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Necromancer


Hit Points

Hit Dice: d6 per Necromancer level
Hit Points at first Level: 6+con mod
Hit Points at Higher Levels: 4 or d6 +con mod

Proficiences

Armor: light armor
Weapons: daggers, clubs, sickles
Tools: 1 type of artisans tools of choice
Saving Throws: Int and Wis
Skills: 2 of choice

Overview & Creation

the name.   to you life and death are merely states of being. one can be made living as easily as one can be made dead. The necromancer is a versatile class capable of playing support but also able to protect its self so to not hold the team back.   a fight breaks out in a tavern and a man in a cloak as black as night walks up to the instigator and puts his hand on his shoulder. the man hits the ground with a loud thud, as though he were a bag of bricks. not even seconds later his head snaps up jaw completely shattered and hanging off. the man in black summons a wood door out of thin area and the newly formed zombie exits through it, as the tavern residents stare in horror.   a man lies on the ground dead, his family mourning around him, a man in white robes holding a staff touches the man with his staff and breathes life back into him with a black flash of necromatic magic the man is standing. alive and looking for the one who saved him, but he was gone as fast as he appeared.


Class Features

Drain Essence - starting at level 1, you can make a melee spell attack against a creature within 5ft. on a hit the creature takes d6+int mod necrotic damage. and you heal for half damage dealt. you can use this ability a number of times equal to prof bonus per long rest.

Detect Life -

starting at level 1, you can detect life within 30ft of you, you do not know its type, or where it is, just that it is there. you can use this ability a number of times per long rest equal to your int mod.  

Necromatic Preparedness -

starting at level 2, upon finishing a rest you can select one one necromancy cantrip that you know, you can cast it as a bonus action a number of times equal to your prof bonus.  

Aura of Despair -

starting at level 5, you can use an action to force all creatures of your choice within 30ft of you to make a wis save or be frightened of you for 1 minute or until they take damage. a creature frightened this way must spend its action moving as far away as possible. you can use this a number of times per long rest equal to your int mod  

Undead Fortitude -

starting at level 6, when you would be reduced to 0 hitpoints but not killed outright, you can make a con save DC 6+dmg taken past 0. on a success you come back up at 1 hitpoint, on a fail you begin making death saves  

Undead Nature -

starting at level 9, because of the necromatic energy flowing through you. you no longer age, neither magically or physically. you are also no longer require food, drink, or breathe if you previously needed it.  

Allegiance -

starting at level 10, your summoned undead will obey you for twice as long in between recasts of the spells used to summon them.  

Undead Body -

starting at level 13, you are classified as undead creature type. you also become immune to disease.  

Graveyard -

starting at level 14, you can establish a graveyard or other form of eternal resting place (such as crypt, dungeon, etc). while you are in your graveyard you gain a +2 bonus to AC, also your graveyard will automatically create zombies or skeletons under you command each day when the moon is at its peak in the sky (the number of undead it creates each day is equal to half prof rounded down). undead creatures created by your graveyard will automatically die if they are away from the graveyard for longer than 24 hours. the range of the graveyard is a 200ft Cube. these undead will remain completely loyal to you regardless of anything that may happen. you may only have 1 graveyard established at a time. it takes a 1 day ritual to set up a graveyard. to establish a a different graveyard you must do a days ritual to destroy your previous one before you can make a new one  

Control Undead -

starting at level 17, you can target one undead creature, it makes an intelligence save. on a fail it is under your control until it dies or you dismiss it. undead creatures with 12 or more intlligence have advantage on the save. you can have a number of undead controlled this way equal to half your prof rounded down.  

Necrotic Resonance -

starting at level 19, you gain resistance to necrotic damage, also when you deal necrotic damage to a creature it makes a con save DC (8+int mod) on a fail its hitpoint max is reduced by the damage dealt.  

Rite Of Darkness -

starting at level 20, you can cast create undead, animate dead, and other spells of similar effects as rituals. also you pick one 1sst level spell you know, it becomes a cantrip.


Starting Equipment

one weapon you are proficient with   leather armor   explorers pack   a spellcasting focus


Spellcasting

you can learn a number of spells equal to your int mod + your necromancer level. int is your spellcasting stat, and your DC is (8+prof+int mod). you know spells from the wizard and cleric spell list.

level cantrips 1st slots 2nd slots 3rd slots 4th slots 5th slots 6th slots 7th slots 8th slots 9th slots
1 5 2
2 5 3
3 5 3 1
4 5 3 2
5 6 3 2 1
6 6 3 2 1
7 6 3 2 1 1
8 6 3 2 1 1
9 6 4 3 2 1 1
10 7 4 3 2 2 1
11 7 4 3 2 2 1 1
12 7 4 3 2 2 1 1
13 7 4 3 3 2 2 1 1
14 7 4 3 3 2 2 1 1
15 7 4 3 3 3 2 1 1 1
16 7 4 4 3 3 2 2 1 1
17 8 4 4 3 3 2 2 2 1 1
18 8 4 4 3 3 3 2 2 1 1
19 8 5 4 3 3 3 2 2 1 1
20 8 5 4 3 3 3 2 2 1 1

 


Subclass Options

Reaper -

starting at level 3, you gain the ability to when you kill a creature snare its soul with a successful wisdom religion check when you kill a creature (DC equal to creatures CR). these souls can be used for later subclass features or you can use one as a bonus action to heal 1d8+int mod. you can have a number of souls at a time equal to twice your necromancer level. (creatures with their souls taken cannot be revived.)  

