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Necromancer: Class Features

The Necromancer class gains abilities focused on summoning and controlling undead creatures. At 1st level, a Necromancer can summon an undead companion and command other minor undead. They gain abilities to drain life from undead to gain temporary hit points. As they level up, Necromancers can animate stronger undead and control more at once. Their abilities culminate at 20th level when they can take control of any undead creature.
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0% found this document useful (0 votes)
87 views7 pages

Necromancer: Class Features

The Necromancer class gains abilities focused on summoning and controlling undead creatures. At 1st level, a Necromancer can summon an undead companion and command other minor undead. They gain abilities to drain life from undead to gain temporary hit points. As they level up, Necromancers can animate stronger undead and control more at once. Their abilities culminate at 20th level when they can take control of any undead creature.
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Necromancer

Class Features

As a Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Necromancer level


Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Necromancer
level after 1st

Proficiencies

Armor: Light Armor


Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from arcana, intimidation, religion, perception, survival

Cantrip
s Spell Slots per Spell Level
Proficien
Lev cy SP 1s 2n 3r 4t 5t 6t 7t 8t 9t
el Bonus Features t d d h h h h h h

1st +2 Undead companion, Life Tap, - 2 2


Necromantic Control,
Necromantic Spellcasting

2nd +2 Necromancy Spell Feature, - 2 3


Grim Harvest

3rd +2 Animate Minor Undead, - 2 4 2


Necromantic Path Feature

4th +2 Ability Score Improvement, - 2 4 3


Raise Corpse

5th +3 Animate Minor Undead 2 - 3 4 3 2

6th +3 Soulharvesting 6 3 4 3 3

7th +3 Necromantic Path Feature 7 3 4 3 3 1

8th +3 Ability Score Improvement 8 3 4 3 3 2

9th +4 Animate Minor Undead 3 9 3 4 3 3 3 1

10t +4 Inured to Undeath 10 3 4 3 3 3 2


h
11t +4 Necromantic Path Feature 11 4 4 3 3 3 2 1
h

12t +4 Ability Score Improvement 12 4 4 3 3 3 2 1


h

13t +5 Command Undead 13 4 4 3 3 3 2 1 1


h

14t +5 Animate Minor Undead 4 14 4 4 3 3 3 2 1 1


h

15t +5 15 4 4 3 3 3 2 1 1 1
h

16t +5 Ability Score Improvement, 16 5 4 3 3 3 2 1 1 1


h Monstrosity Companion

17t +6 Necromantic Path Feature 17 5 4 3 3 3 2 1 1 1 1


h

18t +6 18 5 4 3 3 3 3 1 1 1 1
h

19t +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1


h

20t +6 Complete Control, Final 20 5 4 3 3 3 3 2 2 1 1


h Necromantic Path Feature

Necromantic Control

A Necromancer needs to use an insane amount of concentration when controlling


his horde of undead. After you summoned undead apart from your companion
you need to use your action to give them commands. However, since you are
very adept at using magic you are able to cast cantrips as your bonus action.

Necromantic Spellcasting

Necromancers are former Wizards that swore of the path that their comparable
mundane contemporaries walk. This is why you primarily focus on spells that are
either in the lore of necromancy or do necrotic damage. Since you were a Wizard
you own a Necromantic Tome. In this Tome you can note down the spells that you
learned, each time you gain a level you may add 2 Necromancer Spells to your
tome, but each of these spells must be of a level that you have a spell slot for.
You can learn additional spells that are available to you by copying them to your
tome. However, copying one of these spells take 2 hours and 50 g per spell level.
The amount of prepared spells you have access to equals your Charisma modifier
+ your Necromancers level.

Spell available to you can be found in the Necromancer Spell List.

Life Tap (Level 1)


As an action, you can drain 1d20 + proficiency bonus life as temporary hit points
from an undead creature you control. If this damage kills the creature, you
instead gain temporary hit points equal to the creature's remaining health.

Undead Companion (Level 1)

You have a faithful and loyal companion that takes the shape of a skeletal wolf,
raven, mastiff or panther. It uses the normal stats and attacks. They also gain
immunity to poison and exhaustion. The companion also does not need to eat or
drink and does not require air. You may spend 1 hour of concentration to summon
the companion if it has died. Every time you level up the companion's hit points
go up by 1d8(1d4 for raven) + constitution modifier. You can communicate
psychically with the companion.

Grim Harvest (Level 2)

Once per turn when you kill one or more creatures with a spell of first level or
higher, you regain hit points equal to twice the level of the spell. If the spell
belongs to the Necromancy school, instead regain hit points equal to three times
the level of the spell. This ability cannot be used on Constructs or Undead.

