https://www.dandwiki.com/w/api.php?action=feedcontributions&user=47v3ctorlulz&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T23:34:29ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Lich,_Variant_(5e_Class)&diff=1222156Talk:Lich, Variant (5e Class)2019-09-23T07:10:48Z<p>47v3ctorlulz: /* Grammar */ new section</p>
<hr />
<div>== Grammar ==<br />
<br />
My only complaint as far as how this has turned out since I've checked it is the grammar, I can understand the general idea which is from what I'm reading has gone well since I created the rough draft of this page. My only ask is that you use decent grammar when editing this page. --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 01:10, 23 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1222153Lich, Variant (5e Class)2019-09-23T06:59:59Z<p>47v3ctorlulz: /* Dark Mage */ more grammar</p>
<hr />
<div>== The Lich ''Almost well balanced'' ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich, however, such restrictions are:<br />
<br />
*You can’t be of Good nature.<br />
<br />
*In favor of becoming immortal you put your soul into a phylactery and your body died in procces, you gain no racial benefits. Unless your DM states otherwise.<br />
<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal half of an amount of hit points equal to the damage you would have recieved<br />
<br />
*If your phylactery gets destroyed you die and your body turns to ash.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor class. Second, choose the Sage background. Third, take a Staff and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=none<br />
|weapons=Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=a spellbook and unfinished phylactery<br />
|item2a=one simple weapon<br />
|item2b=any martial weapon if proficient<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Traits of the Undead, Unholy Covenant, Phylactery<br />
|classfeatures2=Undead Domination<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery, Undead Domination<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Traits of the Undead, Unholy Covenant, Paralyzing Touch<br />
|classfeatures11=Undead Domination<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Unholy Covenant, Undead Domination<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Traits of the Undead ====<br />
Somehow you became undead, probably some experiments with magic. You are dead. It is visible on your body and you also smell like rotten flesh<br />
*You can’t be of Good nature.<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition you are immune to necrotic damage, whenever you would recieve Necrotic damage, you instead heal half an amount of hit points equal to the damage you would have recieved rounded down (not working on cantrips)<br />
*If your hit points drop to 0, you do make death saving throws. If your hit points drop to 0 from Radiant damage or by using Holy water you die instead.<br />
*As an Undead, you start off with 60 feet of Darkvision.<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You are immune to any disease. You do not require food, air, or sleep. You require a 4 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*Your flesh is falling off and you smell really bad. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known as undead, and if your undead status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage. You still can use magic or other means to hide.<br />
<br />
You gain more benefits from this feature on 6th level, and again at 10th level. <br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*Your Phylactery is unstable and you have to obtain souls to charge phylactery and keep yourself alive. You start with 1d10 + 5 charges inside. Each charge will last for a day, if your Phylactery run out of charges you die and your body turn to ash. To improve it you have some work to do.<br />
*To charge your phylactery you need life force of another humanoid, you need to perform ritual to sacrifice living humanoid while you having short rest or long rest. One humanoid life force is enough to give you one charge.<br />
*When you fall to 0 HP, you do get saving throws. However, your soul gets stored in your phylactery. If you stabilize you move back to your body. If you die you are trapped in phylactery.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster skilled in necromancy can help you take new body. It have to be living humanoid killed in 10 minute ritual. While you are dead phylactery still using charges to keep your soul inside.<br />
*Other methods of revival are not possible since your soul is trapped in phylactery<br />
*Your phylactery functions as an Arcane Focus, you can not use different focus until lvl 5<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your Intelligence modifier, and total hit points equal to 5 times your Lich level plus 2 times your Intelligence modifier. Any lost hit points may be regained by using souls of humanoids in a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total souls sacrificed to it. For the purposes of saving throws against effects, your phylactery uses the statistics of your character. But if you are dead or unconcious it fails any saving throws.<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 2nd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 8 have advantage on their saving throw and any Undead with an Intelligence above 12 are immune to this effect. You can use this feature a number of times equal to your Intelligence modifier.<br />
You can use this feature a number of times equal to your Wisdom modifier and you gain all expanded uses after you finish long rest.<br />
<br />
This feature is stronger at 5th level and again at 11th and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Greater Phylactery ====<br />
At level 5th, you may improve your phylactery to be more efficient. In addition to that you can use different spellcasting focus.<br />
Choose one of the following: Blood Phylactery or Soul Phylactery<br />
<br />
==== Blood Phylactery ====<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature to fill it with 2 charges. Blood from a creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 3 charges instead. <br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount. But you can use more.<br />
*You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. Creature have to make a Constitution save against your DC or becomes paralyzed and loses a pint of blood per minute. It can roll a new save on start of it's turn to stop being paralyzed. Creature dies if you drain all its blood.<br />
*You can use your Phylactery Charges to heal yourself, as an bonus action expending two charges to heal you for 1d8 + CON + INT<br />
<br />
==== Soul Phylactery ====<br />
*When you kill humanoid creature with spell from necromancy School, you can use your reaction to trap it in to your phylactery to gain 3 charges. Creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 4 charges instead.<br />
*You can also perform ritual while you do short or long rest and kill how many humanoids you like to charge your phylactery but no more then 10 on short rest and no more then 80 on long rest. If you do it as a part of a ritual you store additional charge for any humanoid you kill.<br />
*You can use 10 charges to give yourself advantige for one saving throw.<br />
*You can use charges of certain humanoids to gain one of these benefits:<br />
<br />
'''Elves and Fey''' – If you use an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks and if you already have proficiency in Persuasion you gain expertise in it.<br />
<br />
'''Orcs and Giants''' – using an Orc or a Giant gives you immense physical power. If you use their soul, you gain proficiency in Athletics, expertise if you already are proficient in Athletics. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
'''Dragons or Dragonborns''' - using an Dragon or Dragonborn soul you gain proficiency in constitution saving throw if you already have it you gain expertise instead. In addition to that you gain ability to use dragon breath. The power of this dragon breath depending on what soul you use.<br />
You can have only have one benefit active at a time. Using soul to gain different benefit ands the duration on the previous one.<br />
Each benefit last for 24 hours.<br />
<br />
''(GM and player should take notes on what souls you gather and use)''<br />
<br />
==== Traits of the Undead ====<br />
At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level when you gain immune to exhaustion and you also gain resistant to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Paralyzing Touch ====<br />
At 10th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your spell save DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest.<br />
<br />
==== Traits of the Undead ====<br />
At 10th level you are now immune to exhaustion and you gain resistance to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Master Resistance ====<br />
Number of souls your body taken empowered your body and it becomes resilient.<br />
Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing damage from non-magical or non-silvered weapons<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Absolute Lichdom ==== <br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. Your pupils will now always have a small, ''(choose color)'' glow to them.<br />
<br />
You need only one phylactery charge per month.<br />
<br />
Your resistances to being Charmed, Frightened, and Paralyzed have now become immunities.<br />
<br />
You gain one Legendary Resistance 1/long rest. If the Lich fails its saving throw it can choose to succed.<br />
<br />
''You hunger for knowlige and power, you would sacrifice anyones life to get what you want. (you add this perk to your personality flaws)''<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast from the school of necromancy add your spellcasting ability modifier to damage rolls.<br />
You can use 2 phylactery charges to give a target disadvantage on its saving throw against a 1st level spell from school of necromancy you cast. You can use this feature on stronger spells but each level above 1st costs you 2 more charges.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances to necrotic damage. Creature Immune to necrotic damage slightly glow for you and you can expend 4 phylactery charges to ignore that immunity for one turn.<br />
<br />
;Life Transference<br />
Starting from lvl. 10, when you are targeted by healing spell (harming undead) or when you heal yourself by necrotic energy. You may target one ally you can see no more then 60 ft. away from you and transfer that healing energy to them.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from the school of necromancy. You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws.<br />
You must finish a long rest before using this feature again.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light Armor and Medium armor and three Martial weapons of your choice.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier + your Lich level when you reduce a creature to 0 hit points with a melee weapon. <br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens creatures that can see you. Any creature that can see you have to succes on a Wisdom saving throw against DC equal to 8 + STR + your proficiency bonus. Creature that succed on a saving throw You can use this feature once and regain its use after taking a short rest or long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
*Life Drain - Attacks made with a melee weapon deal extra 1d8 necrotic damage. Also, a creatures hit point maximum is reduced by the necrotic damage you deal and your curent and maximum hit points are increased by that amount. You lose any extra hit points when you finish short rest or long rest.<br />
*Ethereal Passage - Attacks made with a melee weapon deal extra 1d8 force damage. And, as a bonus action you can teleport to free space next to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
*Chilling Strike - Attacks made with a melee weapon deal extra 1d8 cold damage, when you hit a creature with a weapon it have to succed on CON save against your spell save DC or becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you know the location of any humanoid corpse or Undead within 60 feet of you.<br />
You have ability to reanimate any Beast or Monstrosity to up to CR 1/4 GM have the creature game statictics.<br />
In addition to that you can learn any spell from School of Necromancy.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
*You can cast Animate Dead as a ritual spell.<br />
*Created Undead from any spell you cast gain hit points equal to your Lich level<br />
*Created Undead from any spell you cast add half of your proficiency bonus rounded down to their attack rolls and full proficiency bonus to damage rolls<br />
*You add Speak to Dead and Animate Dead spell to your spellbook if it is not already there.<br />
<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot or 30 Phylactery Charges to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes or until your concentration ends. Undead you created with this spell then die. Undead created by this feature gain Improved Cadavers benefits and additional + 2 to attack and damage rolls.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1222152Lich, Variant (5e Class)2019-09-23T06:58:26Z<p>47v3ctorlulz: /* Greater Phylactery */ more grammar</p>
<hr />
<div>== The Lich ''Almost well balanced'' ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich, however, such restrictions are:<br />
<br />
*You can’t be of Good nature.<br />
<br />
*In favor of becoming immortal you put your soul into a phylactery and your body died in procces, you gain no racial benefits. Unless your DM states otherwise.<br />
<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal half of an amount of hit points equal to the damage you would have recieved<br />
<br />
*If your phylactery gets destroyed you die and your body turns to ash.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor class. Second, choose the Sage background. Third, take a Staff and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=none<br />
|weapons=Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=a spellbook and unfinished phylactery<br />
|item2a=one simple weapon<br />
|item2b=any martial weapon if proficient<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Traits of the Undead, Unholy Covenant, Phylactery<br />
|classfeatures2=Undead Domination<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery, Undead Domination<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Traits of the Undead, Unholy Covenant, Paralyzing Touch<br />
|classfeatures11=Undead Domination<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Unholy Covenant, Undead Domination<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Traits of the Undead ====<br />
Somehow you became undead, probably some experiments with magic. You are dead. It is visible on your body and you also smell like rotten flesh<br />
*You can’t be of Good nature.<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition you are immune to necrotic damage, whenever you would recieve Necrotic damage, you instead heal half an amount of hit points equal to the damage you would have recieved rounded down (not working on cantrips)<br />
