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Necromancer


Hit Points

Hit Dice: d4 per Necromancer level
Hit Points at first Level: 4 + Constitution Modifier
Hit Points at Higher Levels: 1d4

Proficiences

Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Stealth, Arcana, History, Nature, Insight, and Deception.

Overview & Creation

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.


Class Features

Undeath

Starting with your 2nd Level you can choose to permanently make yourself undead. This cannot be undone in any way apart from the meddling of gods or very powerful magic. You have the option to become undead every time you level up but when you become undead, you have no ability of returning to yourself to life.   Effects of Being Undead. All stats apart from Strength and Constitution are reduced by 2 and Constitution is automatically brought up to 20. You also gain Undead Fortitude, if damage reduces the player to 0 HP, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the player drops to 1 HP instead. On top of those two abilities you also gain the ability to take a Bite action. The Bite has an attack bonus of your proficiency bonus + your strength modifier; it does 2d4 damage and has the chance to infect the opponent. Lastly, an undead cannot take a rest, long or short. Instead, they treat being knocked unconscious in battle as taking a long rest.  

Undead Thralls

At 6th level, when you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: The creature’s hit point maximum is increased by an amount equal to your Necromancer level. The creature adds your proficiency bonus to its weapon damage rolls.  

Grim Harvest

At 10th level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to the spell’s level. You don’t gain this benefit for killing constructs or undead.  

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other Necromancers. 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 Necromancer spell save DC. If it succeeds, nothing happens. If it fails, it becomes friendly to you and obeys your commands until it dies or breaks free. 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.  

Necrotic Healing

At 18th level, you attain the pinnacle of necrotic healing. At the start of each of your turns, you regain HP equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points.


Starting Equipment

(a) a quarterstaff or (b) a dagger; a Necronomicon and ritual chalk


Spellcasting

The Necronomicon

Necromancers start with a copy of the Necronomicon, a book full of dark magic and magic involving the undead. The only issue is that mortals have trouble understanding and reading this book, unless they are fully devoted to it's power. This is why, even though all spells a Necromancer can learn start pre-written in this book, they can only cast certain ones until they level up.  

Casting Spells

All necromancy spells are available to a Necromancer through their Necronomicon. They can use any necromancy spells with a level that is equal to half of their Necromancer level.   Necromancers do not have spell slots, instead they drain their own life energy to do magic. A spell will drain their HP by whatever level it is * 2. A 1st-Level Spell will drain the Necromancer of 2 HP and a 8nd-Level spell will drain the Necromancer of 16 HP. On top of this they must roll 1d100 whenever they cast a spell, if they get below a 10 they must lower their maximum HP by the level of the spell they casted.  

Spellcasting Ability

Constitution is your spellcasting ability for your Necromancer spells, since you use your life energy to cast spells from your Necronomicon. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier  

Ritual Casting

You must cast a spell as a ritual if that spell has the ritual tag. These spells are very powerful and require quite a bit of set up. The ritual is a specialty of the Necromancer. Rituals also do not force the Necromancer to roll the d100 and lose maximum HP.  

Necromancer Spells

Cantrips (0 Level) Chill Touch, Spare the Dying, Toll the Dead   1st Level Cause Fear, False Life, Inflict Wounds, Ray of Sickness   2nd Level Blindness/Deafness, Gentle Repose, Ray of Enfeeblement   3rd Level Animate Dead, Bestow Curse, Feign Death, Life Transference, Revivify, Speak with Dead, Vampiric Touch   4th Level Blight, Shadow of Moil   5th Level Contagion, Danse Macabre, Enervation, Negative Energy Flood, Raise Dead   6th Level Circle of Death, Create Undead, Eyebite, Harm, Magic Jar, Soul Cage   7th Level Finger of Death, Resurrection   8th Level Abi-Dalzim's Horrid Wilting, Clone   9th Level Astral Projection, True Resurrection


Subclass Options

Necrotic Warlord

A Necrotic Warlord uses necromancy to attempt to create armies of undead. They tend to have large amounts of undead and don't usually attack their enemies, instead commanding their forces like any other military leader.  

Undead Army

When you choose this subclass at 5th Level, you gain the ability Undead Army which is fueled by special dice called necrotic dice. You may spend a necrotic die and use it as a bonus action. When you spend a necrotic die, you roll a it and you summon Zombies equal to the number you rolled. They are summoned for 1 hour. Rolling a necrotic die also will drain your HP by whatever level you are * 2.   Necrotic Dice. You have two necrotic dice, which start as d4s. A necrotic die is expended when you use it. You regain all of your expended necrotic dice when you finish a long rest. You gain another necrotic die at 10th Level, 15th Level, and 20th Level. Also the necrotic die increases to a d8 at 10th Level, a d12 at 15th Level, and a d20 at 20th Level.   Ability Score Improvement Rules. Instead of increasing your ability score in an ability you can increase the amount of Zombies that spawn from Undead Army. Each ability score imrovement point you use on Undead army adds a modifier to your necrotic die equal to half of your Necromancer level.  

Immortality Seeker

An Immortality Seeker is a Necromancer who wants eternal life. Necromancy is arguably the best way to achieve this so the Immortality Seeker has turned to necromancy and uses it to heal themselves and guarentee that they will never die.  

Necrotic Health

Starting at 5th Level, every time you level up, you gain temp HP equal to your level * 1d6. Also, you gain the maximum amount of HP every time you level up.  

Life Drain

At 10th Level, gain the ability Life Drain which lets you target up to three creatures that you can see within 10 feet of yourself. Each target must succeed on a constitution saving throw against your spell save DC or take 6d6 necrotic damage, the player gains HP equal to the total damage they dealt to all three targets. Extra health can be taken on as temp HP. Also, the player must roll 1d100, with a roll lower than 10 resulting in a loss of maximum HP equal to the players level.  

Inured to Undeath

Beginning at 15th level, you have resistance to necrotic damage and immunity to poison and disease, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.  

Rejuvenation

Starting at 20th Level, if a Necromancer has a phylactery and dies, they gain a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery.


Created by

Adrenalemon.

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