Necromancy Spell Feature (Level 2)

You gain the ability to cast 'revivify' using a first level spell slot. The spell does
the same effect as it usually would. Also, you do not need to spend any gold
pieces in order to cast it.

Animate Minor Undead (Level 3)

Starting at level 3, once per long rest you may use an action to target a pile of
bones or a corpse of a medium or small beast or humanoid within 60ft of you and
raise it as undead. You cannot target creatures whose challenge ratings were
greater than 1. It keeps its original stats and attacks, but gains the immunities
and vulnerabilities of its type (skeleton or zombie). You can issue mental
commands to the creature as the spell "Animate Dead", and you can only control
1 Minor Undead at a time. The undead falls to dust when its hit points reach zero
or 48 hours pass. This ability functions as Animate Dead except where otherwise
noted.

Choose your necromantic path (Level 3)

At Level 3 you can choose a specialization for your Necromancer. This patch
cannot be changed once you choose it.

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.

Animate Minor Undead 2 (Level 5)


At level 5, you can use the ability 3 times per long rest and can control up to 2
creatures with a challenge rating of 1 or 1 creature with a challenge rating of 2.
You may use this ability on an existing undead you control to refresh its duration.

Soulcasting (Level 6)

At level 6 you learn to tap into the lore of Necromancy by harvesting your own
soul to improve your spell casting. For each level you gain your ability to use this
technique increases and you gain one additional Soul Point (SP).

From now on you have several different options in combat. You can give a
command to your summoned undead by using one necromancer point instead of
your action. In addition, you can use one necromantic point to extend the life of
your undead by 24 hours or give one creature 10 HP if they reach zero.

Once your Soul Points reach 0 you fall unconscious.

You recover all of your spent Soul Points after a long rest or 1 + your constitution
modifier after a short rest.

Animate Minor Undead 3 (Level 9)

At level 9, you can use the ability 5 times per long rest and can control 2
creatures with a challenge rating of 2 or lower or 1 creature with a challenge
rating of 4 or lower. Undead summoned by this persist for 7 days, but you can
still only control a maximum of two.

Inured to Undeath (Level 10)

At level 10, you gain resistance to necrotic damage and your hit point maximum
cannot be reduced.

Command Undead (Level 13)

Starting at 13th level, 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 feet of you. That creature must make a Charisma
saving throw against your wizard spell save DC. If it succeeds, you cant 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 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.

Animate Minor Undead 4 (Level 14)

At level 14, you can use the ability 6 times per long rest and can control 3
creatures with a challenge rating of 3 or lower, 2 creatures with a challenge
rating of 4 or lower or 1 creature with a challenge rating of 5 or lower. Undead
summoned by this are permanent, but you can still only control a maximum of 3.

Monstrosity Companion (Level 16)


At Level 16 you gain the ability to switch out your animal companion for
something more powerful. Your new companion can be up to a large size creature
with a challenge rating of 7 or lower that must be slain beforehand. Depending
on the creature another price will be required for the ritual and some stats might
be reduced due to the nature of the creature. The casting time for the ritual is
approximately 24 hours for a medium size creature or lower, 48 hours for large.
Your companions HP will be 1d10 per level + your current charisma modifier for
each level.

Complete Control (level 20)

When you reach level 20 you may take control of any undead creature. You and
the target have a intelligence contest, if you win you dominate the creature and
can completely control it. If it has a intelligence score of 15 or higher you must
have a intelligence contest at the end of each round that you control it. You can
only control 1 creature using this ability. You also gain an additional 5 Soul Points.

Necromancer Paths

Path of Monstrosity Control

Starting at level 3, once every 48 hours you may use an action to target a pile of
bones or corpse of a huge or smaller monstrosity, humanoid or beast with a
challenge rating equal to your level or lower and animate it. It keeps its original
stats and attacks, but gains immunities and vulnerabilities according to its type
(zombie or skeleton).You can issue mental commands to the target as the spell
"Animate Dead". You can only control 1 Major Undead at a time and it falls to dust
when its hit points reach zero or 24 hours pass.

At level 7 you may animate a monstrosity, humanoid or beast with a challenge


rating equaling your level or lower. The duration of your Undead increases to 3
days. If you use Soul Points to refresh the time your creature lives, they need to
equal the creatures challenge rating.

At level 11 you may animate a monstrosity, humanoid or beast with a challenge


rating equaling your level or lower, maxing out at a challenge rating of 14. You
may now summon 2 creatures whose overall challenge rating cannot exceed your
level. The duration of your Undead increases to 5 days. If you use Soul Points to
refresh the time your creature lives, they need to equal the creatures challenge
rating 1.