*If your hit points drop to 0, you do make death saving throws. If your hit points drop to 0 from Radiant damage or by using Holy water you die instead.<br />
*As an Undead, you start off with 60 feet of Darkvision.<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You are immune to any disease. You do not require food, air, or sleep. You require a 4 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*Your flesh is falling off and you smell really bad. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known as undead, and if your undead status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage. You still can use magic or other means to hide.<br />
<br />
You gain more benefits from this feature on 6th level, and again at 10th level. <br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*Your Phylactery is unstable and you have to obtain souls to charge phylactery and keep yourself alive. You start with 1d10 + 5 charges inside. Each charge will last for a day, if your Phylactery run out of charges you die and your body turn to ash. To improve it you have some work to do.<br />
*To charge your phylactery you need life force of another humanoid, you need to perform ritual to sacrifice living humanoid while you having short rest or long rest. One humanoid life force is enough to give you one charge.<br />
*When you fall to 0 HP, you do get saving throws. However, your soul gets stored in your phylactery. If you stabilize you move back to your body. If you die you are trapped in phylactery.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster skilled in necromancy can help you take new body. It have to be living humanoid killed in 10 minute ritual. While you are dead phylactery still using charges to keep your soul inside.<br />
*Other methods of revival are not possible since your soul is trapped in phylactery<br />
*Your phylactery functions as an Arcane Focus, you can not use different focus until lvl 5<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your Intelligence modifier, and total hit points equal to 5 times your Lich level plus 2 times your Intelligence modifier. Any lost hit points may be regained by using souls of humanoids in a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total souls sacrificed to it. For the purposes of saving throws against effects, your phylactery uses the statistics of your character. But if you are dead or unconcious it fails any saving throws.<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 2nd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 8 have advantage on their saving throw and any Undead with an Intelligence above 12 are immune to this effect. You can use this feature a number of times equal to your Intelligence modifier.<br />
You can use this feature a number of times equal to your Wisdom modifier and you gain all expanded uses after you finish long rest.<br />
<br />
This feature is stronger at 5th level and again at 11th and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Greater Phylactery ====<br />
At level 5th, you may improve your phylactery to be more efficient. In addition to that you can use different spellcasting focus.<br />
Choose one of the following: Blood Phylactery or Soul Phylactery<br />
<br />
==== Blood Phylactery ====<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature to fill it with 2 charges. Blood from a creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 3 charges instead. <br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount. But you can use more.<br />
*You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. Creature have to make a Constitution save against your DC or becomes paralyzed and loses a pint of blood per minute. It can roll a new save on start of it's turn to stop being paralyzed. Creature dies if you drain all its blood.<br />
*You can use your Phylactery Charges to heal yourself, as an bonus action expending two charges to heal you for 1d8 + CON + INT<br />
<br />
==== Soul Phylactery ====<br />
*When you kill humanoid creature with spell from necromancy School, you can use your reaction to trap it in to your phylactery to gain 3 charges. Creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 4 charges instead.<br />
*You can also perform ritual while you do short or long rest and kill how many humanoids you like to charge your phylactery but no more then 10 on short rest and no more then 80 on long rest. If you do it as a part of a ritual you store additional charge for any humanoid you kill.<br />
*You can use 10 charges to give yourself advantige for one saving throw.<br />
*You can use charges of certain humanoids to gain one of these benefits:<br />
<br />
'''Elves and Fey''' – If you use an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks and if you already have proficiency in Persuasion you gain expertise in it.<br />
<br />
'''Orcs and Giants''' – using an Orc or a Giant gives you immense physical power. If you use their soul, you gain proficiency in Athletics, expertise if you already are proficient in Athletics. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
'''Dragons or Dragonborns''' - using an Dragon or Dragonborn soul you gain proficiency in constitution saving throw if you already have it you gain expertise instead. In addition to that you gain ability to use dragon breath. The power of this dragon breath depending on what soul you use.<br />
You can have only have one benefit active at a time. Using soul to gain different benefit ands the duration on the previous one.<br />
Each benefit last for 24 hours.<br />
<br />
''(GM and player should take notes on what souls you gather and use)''<br />
<br />
==== Traits of the Undead ====<br />
At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level when you gain immune to exhaustion and you also gain resistant to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Paralyzing Touch ====<br />
At 10th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your spell save DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest.<br />
<br />
==== Traits of the Undead ====<br />
At 10th level you are now immune to exhaustion and you gain resistance to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Master Resistance ====<br />
Number of souls your body taken empowered your body and it becomes resilient.<br />
Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing damage from non-magical or non-silvered weapons<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Absolute Lichdom ==== <br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. Your pupils will now always have a small, ''(choose color)'' glow to them.<br />
<br />
You need only one phylactery charge per month.<br />
<br />
Your resistances to being Charmed, Frightened, and Paralyzed have now become immunities.<br />
<br />
You gain one Legendary Resistance 1/long rest. If the Lich fails its saving throw it can choose to succed.<br />
<br />
''You hunger for knowlige and power, you would sacrifice anyones life to get what you want. (you add this perk to your personality flaws)''<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast from chool of necromancy add your spellcasting ability modifier to damage rolls.<br />
You can use 2 phylactery charges to give a target disadvantage on its saving throw against a 1st level spell from school of necromancy you cast. You can use this feature on stronger spells but each level above 1st cost you 2 more charges.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances to necrotic damage. Creature Immune to necrotic damage slightly glow for you and you can expend 4 phylactery charges to ignore that immunity for one turn.<br />
<br />
;Life Transference<br />
Starting from lvl. 10, when you are targeted by healing spell (harming undead) or when you heal yourself by necrotic energy. You may target one ally you can see no more then 60 ft. away from you and transfer that healing energy to them.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from the school of necromancy. You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws.<br />
You must finish a long rest before using this feature again.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light Armor and Medium armor and three Martial weapons of your choice.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier + your Lich level when you reduce a creature to 0 hit points with a melee weapon. <br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens creatures that can see you. Any creature that can see you have to succes on a Wisdom saving throw against DC equal to 8 + STR + your proficiency bonus. Creature that succed on a saving throw You can use this feature once and regain its use after taking a short rest or long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
*Life Drain - Attacks made with a melee weapon deal extra 1d8 necrotic damage. Also, a creatures hit point maximum is reduced by the necrotic damage you deal and your curent and maximum hit points are increased by that amount. You lose any extra hit points when you finish short rest or long rest.<br />
*Ethereal Passage - Attacks made with a melee weapon deal extra 1d8 force damage. And, as a bonus action you can teleport to free space next to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
*Chilling Strike - Attacks made with a melee weapon deal extra 1d8 cold damage, when you hit a creature with a weapon it have to succed on CON save against your spell save DC or becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you know the location of any humanoid corpse or Undead within 60 feet of you.<br />
You have ability to reanimate any Beast or Monstrosity to up to CR 1/4 GM have the creature game statictics.<br />
In addition to that you can learn any spell from School of Necromancy.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
*You can cast Animate Dead as a ritual spell.<br />
*Created Undead from any spell you cast gain hit points equal to your Lich level<br />
*Created Undead from any spell you cast add half of your proficiency bonus rounded down to their attack rolls and full proficiency bonus to damage rolls<br />
*You add Speak to Dead and Animate Dead spell to your spellbook if it is not already there.<br />
<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot or 30 Phylactery Charges to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes or until your concentration ends. Undead you created with this spell then die. Undead created by this feature gain Improved Cadavers benefits and additional + 2 to attack and damage rolls.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1222151Lich, Variant (5e Class)2019-09-23T06:57:34Z<p>47v3ctorlulz: grammar</p>
<hr />
<div>== The Lich ''Almost well balanced'' ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich, however, such restrictions are:<br />
<br />
*You can’t be of Good nature.<br />
<br />
*In favor of becoming immortal you put your soul into a phylactery and your body died in procces, you gain no racial benefits. Unless your DM states otherwise.<br />
<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal half of an amount of hit points equal to the damage you would have recieved<br />
<br />
*If your phylactery gets destroyed you die and your body turns to ash.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor class. Second, choose the Sage background. Third, take a Staff and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=none<br />
|weapons=Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=a spellbook and unfinished phylactery<br />
|item2a=one simple weapon<br />
|item2b=any martial weapon if proficient<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Traits of the Undead, Unholy Covenant, Phylactery<br />
|classfeatures2=Undead Domination<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery, Undead Domination<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Traits of the Undead, Unholy Covenant, Paralyzing Touch<br />
|classfeatures11=Undead Domination<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Unholy Covenant, Undead Domination<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Traits of the Undead ====<br />
Somehow you became undead, probably some experiments with magic. You are dead. It is visible on your body and you also smell like rotten flesh<br />
*You can’t be of Good nature.<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition you are immune to necrotic damage, whenever you would recieve Necrotic damage, you instead heal half an amount of hit points equal to the damage you would have recieved rounded down (not working on cantrips)<br />
*If your hit points drop to 0, you do make death saving throws. If your hit points drop to 0 from Radiant damage or by using Holy water you die instead.<br />
*As an Undead, you start off with 60 feet of Darkvision.<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You are immune to any disease. You do not require food, air, or sleep. You require a 4 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*Your flesh is falling off and you smell really bad. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known as undead, and if your undead status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage. You still can use magic or other means to hide.<br />
<br />
You gain more benefits from this feature on 6th level, and again at 10th level. <br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*Your Phylactery is unstable and you have to obtain souls to charge phylactery and keep yourself alive. You start with 1d10 + 5 charges inside. Each charge will last for a day, if your Phylactery run out of charges you die and your body turn to ash. To improve it you have some work to do.<br />
*To charge your phylactery you need life force of another humanoid, you need to perform ritual to sacrifice living humanoid while you having short rest or long rest. One humanoid life force is enough to give you one charge.<br />
*When you fall to 0 HP, you do get saving throws. However, your soul gets stored in your phylactery. If you stabilize you move back to your body. If you die you are trapped in phylactery.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster skilled in necromancy can help you take new body. It have to be living humanoid killed in 10 minute ritual. While you are dead phylactery still using charges to keep your soul inside.<br />
*Other methods of revival are not possible since your soul is trapped in phylactery<br />
*Your phylactery functions as an Arcane Focus, you can not use different focus until lvl 5<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your Intelligence modifier, and total hit points equal to 5 times your Lich level plus 2 times your Intelligence modifier. Any lost hit points may be regained by using souls of humanoids in a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total souls sacrificed to it. For the purposes of saving throws against effects, your phylactery uses the statistics of your character. But if you are dead or unconcious it fails any saving throws.<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 2nd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 8 have advantage on their saving throw and any Undead with an Intelligence above 12 are immune to this effect. You can use this feature a number of times equal to your Intelligence modifier.<br />
You can use this feature a number of times equal to your Wisdom modifier and you gain all expanded uses after you finish long rest.<br />
<br />
