control undead himself, he'd rather cull the other ones in his path. Undead are weak to this man. True power comes from harnessing negative energy for oneself, not making puppets.

Death's Knowledge

Beginning at 2nd level, some ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: inflict wounds , revivify , speak with dead , commune with dead , raise dead , resurrection , and true resurrection .
At 5th level, you may add 3 spells from any class for which you have spell slots for to your necromancer spell list.

Improved Soul Harvest

Starting at 6th level, you've gained the knowledge to channel the souls you harvest into your spells. You may store a number of souls equal to your necromancer level from killing creatures with soul harvest for later use. You can consume souls to regain a spell slot up to 3rd level, which costs 2 souls per spell slot level. For instance, a 3rd level spell would consume 6 souls. In addition, you may consume a soul to deal an additional 2 necrotic damage to the target of a spell you cast.

Necrosis Spellcasting

Starting at 10th level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Spells of the necromancy school that do damage deal an additional 1d8 necrotic damage. Also, undead have disadvantage on saving throws against your spells and features.

Grim

Beginning at 14th level, stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death. An aura surrounds reapers and saps the life of anything that starts their turn next to him. A failed Wisdom save drains creatures within 5 feet an amount of hit points equal to the number of souls the reaper has stored. A reaper gains hit points equal to half the amount drained, rounded up.

Keeper

An eager doctor's assistant stays late after a failed surgery to stitch the cadaver closed, and prepare it for transport to the undertaker. But while he has the remains here to himself, he sees no harm in a little research. This case was an odd one, and he'd like to know more about it. As he conducts his experiments, he murmurs to the body, "Let's see where it all went wrong, and where we can do better next time."

Necromancers of this Occult study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.

Life on Demand

Beginning at 2nd level, you can unlock the body's natural healing abilities when it's needed the most. As an action on your turn, you can enable one creature you touch to use a number of the creature's choice of it's hit dice up to your spellcasting modifier (minimum of 0) to heal itself. At 5th level, that creature can also add it's Constitution modifier once to the health gained this way (regardless of how many hit dice were used).

Expanded Intellect

Beginning at 6th level, your studies of death and undeath have opened up new possibilities for you. You gain the Spare the Dying cantrip. You also learn the following spells: Cure Wounds, Lesser Restoration, Beacon of Hope, Feign Death, Revivify, Death Ward, Greater Restoration, Resurrection, Mass Heal. These spells do not count against your cantrips or spells known.

Aura of Wellbeing

Beginning at 10th level, you emanate an aura that wards against death and illness. You and friendly creatures within 15 feet of you have resistance to necrotic and poison damage. Additionally, you and those creatures have advantage on Wisdom saves against madness.

Refusal

Beginning at 14th level, you can decide to ignore death if it's too inconvenient. The next time a creature within 5 feet of you that you can touch (including you) would drop to 0 hit points, you may use your reaction to let that creature drop 1 hit point instead. You must finish a long rest before you can use this ability again.

Multiclassing

Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites: Charisma 15.

Proficiencies. When you multiclass into the nercomancer class, you gain the following proficiencies: simple melee weapons and light armor.

The original idea is by ThaDM_69

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