At level 17 you may animate a monstrosity, dragon, humanoid or beast with a


challenge rating of 16 or lower and you may use the ability once a week. You may
control only one creature by these means.
Creatures above a challenge rating of 15: The duration of your Undead decreases
to 24 hours. You may not use your Soul Points to extend a creatures life anymore.
However, the remains of the creature do not disappear once it dies and can be
collected to resummon it for your sorcerer points 1.
At level 20 you gain the ability to summon a creature of a challenge rating of 18
or lower. Costs for resummoning one of these creatures are decrease by 2 Soul
Point.

Road To Lichdom

At the expense of your humanity the character may join the undead and gain
unrivaled power. This gives the main befit of undead based immortality. Undead
do not need food, water, or air. When an undead character is dying, all medicine
checks to stabilize them automatically fail. Their body is technically already dead.

Exploring the Necromantic Arts

Starting at level 3, you begin to delve deeper into the necromantic arts. The
connection to your undead creatures is amplified giving you the ability to
summon 1 additional humanoid creature. You gain the ability to cast one of your
cantrips through one of your creatures, sacrificing the creature in the process.

Connection to the dead

At level 7 your connection to death grows stronger yet. Your skin turns pale and
your eyes start to become whiter. You only need sustenance once every 3 days
and are able to use Speak with Dead for one minute using 1 Soul Point and no
spell slot. If you pass a charisma check the corpse needs to answer 5 questions
you ask him.

You can also summon 2 additional humanoid creatures using animate minor
undead. In addition to that your Soul Points increase by 3 and you can cast level
1 spells through your undead for 1 SP and the spell slot in addition to the SP you
might need for a movement action.

Turning into a minor Lich

At level 11 you lose part of your humanity and partially turn into an undead. You
still need food, sleep and water, but only once a week. You also survive without
air for about 10 minutes. In addition you gain resistance to piercing and slashing,
while being vulnerable to holy or bludgeoning damage. Starting at level 11 you
also gain one additional 1d4 + half your constitution modifier rounded down
when you roll for your health. Your companion will also gain an additional 1d4 +
half its constitution modifier for each level.

All of your creatures created by using animate minor undead also gain one
additional 1d6 to their health. Starting now you can channel spells up to level 4
through your minions destroying them in the process. You will need to use one
Soul Point per spell level to achieve this feat. By turning into a minor Lich you
also gain 5 bonus Soul Points.

Becoming a Lich

At level 17 you fully turn into a lich. You now cast off your humanity and become
an undead. You no longer need food, sleep and water nor do you require air. In
addition, you can no longer die. This means that medicine checks stop working
and the only way for your party to revive you is to inject necromantic energy into
you. This can either be done by sacrificing an innocent humanoid and transferring
his life energy over to you or by casting a spell that does necromantic damage
directly into your heart. You also can no longer drink potions to replenish health
unless it deals necrotic damage. This transformation also makes you fully
immune to necrotic damage. You are no longer vulnerable to bludgeoning
damage since part of your body becomes ethereal. Starting at level 17 you can
add 1d6 + your Constitution modifier to all health rolls when leveling up including
this level. Your companion also gains an additional 1d10 + its constitution
modifier to each future level up including this one.

You now may summon a minor Lich as one of your minions via animate minor
undead. This creature can cast spells up to level 5 of the necromantic skill list
and lasts for 3 rounds. You can also cast spells up to level 7 via your minions
using 1 Soul Point per spell level. You gain 8 bonus Soul Points.

Lichking (Level 20)

The magnum opus of necromancer, you can become a true undead in corporeal
form. This is achieved by binding your soul to a non-living object- something
which can last for centuries- and haunting your corpse. As a result, you do not
need to eat, drink, breathe, or sleep. (Though rest of the mind, in some form or
another, is still necessary) You will live forever. However, there is nothing
preserving your body. It is dead and will rot away until all that is left is bone dust.
Modifications to your body are incorporated as if they are simply a part of it. Your
phylactory- the object you bound your soul to- must remain undamaged. If it is
ever completely destroyed, you will die. Your phylactory must be within range of
your corpse in order for you to possess it. This range is equal to your level 10. If
your body is ever destroyed (drop to 0 hp) it takes a number of days equal to half
your level to take back control of it. However, you can also be revived more
quickly by the means that were used to revive you after becoming a Lich.

You require an object or necklace that is worth more than 5000 Gold.

You also gain the ability to wear heavy armor and martial weapons to fight
alongside your minions. In addition you are able to summon a Lich to fight
alongside you for 3 turns once a week. This Lich can cast abilities up to 8 th level.
Furthermore you gain 10 bonus Soul Points.

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