This feature is stronger at 5th level and again at 11th and 14th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Greater Phylactery ====<br />
At level 5th ,you may improve your phylactery to be more efficient. In addition to that you can use different spellcasting focus.<br />
Choose one of the following: Blood Phylactery or Soul Phylactery<br />
==== Blood Phylactery ====<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature to fill it with 2 charges. Blood from a creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 3 charges instead. <br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount. But you can use more.<br />
*You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. Creature have to make a Constitution save against your DC or becomes paralyzed and loses a pint of blood per minute. It can roll a new save on start of it's turn to stop being paralyzed. Creature dies if you drain all its blood.<br />
*You can use your Phylactery Charges to heal yourself, as an bonus action expending two charges to heal you for 1d8 + CON + INT<br />
<br />
==== Soul Phylactery ====<br />
*When you kill humanoid creature with spell from necromancy School, you can use your reaction to trap it in to your phylactery to gain 3 charges. Creatures with magical origins or innate spell-casting, (elves, dragonborn, etc...) charge your phylactery with 4 charges instead.<br />
*You can also perform ritual while you do short or long rest and kill how many humanoids you like to charge your phylactery but no more then 10 on short rest and no more then 80 on long rest. If you do it as a part of a ritual you store additional charge for any humanoid you kill.<br />
*You can use 10 charges to give yourself advantige for one saving throw.<br />
*You can use charges of certain humanoids to gain one of these benefits:<br />
<br />
'''Elves and Fey''' – If you use an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks and if you already have proficiency in Persuasion you gain expertise in it.<br />
<br />
'''Orcs and Giants''' – using an Orc or a Giant gives you immense physical power. If you use their soul, you gain proficiency in Athletics, expertise if you already are proficient in Athletics. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
'''Dragons or Dragonborns''' - using an Dragon or Dragonborn soul you gain proficiency in constitution saving throw if you already have it you gain expertise instead. In addition to that you gain ability to use dragon breath. The power of this dragon breath depending on what soul you use.<br />
You can have only have one benefit active at a time. Using soul to gain different benefit ands the duration on the previous one.<br />
Each benefit last for 24 hours.<br />
<br />
''(GM and player should take notes on what souls you gather and use)''<br />
<br />
==== Traits of the Undead ====<br />
At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level when you gain immune to exhaustion and you also gain resistant to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Paralyzing Touch ====<br />
At 10th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your spell save DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest.<br />
<br />
==== Traits of the Undead ====<br />
At 10th level you are now immune to exhaustion and you gain resistance to being paralyzed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Master Resistance ====<br />
Number of souls your body taken empowered your body and it becomes resilient.<br />
Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing damage from non-magical or non-silvered weapons<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Absolute Lichdom ==== <br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. Your pupils will now always have a small, ''(choose color)'' glow to them.<br />
<br />
You need only one phylactery charge per month.<br />
<br />
Your resistances to being Charmed, Frightened, and Paralyzed have now become immunities.<br />
<br />
You gain one Legendary Resistance 1/long rest. If the Lich fails its saving throw it can choose to succed.<br />
<br />
''You hunger for knowlige and power, you would sacrifice anyones life to get what you want. (you add this perk to your personality flaws)''<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast from chool of necromancy add your spellcasting ability modifier to damage rolls.<br />
You can use 2 phylactery charges to give a target disadvantage on its saving throw against a 1st level spell from school of necromancy you cast. You can use this feature on stronger spells but each level above 1st cost you 2 more charges.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances to necrotic damage. Creature Immune to necrotic damage slightly glow for you and you can expend 4 phylactery charges to ignore that immunity for one turn.<br />
<br />
;Life Transference<br />
Starting from lvl. 10, when you are targeted by healing spell (harming undead) or when you heal yourself by necrotic energy. You may target one ally you can see no more then 60 ft. away from you and transfer that healing energy to them.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from the school of necromancy. You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws.<br />
You must finish a long rest before using this feature again.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light Armor and Medium armor and three Martial weapons of your choice.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier + your Lich level when you reduce a creature to 0 hit points with a melee weapon. <br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens creatures that can see you. Any creature that can see you have to succes on a Wisdom saving throw against DC equal to 8 + STR + your proficiency bonus. Creature that succed on a saving throw You can use this feature once and regain its use after taking a short rest or long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
*Life Drain - Attacks made with a melee weapon deal extra 1d8 necrotic damage. Also, a creatures hit point maximum is reduced by the necrotic damage you deal and your curent and maximum hit points are increased by that amount. You lose any extra hit points when you finish short rest or long rest.<br />
*Ethereal Passage - Attacks made with a melee weapon deal extra 1d8 force damage. And, as a bonus action you can teleport to free space next to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
*Chilling Strike - Attacks made with a melee weapon deal extra 1d8 cold damage, when you hit a creature with a weapon it have to succed on CON save against your spell save DC or becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Light armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you know the location of any humanoid corpse or Undead within 60 feet of you.<br />
You have ability to reanimate any Beast or Monstrosity to up to CR 1/4 GM have the creature game statictics.<br />
In addition to that you can learn any spell from School of Necromancy.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
*You can cast Animate Dead as a ritual spell.<br />
*Created Undead from any spell you cast gain hit points equal to your Lich level<br />
*Created Undead from any spell you cast add half of your proficiency bonus rounded down to their attack rolls and full proficiency bonus to damage rolls<br />
*You add Speak to Dead and Animate Dead spell to your spellbook if it is not already there.<br />
<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot or 30 Phylactery Charges to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes or until your concentration ends. Undead you created with this spell then die. Undead created by this feature gain Improved Cadavers benefits and additional + 2 to attack and damage rolls.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1222141Talk:Necromancer, 3rd Variant (5e Class)2019-09-23T06:39:50Z<p>47v3ctorlulz: /* Spell slots */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
<br />
:Thanks, that means a lot! I've been working on this class for a while! --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)<br />
<br />
== Spell slots ==<br />
<br />
your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
<br />
:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
<br />
:The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life' essentially think of 'Lay on Hands' except it can't go to your max.--[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=User_talk:Revival&diff=1222138User talk:Revival2019-09-23T06:34:56Z<p>47v3ctorlulz: /* Thank You */</p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
== Teleporter ==<br />
Hi! I recently created this class called Teleporter hoping that it could be a fun sort of utility in battle class. I played some PC one on one's with a friend and the class didn't seem too strong but I was hoping to get more opinions on it. I read that you worked on the Planeswalker subclass for sorcerer and thought that would help you to look at it. I'd really appreciate any feedback you had on it. Thank you!--[[User:Dfrickenx|Dfrickenx]] ([[User talk:Dfrickenx|talk]]) 21:34, 13 May 2019 (MDT)Dfrickenx<br />
<br />
:I love phasing, teleporting, and all things mobility. I'll take a look for it and tell ya what I think. Next time, it is so helpful to link the page you are referring. No big deal, just helps everyone out. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 09:54, 14 May 2019 (MDT)<br />
<br />
:: Sorry about that! I didn't know how but this should be the link to the [[Teleporter (5e Class)|Teleporter]] class --[[User:Dfrickenx|Dfrickenx]] ([[User talk:Dfrickenx|talk]]) 10:26, 14 May 2019 (MDT)<br />
<br />
== Solar Knight ==<br />
<br />
I have been playing the solar knight and I have to say its interesting. I haven't gotten to a higher level so I couldn't tell you what that would be like but I would recommend trying it as a variant of a paladin. {{unsigned|Aires}}<br />
<br />
:Alright, sounds good. I appreciate you getting back and letting me know! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:29, 3 December 2018 (MST)<br />
<br />
== Magician overlord ==<br />
<br />
Hey bigshot sorry I don't get on as much anymore youtube is hard to do but anyway you could delete that article if you want i lost interest in it thanks for checking with me though.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 07:42, 17 December 2018 (MST)<br />
<br />
:I am not sure I follow. Feel free to add {{tl|delete}} template and an admin will take a look. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:12, 17 December 2018 (MST)<br />
<br />
== Far-Realm Gazer (5e feat) and Aspect of the Hunter (5e spell) ==<br />
Hey, how you're doing? I made changes to the (5e feat) Far-Realm Gazer and the Druid/Ranger spell Aspect of the Hunter. Would you take a look, please, when you have the time? Especially on Far-Realm Gazer. It has to give some sort of bonus to Arcana (the visions are supposed to grant you revelations and knowledge from beyond reality)... What do you suggest? (I hope I'm using this talk pages correctly...) [[User:Starless|Starless]] ([[User talk:Starless|talk]]) 16:35, 16 January 2019 (MST)<br />
<br />
:Doing good Starless, thanks for asking and hope the same to you. I’ll check out the edits within 24 hours (I hope) but for now just letting you know message received. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:41, 16 January 2019 (MST)<br />
<br />
== Page Lock ==<br />
<br />
I recently had a few of my homebrew classes completely changed recently without my consent, and I would like to avoid this situation with some of my other classes. If you would be so kind, could you lock the [https://www.dandwiki.com/wiki/Merchant,_Variant_(5e_Class) Merchant, Variant] and [https://www.dandwiki.com/wiki/Eye_Mage_(5e_Class) Eye Mage] classes? - [[User:WiserVisor|WiserVisor]] ([[User talk:WiserVisor|talk]])<br />
<br />
:Regretfully I cannot lock a page solely based on request as that goes against site collaboration. I can take a look in a little bit to see the situations but I have to mention that no one needs permission to edit pages since no one here owns any pages. There is certainly some respect to others that can be given but it is much easier to accept that no one owns anything first. It doesn’t help you right now, but is that helpful in some way for you? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 17:33, 12 February 2019 (MST)<br />
<br />
::I guess I can understand that. Thanks for the advice. - [[User:WiserVisor|WiserVisor]] ([[User talk:WiserVisor|talk]]) 16:42, 13 February 2019 (MST)<br />
<br />
Sorry pal, didn't know that was a thing, I'll do that next time.<br />
<br />
<br />
== Fox of Sin (3.5e Prestige) ==<br />
<br />
Thank you very much for the advice! I made the necessary changes I believe and tagged all the feats with the appropriate tags. It's fine to nitpick I wasn't entirely sure if the page format was mandatory or a more reference for the order, I tried to follow it as closely as I could before prettying it up. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 20:37, 20 February 2019 (MST)<br />
<br />
Hey yeah no problem! There’s a few other things but baby steps. Kudos on the fixes. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:39, 20 February 2019 (MST)<br />
<br />
:I just moved and added categories to the [[Cursed Retaliation (Chart)]] page, I don't really know if I could link a category to the prestige class that it originated from or if it has all the required categories listed. That should have covered everything you mentioned earlier in the discussion. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 21:32, 20 February 2019 (MST)<br />
<br />
::I was thinking the chart should be on the class page instead of its own page. Classes in first party content have the tables/charts for the class within the classes section. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:28, 21 February 2019 (MST)<br />
<br />
:::Alrighty it's been done and thanks again for the help! I added a deletion tag on the Chart Page as well once I finished transferring the text. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 19:30, 21 February 2019 (MST)<br />
<br />
::::Purr-fect! Thanks for your help too! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:54, 22 February 2019 (MST)<br />
<br />
==Feat Fix==<br />
<br />
Thank you! --Redrum 14:05, 23 February 2019 (MST)<br />
<br />
:You’re welcome! But which one are we talking about? A lot got done a few days ago :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:07, 23 February 2019 (MST)<br />
<br />
::The Medicine Man one. --Redrum 14:15, 23 February 2019 (MST)<br />
<br />
:::Oh Gotcha! yeah no problem :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:21, 25 February 2019 (MST)<br />
<br />
== Introduction ==<br />
<br />
Hey man thanks for being supportive to me. I have just started about 2 weeks ago and I did review your race it seems interesting and I hope you can come up with more ideas. {{unsigned|BeastMurder16}}<br />
<br />
:Yeah no problem. Thanks for taking a look. Feel free to ask around for help here or anywhere. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:21, 4 March 2019 (MST)<br />
<br />
<br />
== Voodoist ==<br />
I recently made a 5e class called the [https://www.dandwiki.com/wiki/Voodoist_(5e_Class) Voodoist] but it does not show up to other users. Is there some way to fix this? <br />
