Necromancer
Hit Points
Hit Dice: d8 per Necromancer level
Hit Points at first Level: 8 + con
Hit Points at Higher Levels: nd8 + con
Proficiences
Armor: Light
Weapons: Simple, martial
Tools: Stitcher's tools, blood kit, decrepit bones
Saving Throws: Intelligence, dexterity
Skills: Arcana, history, nature, medicine, perception
Overview & Creation
A misunderstood genius putting old parts together to form a new and beautiful creation. A bounty hunter slinging blades of blood at a target. A man using hordes of zombies to do his bidding. What do all these people have in common? They're using the school of magic that resurrects and redirects the flow of life. Necromancy. There are many paths and philosophies that necromancers may take, and it's not for everyone, but one misconception that's often spread ignorantly is that there's something wrong, or even evil about it. This is false. Many necromancers will take up the craft to save something they care about, or simply to study the intricacies and philosophy of unlife.
Class Features
Level
|
Prof. Bonus |
Abilities |
Cantrip |
1 |
2 |
3 |
4 |
5 |
1 |
+2 |
Master's will |
2 |
- |
- |
- |
- |
- |
2 |
+2 |
Necromantic surge |
2 |
2 |
- |
- |
- |
- |
3 |
+2 |
Path choice, Macabre seance |
2 |
3 |
- |
- |
- |
- |
4 |
+2 |
Read the bones |
2 |
3 |
- |
- |
- |
- |
5 |
+3 |
Death's majesty |
2 |
4 |
2 |
- |
- |
- |
6 |
+3 |
Lich mirror, path ability |
2 |
4 |
2 |
- |
- |
- |
7 |
+3 |
|
2 |
4 |
3 |
- |
- |
- |
8 |
+3 |
|
2 |
4 |
3 |
- |
- |
- |
9 |
+4 |
Macabre seance 2/day |
2 |
4 |
3 |
2 |
- |
- |
10 |
+4 |
Necromantic prowess, path ability |
3 |
4 |
3 |
2 |
- |
- |
11 |
+4 |
|
3 |
4 |
3 |
3 |
- |
- |
12 |
+4 |
|
3 |
4 |
3 |
3 |
- |
- |
13 |
+5 |
Rend the veil, path ability |
3 |
4 |
3 |
3 |
1 |
- |
14 |
+5 |
|
4 |
4 |
3 |
3 |
1 |
- |
15 |
+5 |
Macabre seance 3/day |
4 |
3 |
3 |
3 |
2 |
- |
16 |
+5 |
Bursting with unlife |
4 |
3 |
3 |
3 |
2 |
- |
17 |
+6 |
|
4 |
4 |
3 |
3 |
3 |
1 |
18 |
+6 |
Undead kinship |
4 |
4 |
3 |
3 |
3 |
1 |
19 |
+6 |
|
4 |
4 |
3 |
3 |
3 |
2 |
20 |
+6 |
Necromantic mastery |
4 |
4 |
3 |
3 |
3 |
2 |
Masters will
You have a tight connection with your creations, which grants your proficiency bonus to all wisdom checks taken by undead under your control
Necromantic surge
You may burn spell slots to surge your necromantic powers. Heal 1d8 per spell level to any 1 zombie
Subclass choice
Choose a specialty in necromancy depending on your philosophy.
Macabre seance
Cost: 3 bodies per spell level or 25 GP per spell level
Time: 10 minutes
You may perform a special dark ritual using materials and the cycle of life of and death
Cast a spell with a ritual tag. When you do, gain a benefit:
You count as bloodied for the spell
If it makes a zombie it makes an additional of the same kind
Zombies raised by this spell gain a proficiency bonus to ac and damage die upgrade
Or, at 13th level, instead you may cast spells otherwise inaccessible due to spell level
Read the bones
Speak with dead as a cantrip
Death's majesty
Once per long rest, select undead less than or equal to your proficiency bonus, if they fail a will save, they act as if charmed for 24 hours, alternatively create undead with cr less than or equal to half your proficiency. No corpses are required for the creation.
Lich mirror
Once per long rest, if you would reach 0 or lower hit points, make an undead fortitude roll instead.
Necromantic prowess
Directing zombies is growing easier, you now can direct a movement and action in one bonus action.
Rend the veil
Your connection to the forces of unlife allow you to cast necromancy spells you would otherwise not have access to using macabre seance
Bursting with unlife
All zombies you create have their maximum hit points increased by class level.
Undead kinship
Gain immunities of undead as well as your zombies gaining your intelligence bonus to damage rolls
Necromantic mastery
Directing zombies becomes a free action, and Macabre seance becomes 1 minute instead of ten, and you no longer have to renew control over zombies you created
Starting Equipment
Your choice of
- Stitcher's tools
- Blood kit
- Decrepit bones
Stitcher's tools include a sketchbook/notepad for detailed anatomy sketches and notes, as well as a set of needles and thread for stitching. Grants proficiency to stitching related checks.
Blood kit contains various vials and syringes for storing one's blood for spell purposes. Grant a bonus 5 hit points per day for hemomancy spells. (Does not contribute to health total)
Decrepit bones are a small bag of bones that almost hum with old, dangerous power. Grant proficiency to intimidate checks.
Spellcasting
A necromancer,
no matter what path, uses magic essentially in the same way. The natural course of life is like a river, and a necromancer stands next to this river like anyone else. The difference, however, is that they are aware of this river. They use their knowledge of the river and its flow to direct its course, like placing a log or a boulder in it. Intelligence is the preferred modifier for spellcasting
Subclass Options
Each path of necromancy has a drastically different philosophy that influences their view on undead.