Reapers Scythe -

starting at level 7, you can use your action to manifest a scythe in your hand. this scythe does 1d10+dex mod necrotic damage (two handed). the creature you attack makes a con save against your spell save DC, on a fail you gain temp HP equal to half the damage dealt. this scythe stays manifested for 1 min. can be used once per long rest  

Reapers Sight -

starting at level 11, as an action for 1 minute you can see living creatures (with souls) through objects (appears as blue infra-red). as long as they are within vision range. can be used a number of times per long rest equal to your wis mod.  

Life Strings -

starting at level 15, once per long rest you can attempt to cut a creatures life strings, in order to this they must fail a con save against your spell save DC and have no more than 75 hitpoints remaining. if they fail the save and have fewer than 75 hitpoints they die.  

Reapers Blessing -

starting at level 18, when you get the kill on an enemy you regain hitpoints equal to your level.

Undead General -

Starting at level 3, when you would get hit, you can use your reaction to cause an undead ally within 5ft, to take the damage instead of yourself.  

Aura of Command -

starting at level 7, ally undead within 20ft of you gain a +1 bonus to AC, and they can add your int mod to their accuracy roll. you can also use your action to give all ally undead in the range of the aura Temporary hitpoints equal to d4+necromancer level.  

Commanders Influence -

starting at level 11, your undead followers go immediately after you in initiative, also you get a bonus to initiative equal to the number of allies affected by your aura of command.  

Commanders Tyranny -

starting at level 15, you gain a bonus to attack rolls and damage rolls equal to all undead allies within 5ft of you. (max +5)  

Aura of Lethargy -

starting at level 18, all creatures of your choice within 30ft, must expend 2ft of movement for every 1ft they move.

Voodoo Arts -

starting at level 3, you pick a number of curses to learn equal to your prof. you can use curses to apply different effects to targets depending on the curse. you can use your curses a number of times per long rest equal to half your prof bonus rounded down. curses have a duration of 1 hour, this increases to 6 hours at level 7, 12 hours at level 13, 24 hours at level 17, and permanent at level 20. (the casting of a spell such as remove curse cures the curse). a creature is cursed if it fails a wis save against your spell save DC.
Curses Description
Sun Curse takes 4d4 radiant damage while in direct sunlight for the duration.
Moon Curse take 4d4 necrotic damage while in direct moonlight for the duration
Curse of the Poor afflicted cannot carry more than 1 copper piece with them for the duration of the curse. any extra coins picked up will immediately after being picked fall to the ground with a lound clanking noise.
Curse of the Rot afflicted target cannot heal above half hitpoints for the duration of the curse.
Curse of the Blabber mouth target must make a wis save against casters spell save DC to keep a secret, also creature will not stop talking for the duration of the curse
Curse of the Silent target cannot speak for the duration of the curse
Curse of the Brittle target has disadvantage on Str saves and checks for the duration of the curse.
Curse of the Clumsy target has disadvantage on Dex saves and checks for the duration of the curse
Curse of the Sickly target has disadvantage on con saves and checks for the duration of the curse
Curse of the Irrational target has disadvantage on int saves and checks for the duration of the curse
Curse of the Foolish target has disadvantage on wis saves and checks for the duration of the curse
Curse of the Repulsive target has disadvantage on cha saves and checks for the duration
Curse of Phobia target automatically fails saves against fear, and if target is immune to fear it no longer is, for the duration of the curse
Curse of Impressionable target automatically fails saves against charm, and if target is immune to charm it no longer is, for the duration of the curse
Curse of Mirror when target hits an attack it or a nearby ally take damage equal to half the damage dealt from the attack
Curse of the Magnet target becomes extremely magnetic (all metal objects that weigh less than 100lbs are pulled closer to target) for the duration of the curse.
Curse of Anger target loses the ability tell friend from foe for the duration
Curse of the Silverware anytime the creature loots, opens, or searches anything they find a piece of silverware instead. also when the target is looking for silverware or attempts to use some, the task is impossible. for the duration of the curse. the target creature also finds it difficult to think of anything but silverware for the duration
Curse of the Cat all felines are automatically aggressive to target, wounds inflicted by felines cannot be healed by any means short of greater restoration. for the duration
Curse of aging target ages by 1 year for every one day they have this curse

Who do Voodoo -

starting at 7th level, during a rest you can use 30gp to make a common potion or 50gp to make an uncommon (these cannot be sold).  

Voodoos Madness -

starting at level 11, when you cast a spell that has a level. you add an additional effect from the chart below (roll a d10)
d10 Effect
1 roll on the d10,000 wild magic chart
2 Target sheds a bright light 60ft out from self for 1 minute
3 target falls unconscious for 1 round
4 nothing
5 gravity in a 30ft cube centered on target reverses
6 nothing
7 target gets harassed by birds for 1 year
8 target is covered in flour
9 Target lights on fire and takes a d4 damage at the start of each of its turns until it uses an action to extinguish the fire
10 roll on the d10,000 wild magic chart

Psychotic Tendencies -

starting at level 15, you can target one creature, they make a wis save, if they fail you control all colors they see for 1 hour. you can control everything from what colors they are to how much of each color. you can only have one creature affected by this ability at a time.  

Diabolic Poly -

starting at level 18, you can target one creature within 60ft that you can see, the make a wis save, if they fail they are turned into a chicken for 3 rounds. you can use this ability thrice per long rest.


LevelXPAbilities
10Drain Essence, Detect life
2300Necromatic Preparedness
3900Subclass
42,700ASI or Feat
56,500Aura Of Despair
614,000Undead Fortitude
723,000Subclass Feature
834,000ASI or Feat
948,000Ageless
1064,000Allegiance
1185,000Subclass Feature
12100,000ASI or Feat
13120,000Undead Body
14140,000Graveyard
15165,000Subclass Feature
16195,000ASI or Feat
17225,000Control Undead
18265,000Subclass Feature
19305,000Necrotic Resonance
20355,000Rite Of Darkness

Created by

Spectre0458.

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