thanks --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 17:34, 6 March 2019 (MST)<br />
<br />
:I see it on the list. Can you look again? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:48, 6 March 2019 (MST)<br />
<br />
::I did a bit of looking it seams that it only shows up if you are logged in? is it supposed to be like that? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:05, 7 March 2019 (MST)<br />
<br />
:::sorry for late reply. I don’t think it should be that way. I asked around and no one else shared having that experience. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:56, 10 March 2019 (MDT)<br />
<br />
<br />
== Voodoist continued ==<br />
I can't seam to place a description on my class [https://www.dandwiki.com/wiki/Voodoist_(5e_Class) Voodoist] and I was wondering if I was missing some formatting could you take a look and tell me. --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 11:21, 12 March 2019 (MDT)<br />
<br />
:I assumed you meant "summary" so I edited the [[https://www.dandwiki.com/w/index.php?title=Voodoist_%285e_Class%29&type=revision&diff=1150177&oldid=1148284 like this]] to show where to put that. If you didn't mean this short summary block, then it too should have something. If you wanted something paragraph like, create another header similar to "the voodooist" and "Spirit whisperers" and insert your description there :) ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 11:27, 12 March 2019 (MDT)<br />
<br />
::Thank you. That formatting you showed was very helpful.<br />
<br />
== Chimeran (5e Race) ==<br />
Im not here to argue, I just want to ask, why do you keep undoing my edits? Is it making it overpowered? Is it giving it too much choice? I just want to ask. PS:im trying to get the link to the right to work.--[[User:Azeric The Traveler|Azeric The Traveler]] ([[User talk:Azeric The Traveller|talk]]) 05:45, 12 March 2019<br />
<br />
:Hey thanks for using the talk page to sort things out. The ability score changes didn’t make sense and giving the option for resistance to the most common damage types I think is too strong. The discussion page for the chimerean works to discuss options for the page. I really liked how you formatted an option for traits and I am a user that appreciates variants or options on an existing page instead of multiples of an idea. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 20:27, 12 March 2019 (MDT)<br />
<br />
== Flame dancer ==<br />
<br />
I recently finished a class called the [https://www.dandwiki.com/wiki/Flame_dancer_(5e_Class) Flame dancer] but I got an abandonment notice on it before I could finish. I don't know what will happen if I delete the notice, so I was wondering if you could take a look and then take care of it the right way? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:24, 14 March 2019 (MDT)<br />
Edit: The abandonment has been removed but a grammatical help was put on. I'm not sure what to do with that because their is no clear explanation.<br />
<br />
:Hey sorry I didn't reply. Another user took care of the abandoned and I started posting elsewhere. I've commented on the talk page for Flame Dancer about the grammar thing. If there are more questions, feel free to ask! ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 09:30, 15 March 2019 (MDT)<br />
<br />
::I did my best to redo the grammar and I got a notice about unbalanced so I reworked the class again. Can you take a look?<br />
<br />
:::There are still some grammar issues. I wouldn't sweat it. If I have extra (extra!) time I can run through it myself. I placed the needsbalance on the page. Your change helps me understand what your goal is and I think without the double proficiency bonus it is much more acceptable. I will remove the template, but there are still issues with balance. I find balance critique easier than grammar proofreading so I can get to that much quicker. Good job so far though. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 13:13, 15 March 2019 (MDT)<br />
<br />
::::I removed the experienced performers feature. Thank you for your feedback and help. I hope it gets moved to the actual class list soon. --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:05, 15 March 2019 (MDT)<br />
<br />
==Duel Terminal :Order of the Warlords==<br />
<br />
hey its Dmoice here wanted to let you know the project hasnt been abboned been dealing with some mental health issues the past few moths know no new content has been added i put up wip on all the pages so could take time to deal with whats going on with me hope you understand and will remove the abboned tags thanks [[User:Dmoice|Dmoice]] ([[User talk:Dmoice|talk]]) 05:46, 16 March 2019 (EST)<br />
:For the record, if you want to open a discussion with a user on D&D wiki, please do so on their talk page (i.e. here) rather than on their user page. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 10:40, 16 March 2019 (MDT)<br />
<br />
Hey sorry about that was an honest mistake clicked the editor on the wrong page [[User:Dmoice|Dmoice]] ([[User talk:Dmoice|talk]]) 20:27, 16 March 2019 (EST)<br />
<br />
:no worries Dmoice. I had assumed it was an honest mistake. I understand what you’re saying. I hope you understand if it pops up inactive again I’ll place a template. Feel free to communicate you’re still working on it like you did right here. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 18:54, 16 March 2019 (MDT)<br />
<br />
== Soul Gem ==<br />
<br />
I just wanted to say thank you for helping me fix where I needed to move my spell Soul Gem to. I am very new to program formatting and that was my first creation. If you have any other suggestions or comments about the spell please let me know. I'd also like to know if you think the spell is balanced or not. --WaterTurtle 08:10, 27 March 2019 (MDT)<br />
<br />
:Yeah no problem. Welcome to the Wiki and you'll get the hang of it. I'll share my thoughts on the Soul Gem page too. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 08:23, 27 March 2019 (MDT)<br />
<br />
== Dungeon creation manual ==<br />
<br />
I have been working on a D&D other called the [https://www.dandwiki.com/wiki/Dungeon_Creation_Manual_(DnD_Other) Dungeon creation guide] but I need some tables in order to finish it. Could you put an example of one somewhere? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:11, 5 April 2019 (MDT)<br />
<br />
:Hey Cat! I replied on that page, hopefully those help ya. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 07:05, 8 April 2019 (MDT)<br />
== In regards to balance ==<br />
<br />
As a response to your concerns about the balance of my Weaponsmaster prestige class. I have reduced the power of the extra attacks given by the prestige class and have removed the feature allowing the purchase of weapons at 1/2 price [[User:Leíf|Leíf]] ([[User talk:Leíf|talk]]) 16:42, 5 April 2019 (MDT)<br />
<br />
:Cool, I can update about the 1/2 price but the updates to the extra attack didn't change anything. The rules already prevent extra sneak attacks or divine smite so those comments are redundant. The issue is 100% the number of attacks being allowed. I do see the level change requirement but a weaponsmaster still gets 5 attacks at level 15. That is well ahead of the curve for classes with extra attack. The condition that the combatant needs to swap weapons becomes moot since they have a feature that freely lets them swap. So as long as they have weapons readied there isn't an issue.<br />
:I think there might be something balancing about not adding ability modifier damage but not enough to excuse the amount of attacks being made, in my opinion. I'll try to look at some average damages and compare 10 Fighter/5 Weaponsmaster to 15 Fighter.<br />
:The feature I like most is critical attack. The class gains another attack based on a condition that has a 5% (10% as Champion) chance. I will borrow this idea ;-) ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 07:05, 8 April 2019 (MDT)<br />
<br />
::I am thinking of foregoing the extra attack and just have it so that as long as you do not attack with the same weapon two times in a row you get bonus damage that accumulates turn after turn, but I will keep the extra attack on a critical hit. [[User:Leíf|Leíf]] ([[User talk:Leíf|talk]]) 16:14, 9 April 2019 (MDT)<br />
<br />
== Psion Edits ==<br />
While yes, I see your reasoning in undoing my edits to the [[Psion, 3rd Variant (5e Class)]],"because they were exactly the same as the UA Mystic", but I do not believe you quite checked the Unearthed Arcana Mystic, as, it was not exactly the same, almost (if not) every Discipline had at least one change, and a few talents were slightly changed. Secondly, the point of the class is to be a Mystic Variant, it is supposed to be a more balanced version of the UA Mystic which plays for the most part the same. If you can undo the undoing of the edits, that'd be great. Sincerely - Atom Qalok. [[User:Adaddadadadadad|Adaddadadadadad]] ([[User talk:Adaddadadadadad|talk]]) 18:51, 28 April 2019 (MST)<br />
<br />
:Please note our policy that, "''You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.'' '''Do not submit copyrighted work without permission!'''" --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:08, 7 May 2019 (MDT)<br />
<br />
::Thanks GD. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 11:10, 8 May 2019 (MDT)<br />
<br />
:::Something about the Unearthed Arcana mystic you are forgetting is that it is meant to be playtesting and changed by the DM if considered unbalanced, which is them giving us permission to use and alter it. And again I restate I did not submit copyrighted content, it was not the same as the UA Mystic.[[User:Adaddadadadadad|Adaddadadadadad]] ([[User talk:Adaddadadadadad|talk]]) 19:57, 10 May 2019 (MST)<br />
<br />
::::The class table follows the same progression as the UA Mystic except for Telepathy. Reading the psionics descriptions almost each part matches the UA Mystic. Telepathy was nerfed same feature. Strength of mind nerfed but again same feature. Potent Psionics, again nerf to damage but literally same feature. Consumptive Power, word for word coy. I mean it goes on. WotC didn’t intend people to change a few numbers and replenish the material when they said play test. If you wanna change numbers at your table great but what’s pictured here changing a few details ever so slightly and disguising it as original material. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 23:12, 10 May 2019 (MDT)<br />
<br />
==Patrons==<br />
<br />
Is there a Great Old One called Umberto? --Redrum 18:26, 8 May 2019 (MDT)<br />
<br />
:I cannot find anything fantasy fiction like that has that title. People and a song were the only hits. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 07:01, 9 May 2019 (MDT)<br />
<br />
::The main reason I asked is the name came up in a J. D. Robb book and I found it interesting. --Redrum 17:02, 15 May 2019 (MDT)<br />
<br />
:::I have the same experiences when I read books. “Aw that’s be a sweet name for this idea!” ~ [[User:BigShotFancyMan|BigShotFancyMan]] 17:12, 15 May 2019 (MDT)<br />
<br />
==Sign of Umberto==<br />
<br />
Is it possible to use insanity as a means of protection against Mind Control? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 16:59, 15 May 2019 (MDT)<br />
<br />
:If you’re using the rule, I think you could most certainly decide that a character with a certain threshold of insanity cannot be mind control. In a typical 5e style though, you could give advantage against enchantments. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 17:14, 15 May 2019 (MDT)<br />
<br />
== Deletion Proposals ==<br />
<br />
I don't need to support a page to be deleted. The current policy is valid as of now, and what I have done is looked over the proposals for violation of the policy. Their deletion is valid per policy, and an admin must make the judgement or not (not necessary me!). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:36, 19 June 2019 (MDT)<br />
<br />
:The months of conversation seemed to hinge on your endorsement or not GD. That's the reason I've included you in those summaries. At one point, you came off against their deletion, and another you support policy as written. A lot of text was typed by others and a lot of people wanted your approval on the issue. I can use reasonable logic to determine primary sole contributor and will move forward based on your message here. Thanks for some clarity on the 100+ CfD! :D ~ [[User:BigShotFancyMan|BigShotFancyMan]] 09:48, 19 June 2019 (MDT)<br />
<br />
::I may disagree with the policy or not, but still what's the policy right now is the policy. Glad I could clear this up! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:15, 19 June 2019 (MDT)<br />
<br />
==Pandaren (Variant)==<br />
Hello Bigshot, I just came to ask about a 5e race I made just recently, the [https://www.dandwiki.com/wiki/Pandaren_(Variant)_(5e_Race_Variant) Pandaren (Variant)], the page does not show up on the search terms of Google when another user tries to find it or even on the website, and I can only find it if I go directly into the website and type the name, and the only other way other users can view it is if I send them a link (As of now). Is this because it is a new page or something else? Thank you!--[[User:DonPan-Meiji.Fr|DonPan-Meiji.Fr]] ([[User talk:DonPan-Meiji.Fr|talk]]) 6/23/19, 12:19 (EDT)<br />
:I've looked it over and it seems {{user|Geodude671}} has sorted it out. {{User:ConcealedLight/Signature}} 03:45, 24 June 2019 (MDT)<br />
<br />
::a "dnd wiki padaren variant" search shows nothing but I can find on the wiki when I use its search bar. Seems good to me. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 11:15, 24 June 2019 (MDT)<br />
<br />
== Succeeding FA Aarakocra Pathfinder Race ==<br />
<br />
I noticed that you succeeded the [[Aarakocra (Pathfinder Race)]]'s Featured Article nomination. Afterwards, you need to make a summary page like the ones in [[:Category:Featured Article Synopsis]]. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:31, 14 July 2019 (MDT)<br />
<br />
== Just responding ==<br />
<br />
Hey Bigshot i just saw that you responded to the Demon king Review on my YT,i really dont know what im doing when i do a review on a class i get togather with 3 of my friends and we do a high level one shot campain it takes about five hours to complete but its still fun anyway i take the expriance i get from that and put it in the video im also revising the Demon King it dint come out right but thats a story for another day.<br />
<br />
:Sounds good MinMaxer! ;-) {{User:BigShotFancyMan/autosig}} 12:23, 25 July 2019 (MDT)<br />
<br />
== Greeting Users & Problematic Usernames/Users ==<br />
<br />
Hey Bigshot, just wanted to let you know that I have started to welcome the users who have joined the wiki and came across a spam user, [[User:Yoga Burn Review4]] who needs addressing among a few other possible usernames created on May 6. If I come across any other problems I will be sure to let you know.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:12, 22 August 2019 (MDT)<br />
:Thanks for bringing this to our attention; I've dealt with this. {{User:Geodude671/Signature}} . . 20:28, 22 August 2019 (MDT)<br />
<br />
::Thank you both! {{User:BigShotFancyMan/autosig}} 23:33, 22 August 2019 (MDT)<br />
<br />