Stitcher
The stitcher's philosophy is that necromancy is a path to new life, and that is displayed in the intricate. meticulous stitch work and their semi intelligent, permanent creations. Their companions are the peak of their work, always being improved on. A stitcher's companion is many things. A showcase of the extent of their skill, a protector, sometimes even their most trusted friend. A stitcher's companion is sentient, stronger than the average zombie, and is constantly being improved as their master learns.
3rd level
Undead companion -con is based on proficiency bonus, refer to undead companion sheet for corresponding progression and creation info.
Necromantic surge effect:
Health given to any single target is now a d12 unless it's your companion, in which case it becomes 2d6.
6th level
Your companion gains advantage on all spell saves when within 50 feet of you
10th level
Each time a spell is cast your companion gains class lvl+spell lvl temporary hp 1/short rest at 10, 2 at 14th and 3 at 17th.
13th level
Redirect more fully the stream of life, granting your undead companion regeneration 20 and resistance to all for up to 1 minute [concentration] 1 per short rest at 13, 2 at 15, 3 at 17, and 4 at 20
The three paths
Even within the ranks of stitchers, there are different views on what a companion should be like. Representing bravery and strength is the Sunmarcher. Representing swiftness and grace is the Moonrunner. And last but not least, the Deadlight, representing leadership and unity. Each path is a facet that a stitcher will perfect over a lifetime, or maybe even a few.
Sunmarcher
On use of Necromatic surge, light bursts forth, shedding 30 feet of intense light and 30 of dim in a radius around the user, causing a blast of radiant damage within 5 feet. 1d4+proficiency bonus.
Converts the base blast into a 10 foot blast, 20 foot cone, or 40 foot ray of radiant damage 1d4 + proficiency
Change the text of undead fortitude to "if your zombies health would reach 0 or lower, instead roll a save equal to damage taken minus double your proficiency bonus, if succeeded, zombie instead has 1 health"
Consuming your zombies bonus action, deal int+half class in radiant damage in a 5 foot radius as you create a brilliant light
Moonrunner
On use of necromantic surge, teleport 10 feet plus 5 for every additional slot used
If you choose to teleport your creation next to a target, it gains a free attack
Gain a permanent +10 to movement and gain disengage as a bonus action
Gain Flicker strike - your zombie feints then teleports into a different attack. Once per attack action (not roll), roll a bluff check, if the roll is higher than enemy ac, the next attack is a guaranteed hit, and remove reactions.
Deadlight
On use of necromantic surge, increase crit range to 19-20 and gain temporary hp 1d4 + proficiency per spell level for 1 minute in an aura of 5 feet
Aura becomes either 10 feet radius or 5 feet with either proficiency added to attack rolls or half proficiency added to ac
Permanent aura drops proficiency bonus from attack and shifts to new spot, range is 30 feet and up to 5 zombies supported, user included.
Aura of the vigilant: half prof to both attack and damage
Aura of the defender: full prof to ac
Aura of the conqueror: full prof to dmg
Based on which path chosen before, gain one of three abilities.
Vigilance- attack of opportunity range is extended to 10 feet
Defender- Zombies in a 10 foot radius share a health pool
Conqueror- all enemies that see a zombie under your control within 50 feet must succeed a wisdom saving throw of 8 plus pro plus intelligence modifier or be frightened for 1 minute. On a success, enemy is immune to this effect for 24 hours.
Ghoulcaller
The ghoulcaller is the classical idea of a necromancer, raising dozens of undead, using them as tools. A ghoulcaller stands aside and lets his creations do the work, and sheds no tears over one dying.
3rd level
Necromantic surge effect:
Instant health can be distributed between any controlled undead. Distributed health is d12s instead of d8s and you add your proficiency bonus to the roll
You may sacrifice a number of zombies equal to your proficiency to buff a cantrip with an extra damage die per zombie
6th level
Replace the text "half proficiency" with full proficiency in death's majesty, but you may not spend more than half your cr on a single creature
10th level
Whenever you would create undead with a spell, add half your proficiency to the total cr of the raised number of creatures
13th level
For up to one minute Create 20 foot radius of damaging aura 2d6 at both beginning and end of turn, and grasping hands attempt to grapple every 5 feet, [8+int+prof].
Hemomancer
A hemomancer is purely ambitious. Even the most pure hearted hemomancer is extremely ambitious. Much like warlocks, they pursue the magic for power. Blood is what they use, and if you control blood, you control everything. Their view on undead is somewhere between the two others, they view undead as a source of life for themselves.
Crimson blade- you may create a melee weapon of your choice out of your blood. Changing the weapon is a bonus action, and each time you would create or change your weapon, deal 1d4 for a light 1d6 for a medium, and 1d8 for a two handed damage to yourself. When bloodied, they count as a plus one weapon and crit on a 19 or 20.
proficiency in medium armor
6th level
You may sacrifice an amount of undead equal to or less than your proficiency bonus, gain back half of their current hp as your own once per short rest.
You may cast a spell as a bonus action and channel it through your crimson blades, and on hit you may make an additional attack
10th level
If bloodied, crimson blade gains lifelink and counts as a plus two weapon that adds 1d4 neurotic damage on hit
13th level
You gain such control over blood you may shunt hit points equal to your necromancer level between you and any controlled undead each turn