:::Np, after looking through all the new users usernames, I did also found 2 additional usernames that need to be looked at, though there are likely a few more I missed. The ones in question are [[User:Michael Thomas]] for having the name of a [https://en.wikipedia.org/wiki/Wikipedia:Username_policy#Real_names public figure] and [[User:Bio Bot]] for having a username that implies they are a [https://en.wikipedia.org/wiki/Wikipedia:Username_policy#Misleading_usernames bot].--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:34, 25 August 2019 (MDT)<br />
<br />
::::I've sorted this as well. {{User:Geodude671/Signature}} . . 19:42, 25 August 2019 (MDT)<br />
<br />
:::::Teamwork makes the dream work! {{User:BigShotFancyMan/autosig}} 20:17, 25 August 2019 (MDT)<br />
<br />
== Need Help ==<br />
<br />
I can't make my races/classes/monsters! I need help! I'm just putting this out into the site hoping to get something back. Anyway, I get to this letter puzzle thing and try to get it done and to the best of my knowledge, I'm getting it and the computer puzzle thing right, so what gives? Is there something else that I need to do? Please respond as quickly as possible.<br />
<br />
:sorry for the delay, has your issue been resolved? {{User:BigShotFancyMan/autosig}} 13:14, 29 August 2019 (MDT)<br />
<br />
::Yes it has. Thank you for worrying. By the way, I'd like it if you could please look over some of the things I've made, maybe use a couple in your own games (if you have any) and tell me what you think and if there's anything I should change in my discussion area. Thanks! [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 13:38, 31 August 2019 (MDT)Flamestarter<br />
<br />
:::If you could provide links for the articles I'll take a look when I get time. {{User:BigShotFancyMan/autosig}} 13:40, 31 August 2019 (MDT)<br />
<br />
== Coding ==<br />
Hello. Apparently, when editing my [[Scarcaster (5e Class)]], I messed up the coding or something on the table and the DC. I'm not sure what I did, how I did it, or how to fix it, so I wanted to ask your help since you've fixed one of my pages in the past. --[[User:Dinomaster337|Dinomaster337]] ([[User Talk:Dinomaster337]]) 3 September 2019 (MDT)<br />
:Anchors are broken atm; BD has already been notified about this. {{User:Geodude671/Signature}} . . 13:03, 3 September 2019 (MDT)<br />
<br />
== Talking About Classes ==<br />
<br />
Hey there Bigshot, with me being back, I was wondering whether we could talk about several different classes([[Arcane Archer (5e Class)|Arcane Archer]], [[Battlemage (5e Class)|Battlemage]], and [[Warden (5e Class)|Warden]]) that have had minor concerns brought over on their respective talk pages while I was away. I know you have been busy, but I hope to hear from you soon so we can collaborate on the potential changes/fixes to the classes and maybe start up a new project if you got the time and are interested. Wishing you the best.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:05, 3 September 2019 (MDT)<br />
<br />
:I'll jump over there now and try to respond to each one before bed. {{User:BigShotFancyMan/autosig}} 21:08, 3 September 2019 (MDT)<br />
<br />
== Want a Partner? ==<br />
<br />
Hey, so, I was thinking that someone as advanced as you in this little wiki would be a good partner to show me some of the more advanced nuances of the wiki, like the affiliation tag and such. I would also really like some help making some other things like monsters, and races that I have in mind. Thank you, and I hope you consider partnering with me for a short amount of time. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 17:36, 21 September 2019 (MDT)Flamestarter<br />
<br />
:I would love to join you on this journey. This might just be the sort of thing I need. I hope you forgive me if I am not....overly active in trying to see what you are up to BUT! if you share the link to whatever page you are working on, I will happily jump on over and collaborate! (slightly excited thinking about this adventure) Thanks for posting and keep me in the loop. my thing on discord is BigShotFancyMan#6254 and feel free to direct message anytime :-) {{User:BigShotFancyMan/autosig}} 19:59, 21 September 2019 (MDT)<br />
::Well, unfortunately, I have no discord myself, but I will make sure to message you every time I make a change to any pages we make together. I have an idea, but I don't know the specifics so I haven't exactly made it yet. I made a race called a Corebot and I was hoping you'd help me make a monster for that. And if you need help with anything (or just want another perspective) message me. I'll be your partner for anything. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 06:04, 22 September 2019 (MDT)Flamestarter<br />
<br />
== Thank You ==<br />
<br />
At the beginning of the month I noticed your comment on the talk page of my wiki and I want to let you know that I appreciate the kind words, that class is a work in progress and is a long time coming soon to be finished. --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 00:34, 23 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=User_talk:Revival&diff=1222137User talk:Revival2019-09-23T06:34:39Z<p>47v3ctorlulz: /* Thank You */ new section</p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
== Teleporter ==<br />
Hi! I recently created this class called Teleporter hoping that it could be a fun sort of utility in battle class. I played some PC one on one's with a friend and the class didn't seem too strong but I was hoping to get more opinions on it. I read that you worked on the Planeswalker subclass for sorcerer and thought that would help you to look at it. I'd really appreciate any feedback you had on it. Thank you!--[[User:Dfrickenx|Dfrickenx]] ([[User talk:Dfrickenx|talk]]) 21:34, 13 May 2019 (MDT)Dfrickenx<br />
<br />
:I love phasing, teleporting, and all things mobility. I'll take a look for it and tell ya what I think. Next time, it is so helpful to link the page you are referring. No big deal, just helps everyone out. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 09:54, 14 May 2019 (MDT)<br />
<br />
:: Sorry about that! I didn't know how but this should be the link to the [[Teleporter (5e Class)|Teleporter]] class --[[User:Dfrickenx|Dfrickenx]] ([[User talk:Dfrickenx|talk]]) 10:26, 14 May 2019 (MDT)<br />
<br />
== Solar Knight ==<br />
<br />
I have been playing the solar knight and I have to say its interesting. I haven't gotten to a higher level so I couldn't tell you what that would be like but I would recommend trying it as a variant of a paladin. {{unsigned|Aires}}<br />
<br />
:Alright, sounds good. I appreciate you getting back and letting me know! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:29, 3 December 2018 (MST)<br />
<br />
== Magician overlord ==<br />
<br />
Hey bigshot sorry I don't get on as much anymore youtube is hard to do but anyway you could delete that article if you want i lost interest in it thanks for checking with me though.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 07:42, 17 December 2018 (MST)<br />
<br />
:I am not sure I follow. Feel free to add {{tl|delete}} template and an admin will take a look. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:12, 17 December 2018 (MST)<br />
<br />
== Far-Realm Gazer (5e feat) and Aspect of the Hunter (5e spell) ==<br />
Hey, how you're doing? I made changes to the (5e feat) Far-Realm Gazer and the Druid/Ranger spell Aspect of the Hunter. Would you take a look, please, when you have the time? Especially on Far-Realm Gazer. It has to give some sort of bonus to Arcana (the visions are supposed to grant you revelations and knowledge from beyond reality)... What do you suggest? (I hope I'm using this talk pages correctly...) [[User:Starless|Starless]] ([[User talk:Starless|talk]]) 16:35, 16 January 2019 (MST)<br />
<br />
:Doing good Starless, thanks for asking and hope the same to you. I’ll check out the edits within 24 hours (I hope) but for now just letting you know message received. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:41, 16 January 2019 (MST)<br />
<br />
== Page Lock ==<br />
<br />
I recently had a few of my homebrew classes completely changed recently without my consent, and I would like to avoid this situation with some of my other classes. If you would be so kind, could you lock the [https://www.dandwiki.com/wiki/Merchant,_Variant_(5e_Class) Merchant, Variant] and [https://www.dandwiki.com/wiki/Eye_Mage_(5e_Class) Eye Mage] classes? - [[User:WiserVisor|WiserVisor]] ([[User talk:WiserVisor|talk]])<br />
<br />
:Regretfully I cannot lock a page solely based on request as that goes against site collaboration. I can take a look in a little bit to see the situations but I have to mention that no one needs permission to edit pages since no one here owns any pages. There is certainly some respect to others that can be given but it is much easier to accept that no one owns anything first. It doesn’t help you right now, but is that helpful in some way for you? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 17:33, 12 February 2019 (MST)<br />
<br />
::I guess I can understand that. Thanks for the advice. - [[User:WiserVisor|WiserVisor]] ([[User talk:WiserVisor|talk]]) 16:42, 13 February 2019 (MST)<br />
<br />
Sorry pal, didn't know that was a thing, I'll do that next time.<br />
<br />
<br />
== Fox of Sin (3.5e Prestige) ==<br />
<br />
Thank you very much for the advice! I made the necessary changes I believe and tagged all the feats with the appropriate tags. It's fine to nitpick I wasn't entirely sure if the page format was mandatory or a more reference for the order, I tried to follow it as closely as I could before prettying it up. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 20:37, 20 February 2019 (MST)<br />
<br />
Hey yeah no problem! There’s a few other things but baby steps. Kudos on the fixes. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:39, 20 February 2019 (MST)<br />
<br />
:I just moved and added categories to the [[Cursed Retaliation (Chart)]] page, I don't really know if I could link a category to the prestige class that it originated from or if it has all the required categories listed. That should have covered everything you mentioned earlier in the discussion. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 21:32, 20 February 2019 (MST)<br />
<br />
::I was thinking the chart should be on the class page instead of its own page. Classes in first party content have the tables/charts for the class within the classes section. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:28, 21 February 2019 (MST)<br />
<br />
:::Alrighty it's been done and thanks again for the help! I added a deletion tag on the Chart Page as well once I finished transferring the text. [[User:Rustysmith|Rustysmith]] ([[User talk:Rustysmith|talk]]) 19:30, 21 February 2019 (MST)<br />
<br />
::::Purr-fect! Thanks for your help too! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:54, 22 February 2019 (MST)<br />
<br />
==Feat Fix==<br />
<br />
Thank you! --Redrum 14:05, 23 February 2019 (MST)<br />
<br />
:You’re welcome! But which one are we talking about? A lot got done a few days ago :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:07, 23 February 2019 (MST)<br />
<br />
::The Medicine Man one. --Redrum 14:15, 23 February 2019 (MST)<br />
<br />
:::Oh Gotcha! yeah no problem :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:21, 25 February 2019 (MST)<br />
<br />
== Introduction ==<br />
<br />
Hey man thanks for being supportive to me. I have just started about 2 weeks ago and I did review your race it seems interesting and I hope you can come up with more ideas. {{unsigned|BeastMurder16}}<br />
<br />
:Yeah no problem. Thanks for taking a look. Feel free to ask around for help here or anywhere. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:21, 4 March 2019 (MST)<br />
<br />
<br />
== Voodoist ==<br />
I recently made a 5e class called the [https://www.dandwiki.com/wiki/Voodoist_(5e_Class) Voodoist] but it does not show up to other users. Is there some way to fix this? <br />
thanks --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 17:34, 6 March 2019 (MST)<br />
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:I see it on the list. Can you look again? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:48, 6 March 2019 (MST)<br />
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::I did a bit of looking it seams that it only shows up if you are logged in? is it supposed to be like that? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:05, 7 March 2019 (MST)<br />
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:::sorry for late reply. I don’t think it should be that way. I asked around and no one else shared having that experience. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:56, 10 March 2019 (MDT)<br />
<br />
<br />
== Voodoist continued ==<br />
I can't seam to place a description on my class [https://www.dandwiki.com/wiki/Voodoist_(5e_Class) Voodoist] and I was wondering if I was missing some formatting could you take a look and tell me. --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 11:21, 12 March 2019 (MDT)<br />
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:I assumed you meant "summary" so I edited the [[https://www.dandwiki.com/w/index.php?title=Voodoist_%285e_Class%29&type=revision&diff=1150177&oldid=1148284 like this]] to show where to put that. If you didn't mean this short summary block, then it too should have something. If you wanted something paragraph like, create another header similar to "the voodooist" and "Spirit whisperers" and insert your description there :) ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 11:27, 12 March 2019 (MDT)<br />
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::Thank you. That formatting you showed was very helpful.<br />
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== Chimeran (5e Race) ==<br />
Im not here to argue, I just want to ask, why do you keep undoing my edits? Is it making it overpowered? Is it giving it too much choice? I just want to ask. PS:im trying to get the link to the right to work.--[[User:Azeric The Traveler|Azeric The Traveler]] ([[User talk:Azeric The Traveller|talk]]) 05:45, 12 March 2019<br />
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:Hey thanks for using the talk page to sort things out. The ability score changes didn’t make sense and giving the option for resistance to the most common damage types I think is too strong. The discussion page for the chimerean works to discuss options for the page. I really liked how you formatted an option for traits and I am a user that appreciates variants or options on an existing page instead of multiples of an idea. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 20:27, 12 March 2019 (MDT)<br />
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== Flame dancer ==<br />
<br />
I recently finished a class called the [https://www.dandwiki.com/wiki/Flame_dancer_(5e_Class) Flame dancer] but I got an abandonment notice on it before I could finish. I don't know what will happen if I delete the notice, so I was wondering if you could take a look and then take care of it the right way? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:24, 14 March 2019 (MDT)<br />
Edit: The abandonment has been removed but a grammatical help was put on. I'm not sure what to do with that because their is no clear explanation.<br />
<br />
:Hey sorry I didn't reply. Another user took care of the abandoned and I started posting elsewhere. I've commented on the talk page for Flame Dancer about the grammar thing. If there are more questions, feel free to ask! ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 09:30, 15 March 2019 (MDT)<br />
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::I did my best to redo the grammar and I got a notice about unbalanced so I reworked the class again. Can you take a look?<br />
<br />
:::There are still some grammar issues. I wouldn't sweat it. If I have extra (extra!) time I can run through it myself. I placed the needsbalance on the page. Your change helps me understand what your goal is and I think without the double proficiency bonus it is much more acceptable. I will remove the template, but there are still issues with balance. I find balance critique easier than grammar proofreading so I can get to that much quicker. Good job so far though. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 13:13, 15 March 2019 (MDT)<br />
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::::I removed the experienced performers feature. Thank you for your feedback and help. I hope it gets moved to the actual class list soon. --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 14:05, 15 March 2019 (MDT)<br />
<br />
==Duel Terminal :Order of the Warlords==<br />
<br />
hey its Dmoice here wanted to let you know the project hasnt been abboned been dealing with some mental health issues the past few moths know no new content has been added i put up wip on all the pages so could take time to deal with whats going on with me hope you understand and will remove the abboned tags thanks [[User:Dmoice|Dmoice]] ([[User talk:Dmoice|talk]]) 05:46, 16 March 2019 (EST)<br />
:For the record, if you want to open a discussion with a user on D&D wiki, please do so on their talk page (i.e. here) rather than on their user page. [[User:Quincy|Based Quincy]] ([[User talk:Quincy|talk]]) 10:40, 16 March 2019 (MDT)<br />
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Hey sorry about that was an honest mistake clicked the editor on the wrong page [[User:Dmoice|Dmoice]] ([[User talk:Dmoice|talk]]) 20:27, 16 March 2019 (EST)<br />
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:no worries Dmoice. I had assumed it was an honest mistake. I understand what you’re saying. I hope you understand if it pops up inactive again I’ll place a template. Feel free to communicate you’re still working on it like you did right here. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 18:54, 16 March 2019 (MDT)<br />
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== Soul Gem ==<br />
<br />
I just wanted to say thank you for helping me fix where I needed to move my spell Soul Gem to. I am very new to program formatting and that was my first creation. If you have any other suggestions or comments about the spell please let me know. I'd also like to know if you think the spell is balanced or not. --WaterTurtle 08:10, 27 March 2019 (MDT)<br />
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:Yeah no problem. Welcome to the Wiki and you'll get the hang of it. I'll share my thoughts on the Soul Gem page too. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 08:23, 27 March 2019 (MDT)<br />
<br />
== Dungeon creation manual ==<br />
<br />
I have been working on a D&D other called the [https://www.dandwiki.com/wiki/Dungeon_Creation_Manual_(DnD_Other) Dungeon creation guide] but I need some tables in order to finish it. Could you put an example of one somewhere? --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:11, 5 April 2019 (MDT)<br />
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:Hey Cat! I replied on that page, hopefully those help ya. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 07:05, 8 April 2019 (MDT)<br />
== In regards to balance ==<br />
<br />
As a response to your concerns about the balance of my Weaponsmaster prestige class. I have reduced the power of the extra attacks given by the prestige class and have removed the feature allowing the purchase of weapons at 1/2 price [[User:Leíf|Leíf]] ([[User talk:Leíf|talk]]) 16:42, 5 April 2019 (MDT)<br />
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:Cool, I can update about the 1/2 price but the updates to the extra attack didn't change anything. The rules already prevent extra sneak attacks or divine smite so those comments are redundant. The issue is 100% the number of attacks being allowed. I do see the level change requirement but a weaponsmaster still gets 5 attacks at level 15. That is well ahead of the curve for classes with extra attack. The condition that the combatant needs to swap weapons becomes moot since they have a feature that freely lets them swap. So as long as they have weapons readied there isn't an issue.<br />
:I think there might be something balancing about not adding ability modifier damage but not enough to excuse the amount of attacks being made, in my opinion. I'll try to look at some average damages and compare 10 Fighter/5 Weaponsmaster to 15 Fighter.<br />
:The feature I like most is critical attack. The class gains another attack based on a condition that has a 5% (10% as Champion) chance. I will borrow this idea ;-) ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 07:05, 8 April 2019 (MDT)<br />
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::I am thinking of foregoing the extra attack and just have it so that as long as you do not attack with the same weapon two times in a row you get bonus damage that accumulates turn after turn, but I will keep the extra attack on a critical hit. [[User:Leíf|Leíf]] ([[User talk:Leíf|talk]]) 16:14, 9 April 2019 (MDT)<br />
<br />
== Psion Edits ==<br />
While yes, I see your reasoning in undoing my edits to the [[Psion, 3rd Variant (5e Class)]],"because they were exactly the same as the UA Mystic", but I do not believe you quite checked the Unearthed Arcana Mystic, as, it was not exactly the same, almost (if not) every Discipline had at least one change, and a few talents were slightly changed. Secondly, the point of the class is to be a Mystic Variant, it is supposed to be a more balanced version of the UA Mystic which plays for the most part the same. If you can undo the undoing of the edits, that'd be great. Sincerely - Atom Qalok. [[User:Adaddadadadadad|Adaddadadadadad]] ([[User talk:Adaddadadadadad|talk]]) 18:51, 28 April 2019 (MST)<br />
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:Please note our policy that, "''You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.'' '''Do not submit copyrighted work without permission!'''" --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:08, 7 May 2019 (MDT)<br />
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::Thanks GD. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 11:10, 8 May 2019 (MDT)<br />
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:::Something about the Unearthed Arcana mystic you are forgetting is that it is meant to be playtesting and changed by the DM if considered unbalanced, which is them giving us permission to use and alter it. And again I restate I did not submit copyrighted content, it was not the same as the UA Mystic.[[User:Adaddadadadadad|Adaddadadadadad]] ([[User talk:Adaddadadadadad|talk]]) 19:57, 10 May 2019 (MST)<br />
<br />
::::The class table follows the same progression as the UA Mystic except for Telepathy. Reading the psionics descriptions almost each part matches the UA Mystic. Telepathy was nerfed same feature. Strength of mind nerfed but again same feature. Potent Psionics, again nerf to damage but literally same feature. Consumptive Power, word for word coy. I mean it goes on. WotC didn’t intend people to change a few numbers and replenish the material when they said play test. If you wanna change numbers at your table great but what’s pictured here changing a few details ever so slightly and disguising it as original material. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 23:12, 10 May 2019 (MDT)<br />
<br />
==Patrons==<br />
<br />
Is there a Great Old One called Umberto? --Redrum 18:26, 8 May 2019 (MDT)<br />
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:I cannot find anything fantasy fiction like that has that title. People and a song were the only hits. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 07:01, 9 May 2019 (MDT)<br />
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::The main reason I asked is the name came up in a J. D. Robb book and I found it interesting. --Redrum 17:02, 15 May 2019 (MDT)<br />
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:::I have the same experiences when I read books. “Aw that’s be a sweet name for this idea!” ~ [[User:BigShotFancyMan|BigShotFancyMan]] 17:12, 15 May 2019 (MDT)<br />
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==Sign of Umberto==<br />
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Is it possible to use insanity as a means of protection against Mind Control? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 16:59, 15 May 2019 (MDT)<br />
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:If you’re using the rule, I think you could most certainly decide that a character with a certain threshold of insanity cannot be mind control. In a typical 5e style though, you could give advantage against enchantments. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 17:14, 15 May 2019 (MDT)<br />
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== Deletion Proposals ==<br />
<br />
I don't need to support a page to be deleted. The current policy is valid as of now, and what I have done is looked over the proposals for violation of the policy. Their deletion is valid per policy, and an admin must make the judgement or not (not necessary me!). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:36, 19 June 2019 (MDT)<br />
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:The months of conversation seemed to hinge on your endorsement or not GD. That's the reason I've included you in those summaries. At one point, you came off against their deletion, and another you support policy as written. A lot of text was typed by others and a lot of people wanted your approval on the issue. I can use reasonable logic to determine primary sole contributor and will move forward based on your message here. Thanks for some clarity on the 100+ CfD! :D ~ [[User:BigShotFancyMan|BigShotFancyMan]] 09:48, 19 June 2019 (MDT)<br />
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::I may disagree with the policy or not, but still what's the policy right now is the policy. Glad I could clear this up! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:15, 19 June 2019 (MDT)<br />
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==Pandaren (Variant)==<br />
Hello Bigshot, I just came to ask about a 5e race I made just recently, the [https://www.dandwiki.com/wiki/Pandaren_(Variant)_(5e_Race_Variant) Pandaren (Variant)], the page does not show up on the search terms of Google when another user tries to find it or even on the website, and I can only find it if I go directly into the website and type the name, and the only other way other users can view it is if I send them a link (As of now). Is this because it is a new page or something else? Thank you!--[[User:DonPan-Meiji.Fr|DonPan-Meiji.Fr]] ([[User talk:DonPan-Meiji.Fr|talk]]) 6/23/19, 12:19 (EDT)<br />
:I've looked it over and it seems {{user|Geodude671}} has sorted it out. {{User:ConcealedLight/Signature}} 03:45, 24 June 2019 (MDT)<br />
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::a "dnd wiki padaren variant" search shows nothing but I can find on the wiki when I use its search bar. Seems good to me. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 11:15, 24 June 2019 (MDT)<br />
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== Succeeding FA Aarakocra Pathfinder Race ==<br />
<br />
I noticed that you succeeded the [[Aarakocra (Pathfinder Race)]]'s Featured Article nomination. Afterwards, you need to make a summary page like the ones in [[:Category:Featured Article Synopsis]]. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:31, 14 July 2019 (MDT)<br />
<br />
== Just responding ==<br />
<br />
Hey Bigshot i just saw that you responded to the Demon king Review on my YT,i really dont know what im doing when i do a review on a class i get togather with 3 of my friends and we do a high level one shot campain it takes about five hours to complete but its still fun anyway i take the expriance i get from that and put it in the video im also revising the Demon King it dint come out right but thats a story for another day.<br />
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:Sounds good MinMaxer! ;-) {{User:BigShotFancyMan/autosig}} 12:23, 25 July 2019 (MDT)<br />
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== Greeting Users & Problematic Usernames/Users ==<br />
<br />
Hey Bigshot, just wanted to let you know that I have started to welcome the users who have joined the wiki and came across a spam user, [[User:Yoga Burn Review4]] who needs addressing among a few other possible usernames created on May 6. If I come across any other problems I will be sure to let you know.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:12, 22 August 2019 (MDT)<br />
:Thanks for bringing this to our attention; I've dealt with this. {{User:Geodude671/Signature}} . . 20:28, 22 August 2019 (MDT)<br />
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::Thank you both! {{User:BigShotFancyMan/autosig}} 23:33, 22 August 2019 (MDT)<br />
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:::Np, after looking through all the new users usernames, I did also found 2 additional usernames that need to be looked at, though there are likely a few more I missed. The ones in question are [[User:Michael Thomas]] for having the name of a [https://en.wikipedia.org/wiki/Wikipedia:Username_policy#Real_names public figure] and [[User:Bio Bot]] for having a username that implies they are a [https://en.wikipedia.org/wiki/Wikipedia:Username_policy#Misleading_usernames bot].--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:34, 25 August 2019 (MDT)<br />
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::::I've sorted this as well. {{User:Geodude671/Signature}} . . 19:42, 25 August 2019 (MDT)<br />
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:::::Teamwork makes the dream work! {{User:BigShotFancyMan/autosig}} 20:17, 25 August 2019 (MDT)<br />
<br />
== Need Help ==<br />
<br />
I can't make my races/classes/monsters! I need help! I'm just putting this out into the site hoping to get something back. Anyway, I get to this letter puzzle thing and try to get it done and to the best of my knowledge, I'm getting it and the computer puzzle thing right, so what gives? Is there something else that I need to do? Please respond as quickly as possible.<br />
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:sorry for the delay, has your issue been resolved? {{User:BigShotFancyMan/autosig}} 13:14, 29 August 2019 (MDT)<br />
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::Yes it has. Thank you for worrying. By the way, I'd like it if you could please look over some of the things I've made, maybe use a couple in your own games (if you have any) and tell me what you think and if there's anything I should change in my discussion area. Thanks! [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 13:38, 31 August 2019 (MDT)Flamestarter<br />
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:::If you could provide links for the articles I'll take a look when I get time. {{User:BigShotFancyMan/autosig}} 13:40, 31 August 2019 (MDT)<br />
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== Coding ==<br />
Hello. Apparently, when editing my [[Scarcaster (5e Class)]], I messed up the coding or something on the table and the DC. I'm not sure what I did, how I did it, or how to fix it, so I wanted to ask your help since you've fixed one of my pages in the past. --[[User:Dinomaster337|Dinomaster337]] ([[User Talk:Dinomaster337]]) 3 September 2019 (MDT)<br />
:Anchors are broken atm; BD has already been notified about this. {{User:Geodude671/Signature}} . . 13:03, 3 September 2019 (MDT)<br />
<br />
== Talking About Classes ==<br />
<br />
Hey there Bigshot, with me being back, I was wondering whether we could talk about several different classes([[Arcane Archer (5e Class)|Arcane Archer]], [[Battlemage (5e Class)|Battlemage]], and [[Warden (5e Class)|Warden]]) that have had minor concerns brought over on their respective talk pages while I was away. I know you have been busy, but I hope to hear from you soon so we can collaborate on the potential changes/fixes to the classes and maybe start up a new project if you got the time and are interested. Wishing you the best.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:05, 3 September 2019 (MDT)<br />
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:I'll jump over there now and try to respond to each one before bed. {{User:BigShotFancyMan/autosig}} 21:08, 3 September 2019 (MDT)<br />
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== Want a Partner? ==<br />
<br />
Hey, so, I was thinking that someone as advanced as you in this little wiki would be a good partner to show me some of the more advanced nuances of the wiki, like the affiliation tag and such. I would also really like some help making some other things like monsters, and races that I have in mind. Thank you, and I hope you consider partnering with me for a short amount of time. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 17:36, 21 September 2019 (MDT)Flamestarter<br />
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:I would love to join you on this journey. This might just be the sort of thing I need. I hope you forgive me if I am not....overly active in trying to see what you are up to BUT! if you share the link to whatever page you are working on, I will happily jump on over and collaborate! (slightly excited thinking about this adventure) Thanks for posting and keep me in the loop. my thing on discord is BigShotFancyMan#6254 and feel free to direct message anytime :-) {{User:BigShotFancyMan/autosig}} 19:59, 21 September 2019 (MDT)<br />
::Well, unfortunately, I have no discord myself, but I will make sure to message you every time I make a change to any pages we make together. I have an idea, but I don't know the specifics so I haven't exactly made it yet. I made a race called a Corebot and I was hoping you'd help me make a monster for that. And if you need help with anything (or just want another perspective) message me. I'll be your partner for anything. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 06:04, 22 September 2019 (MDT)Flamestarter<br />
<br />
== Thank You ==<br />
<br />
At the beginning of the month I noticed your comment on the talk page of my wiki and I want to let you know that I appreciate the kind words, that class is a work in progress and is a long time coming soon to be finished.</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1222136Talk:Necromancer, 3rd Variant (5e Class)2019-09-23T06:28:43Z<p>47v3ctorlulz: /* Spell slots */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
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:Thanks, that means a lot! I've been working on this class for a while! --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)<br />
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== Spell slots ==<br />
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your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
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:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
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:The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life'--[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1222135Talk:Necromancer, 3rd Variant (5e Class)2019-09-23T06:28:31Z<p>47v3ctorlulz: /* Kudos */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
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:Thanks, that means a lot! I've been working on this class for a while! --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)<br />
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== Spell slots ==<br />
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your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
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:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
<br />
The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life'--[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1222134Necromancer, 3rd Variant (5e Class)2019-09-23T06:08:47Z<p>47v3ctorlulz: /* Soul Siphon */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, the necrotic energies of your grasp siphon energy from your enemies' life force whilst strengthening your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any medium humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Accursed Healer}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Disciple of Death}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-medium non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer_(5e_Class)&diff=1222128Talk:Necromancer (5e Class)2019-09-23T05:40:55Z<p>47v3ctorlulz: /* Witch Doctor */</p>
<hr />
<div><br />
feedback:<br />
1 Personally i would say have them choose an archetype at level one like the warlock and maybe a secondary choice at third level?<br />
2 give them different stat block depending on the archetype. This would be very different from other classes but do you think that the necro-warrior and undead beastmaster should both have the same weapon proficiencies and hit dice?? --[[Special:Contributions/216.56.162.2|216.56.162.2]] 09:52, 8 March 2016 (MST)<br />
: OK, so would that be a pick of 2 archetypes from the same list, or 1 archetype from two different lists? --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 12:01, 8 March 2016 (MST)<br />
<br />
Who’s idea was it to make this a class this is an ARCANE TRADITION that already is covered in the 5e player handbook under Wizard as an archetype. {{unsigned|Darth Vader}}<br />
:This class was created by Kydo, but as he said below, it was created because of repeated requests from other users. This isn't even the only necromancer class; see the disambiguation page "[[necromancer]]." I guess people feel like the PHB archetype is too restrictive? {{User:Geodude671/Signature}} . . 19:03, 3 July 2018 (MDT)<br />
::To be fair, that Arcane Tradition is called School of Necromancy, not Necromancer. Semnatics but tis a difference none-the-less. I don't know about the restrictiveness of the subclass for wizard but I will say it doesn't inspire that dark, grim nature that is (attempted) captured here. There's a bit more focus on the undead aspects for this too. 3.5e did similar with WotC supplemental products, so we've simply sped up the process of getting a true necromancer class. Cheers! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:44, 3 July 2018 (MDT) <br />
:::So what's the difference between someone who practices necromancy, and a necromancer? Oh right, nothing. That's the literal definition.<br />
::::Literal definition? I think necromancy is the practice of something and a necromancer is someone who uses necromancy. Just being literal though. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:06, 11 October 2018 (MDT)<br />
<br />
1 archetype from 2 lists<br />
<br />
== I aint doin' this for my health ==<br />
<br />
This class was made based on repeated requests from other users. I originally had no intent in creating a dedicated necromancer class. If you are interested in this being completed, please speak up and get active. Make edits. Give suggestions. Ask questions. Be the change you wish to see in the world. My only objective was to satisfy a demand... But if the audience won't even participate in the creation of their own fanservice- on a damn wiki no less- well, I might as well just mark this abandoned so it gets decluttered with the rest of the wasted words. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 03:48, 14 September 2016 (MDT)<br />
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:Good, delete it then. This trash won't be missed.<br />
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::Thanks so much for sharing your opinion. Do you have any ideas that could improve this page from "trash"? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:06, 11 October 2018 (MDT)<br />
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:At least read the work done before hijacking the page to create a single, exclusively restrictive vision of the subject material. The point of a class is to cover a fictional archetype as completely as possible. "Guy who dresses like the grim reaper and otherwise functions as a beastmaster" is thoroughly narrow. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 01:40, 3 February 2017 (MST)<br />
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==Suggestions for Balance and other inquiries==<br />
I'm currently playing a Necromancer in my DM's campaign. I'm level 11 at the moment and I went with the Undertaker Occult. There are a couple of things that I'm either confused about or feel need to change. One big thing is the Animate Major Undead. I think that it would work better if the challenge rating went up to 11 or 12 at level 19 or 20. It might be prudent to include dragons as well in the list of animatables; I don't see any real reason not to. Also, rather than making this a single companion that will lose the need to be refreshed at level 15, this would be much more interesting as simply an improvement of the regular Animate Undead without the limit "You can only control one major undead at a time." I understand the major problem with this is the difficulty in players and DM's keeping up with a large number of undead pets, but I still feel that it would be a worthwhile change to the class. Soul Harvest, Spontaneous Unburial, and Animate Major Undead are the key points in this class that make it worth using compared to Wizard Necromancer or Death Domain Cleric, especially when considering that Necromancer only gains one spell per level and can't learn more from other players. Without a fully functional Animate Major Undead, the Necromancer class feels dramatically underpowered. Removing the "In addition, the major undead now lasts until its hit points reach 0." would help make this change more balanced.<br />
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Thanks for all your work in making the class so far!<br />
[[User:Vulgaris Magistralis|Vulgaris Magistralis]] ([[User talk:Vulgaris Magistralis|talk]]) 09:16, 15 December 2017 (MST)<br />
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:The class would have to have its capstone feature removed for the final Animate Major Undead improvement which is sorta iffy. CR 9 dragons give you a free aoe that deals more damage than a 7th level spell according to the DMG(12d6 damage on a 7th level spell versus 12d8/10d10 damage breath) every 3 rounds so I am against adding dragons.<br />
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:I also agree that the undertaker subclass needs some changes as I still believe that Undead Resolve is really weak and needs to be replaced or reworked. I slightly buffed Lord of the Undead so it is stronger at later levels to partially accommodate for this. But I do not agree about the power level of the class needs to be buffed as it is very much comparable to the School of Necromancy Wizard(see [[Understanding Bounded Accuracy (5e Guideline)]] for why the undertaker boosting AC is so strong) ''and'' you get a very strong undead through Animate Major Undead. You also learn spells from the wizard spell list compared to the sorcerer spell list and you can summon undead without the need for a body.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:04, 15 December 2017 (MST)<br />
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::Well balanced edits Blobby, quick question though, what is the difference in the way you tag abilities vs how they were?<br />
:: This is still my favorite thing on the wiki (probably bias though >.<) <br />
::Vulgaris did you check out my test play way at the bottom? While I'd love to include dragons myself I feel the current Animate Major is balanced. When this thing starts raising dead, esp as an undertaker, its really good at what it does. With the change to Séance allowing multiple uses, that should help with level 20 panache. I'd say provide input on at level 20 to really see if raising the CR bar is necessary. The number of undead to track I don't find an issue at all. They usually go down in 2-4 hits, or much faster in a Fireball. When buffing the Core class, it very important to keep in mind the subclasses. I intended the core to be sort of cool features and the subclasses to provide the power, building upon bones (hehe) of the necromancer. I won't be DMing high level characters any time soon and my group doesn't really get chances to play test so I'll be leaning on community input. THanks for your help on this. Any counter points, bring them up. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:41, 18 December 2017 (MST)<br />
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:::Well explained bigshot. Also, I am just linking to the SRD on the wiki when I tag ability scores and conditions. Plus, it is much easier to use and remember <nowiki> {{5c|Poisoned}} than [[5e SRD:Conditions#Poisoned|poison]] </nowiki> as they link to the same place, see {{5c|Poisoned}} and [[5e SRD:Conditions#Poisoned|poison]].--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:50, 18 December 2017 (MST)<br />
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::::Thanks! and great point about it be easier. I don't usually wikify things but when I do I'm going to have to remember the easier way of things. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:17, 18 December 2017 (MST)<br />
:::::Thanks for the responses, folks! "They usually go down in 2-4 hits, or much faster in a Fireball." That's exactly my problem with the raising normal undead focus. I meant it would be difficult to track several different types of undead if Animate Major Undead were used on several different types of creatures. The basic undead are so weak that they're more of a bonus than an actual focus (summoning them without bodies is a very nice perk of the class, though). The AC increase is nice, but throw any sort of AOE magic attack at them and they're toast. The Animate Major Undead feature is what makes the class interesting to me, actually being able to make minions of defeated foes, instead of just generic skellies and zombos. The major undead are balanced as they lose all of their immunities and resistances when they're resurrected, along with any spellcasting ability. Especially with the CR limit, it doesn't seem overpowered so far. I do like the edits that I noticed were made so far, you're doing good work. I also agree on buffing/changing the Undead Resolve feature. I see what you're both saying about the dragons, I get it's probably best to leave them out. But, the major undead lasting until 0 hitpoints doesn't seem like a capstone feature at all. First of all, it's only one undead, which accounts for half of a 3rd tier spellslot. Considering that at level 20, if a necromancer uses all of their tier 3 and higher spell slots for undead, they can animate 98 undead, getting to keep one without recasting the spell feels underwhelming. Especially when the 7th tier spell Finger of Death does the same thing. It would only really be particularly useful (overpowered, in my opinion) if it applied to numerous major undead, which is why I don't think they should both exist in the class. Also, I didn't notice any particular change to Seance. Did I miss something or was it made a while ago or is it just a planned change?<br />
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::::: I'm going to get a chance to try it out at level 20 next month and I'll see how it functions there. I'll be sure to post the results after.<br />
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:::::I still like the idea of lots of major undead, but to compromise, maybe increase the CR cap to 12 at level 19. Also, instead of raising a single undead of any CR under 12, you can raise one major undead with a CR equal to or lower than the limit. But, you can summon multiple undead if the highest CR is at least 2 lower than the limit. Essentially, take the strongest major undead you have raised and subtract their CR from the limit. The number you have left is the total number of major undead you may raise (with the exception of 0 from a creature which is equal to the limit). For example, with an assumed limit of 12, if you have any undead of CR 12 or 11, you can only have 1. If your strongest undead is CR 10, you could have 2 major undead of CR 10 and below. If your strongest undead is CR 4, you could have 8 undead of CR 4 and below. That seems kind of complicated though, so it might not be the best solution.<br />
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::::: I just want to point out that this is also one of my favorite pages on the site, always been a fan of minion controllers and I'm glad for everything that you've done for it so far and that you keep working on it. [[User:Vulgaris Magistralis|Vulgaris Magistralis]] ([[User talk:Vulgaris Magistralis|talk]]) 21:02, 21 December 2017 (MST)<br />
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::::::Thanks for the kind words, they resonate with me very much. In regards to Animate Major Undead (AMU) CR cap raised to 12 at level 19, test play it before changing it because at level 19 you have many spell slots to raise undead with. Every spell slot beyond 3rd gives +2 undead. If your undertaker, I think I unintentionally OP'd the feature that gives raises an undead every time you raise one. Effectively this doubles the undead raised and I was aiming for 1 extra per "casting". None the less my point is, at level 19, you are surely to overwhelm an adversary. Xanather's Guide to Everything is an amazing tool for complex encounters and it says that 5-6 CR 4 is a good encounter for level 20 party (iirc, don't have the book on me). I call shaningans, but it's what it says. Between the Necro, AMU, and minions/spells I think things are good.<br />
::::::Second, the splitting of CR amongst undead to create more undead. This was a feature at some point. I removed it eventually because it was a cumbersome and muddy feature, imo. In line with above comments, plenty of undead are being raised, and current undertaker writing, too many possibly. Blobby, your thoughts if current level 6 undertaker feature would be granting too many undead? <br />
::::::Last, I'm not close-minded to suggestions. Please bring ideas. I spent a week on this? lol and continue to follow up and love hearing community ideas. I wish WotC would have done something as flavorful and useful as this. Cheers [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:42, 22 December 2017 (MST)<br />
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::::::I wanted to add, your undead (as an undertaker) are not joke at level 19 (use 20 for easy math). They get +6 & +20 = +26 hp, and +6 AC. No vulnerabilities and resist necrotic damage. Sure Fireball still hurts, but I think they have a chance to survive it now. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:09, 22 December 2017 (MST)<br />
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:::::::Test play sounds fair before making any major changes; I'll check it out next month and see how it works. I also call shenanigans on Xanather's Guide, lol, that definitely doesn't sound right. At level 10 as a necromancer I killed 8 CR 4 creatures in one turn. Yes, I used fireball, but there's no way that 5-6 would take on a whole party of level 20's. On the other hand, my DM does give us some op stuff every now and then, so I could be trying to get the class to match up to that. The total number of undead I calculated is using '''every''' spell slot 3rd tier and up, which there's no way anyone would actually do that, right? The extra undead provided by the Undertaker feature is only 1 per casting (at least that's how I had understood it, I can see how it could be read to summon literally double the number, which would be huge since that would mean a total of almost 200. I personally think that would be awesome, but definitely overpowered. I'll change the wording on the main page to communicate that.), so it functions almost the same as Undead Thralls, but the spell itself allows for extra, "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over '''two''' additional Undead creatures for each slot above 3rd." https://roll20.net/compendium/dnd5e/Animate%20Dead#content<br />
:::::::I can see, depending on the DM, necromancer is probably pretty balanced. Still needs a few changes, imo, but more balanced than I'm seeing it in my campaign due to the op nature of the world. I do think that some sort of feature to at least allow for a couple of major undead would be a nice addition. Maybe raise the number you can control at level 19 instead of the CR?<br />
:::::::I did notice the change to Seance after rereading it today. I think it's pretty balanced now.<br />
:::::::Finally, I think the Undead Resolve feature might work better as an attack increase for your undead. The Wizard Necromancer adds proficiency bonus to weapon damage rolls as part of Undead Thralls. Since the undead have such low accuracy, maybe the 10th level Undertaker feature could add proficiency bonus both to attack rolls and damage rolls? [[User:Vulgaris Magistralis|Vulgaris Magistralis]] ([[User talk:Vulgaris Magistralis|talk]]) 10:14, 22 December 2017 (MST)<br />
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I made changes based on the attack bonus and ac bonus for undertaker. I'm skeptical because I don't want to variant the wizard. A lot of homebrews on the site rehash a class or homebrew class and hardly feel different. Its the same with minor changes. I don't think this change with give a Wizard feel, but something to keep in mind as part of my goal, my unique classes, not similar or repetitive content. <br>I'm gonna pocket increasing the number of AMU to 2 at level 19 until I can look at XGE. The book mentions that 5e is designed to not need magical items, so it's possible that 6 CR 4 (again, iirc) could challenge group of level 20. But I'll see what we can do to gain bonus AMU. I've got an idea brewing, but I want to reference XGE before hashing it out. Thanks for fixing that phrasing too. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:48, 22 December 2017 (MST)<br />
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:I believe the CR amount for an encounter in the DMG assumes you get into several encounters of that difficulty when you at that level, for example a 4 person party will encounter 3/maybe 4 groups of 5-6 CR 4 creatures in a single day as most campaigns do multiple encounters unless they have one massive fight. But that is besides the point, now onto the class. I am liking all the changes to undertaker subclass as it now feels like it has a smoother progression in its power level and doesn't summon double the amount of undead. I don't think I have anything else to say about the class until it is play tested at higher level (15/17/20 would work), or another issue is brought up as the class is looking pretty good.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:43, 22 December 2017 (MST)<br />
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::I looked it up in XGE and it was saying 4 CR 4 monsters per character. sorry for any confusion. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:21, 22 December 2017 (MST)<br />
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:::That makes more sense, also how is XGtE? Is it what you were expecting?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:33, 22 December 2017 (MST)<br />
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::::it's cute. a bunch of content but nothing that said you need this. I take that as how I've grown as DM though. It's nice to have official content to build from as well from homebrew. But no, I was thinking some great clarity and dynamic sub-classes. I still use it for niche things though. Have you started making traps with it? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 00:29, 23 December 2017 (MST)<br />
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:::::Not yet, but I have a few unique ideas. When I finally get around to making them, I will probably end up making a bunch. I think the book is a great resource and will be situational useful, but I don't see myself using it very often other than to look up specific things on a new subclass, spell, or downtime rule. Besides that, I believe there are better resources for things like random encounters, names, and other things online.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:18, 23 December 2017 (MST)<br />
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I honestly feel like Seance should start at a lower level. I love that ability, and I don't think somewhat transferring consciousness into a lowly zombie would be too broken.<br />
It would be nice to have that ability earlier than level 20, perhaps if specified that it could only be used against undead that you've raised yourself. Could even put a limit on it that increases with level.<br />
I'm testing this class tonight. Currently looking at the character sheet it seems like it's missing something and i think adding that ability in earlier would help immensely. (If you think it'd stay balanced, that is.)<br />
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:::I think this is where the comment ends, hopefully I clarified the feature better and for Seance I ask that you test play first. I think it is balanced currently, with 18&20 missing humph but possess flavor. I’d much rather rework 20 into a better more wow feature but again, this seems balanced. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 01:00, 10 October 2017 (MDT)<br />
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d6 HD instead of d8, or is there justification for a caster to get d8?<br />
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Grim Harvest wording should mirror Life Tap where if the feature would kill a creature, gain HP equal to the damage dealt. Speaking of Life Tap, reason for d20? It's an odd die for damage effect. Perhaps a normal d8 without pro bonus? prof bonus is another odd addition. <br />
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Complete control seems strong and what if two necromancers engage one another? Who controls what? <br />
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Is the downtime activity suppose to be like archetypes? Or is there a reason they are missing? Did you try to make this a archetype but fan-demand wanted a class from you? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:46, 27 June 2017 (MDT)<br />
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:I started working on it to satisfy demand. I did a ton of research. The fans are mostly unregistered users, and none of them give a crap. I abandoned it to them. I still watch the development, but I'm waiting for someone who knows what they're doing to show that they care about the project. Until then, I just let the unregistered kids battle it out through bold edits. It doesn't look like they've changed the DT activity much though, and I think I wrote that myself. They are NOT supposed to be archetypes. I actually had a whole section about how the archetypes could be written. They blanked it. The DT activity exists to allow players of necromancers to become undead beings without making it mandatory of the class. If you're interested, [http://www.dandwiki.com/w/index.php?title=Necromancer_(5e_Class)&oldid=838031 the original version with research and planning can be found here]. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 15:52, 27 June 2017 (MDT)<br />
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::So if I did some changes or moved things around (concerning the things above, would you mind?) Check out the before and after of a 5e Chronomancer class edited. If you think what I did was too much and wouldn't want me touching this, I understand. I just bought Diablo 3 Necromancer Pack and Necros are always so cool but WotC never justifies them in my book. You made the bones, I kind of want to fill it out. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:38, 28 June 2017 (MDT)<br />
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:::Go for It! Do what you believe is best! If I disagree with something, I'll say so. (Or change it if it's against policy, which I doubt will be an issue) If you'd like, I'll review your work when you feel you're done. In the meantime, I'll reserve editing time for you with the in use template. One week sound good? --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 22:14, 28 June 2017 (MDT)<br />
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::::Well, I do this at work and things are really super busy now but I will put some effort into at home too lol I think only thing I'll be missing will be archetypes. Somewhere down the road those will get attention. cheers mate. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 05:33, 29 June 2017 (MDT)<br />
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:::::[[user:Kydo|Kydo]], I've got the class progression in a healthy spot (in my opinion). I am currently looking over features for balance before moving to archetype features. There's a spot below for user/community ideas to help flesh out this undead summoning class archetype features. I am feeling really good about the flavor of this so far. (I am baiting for feedback, assurance that the work is in line with original idea) EDIT: I also want to remove Roc from the monstrosities to control. CR 11 it isn't even close in power to the others nor does the flavor fit. Giants are the same way. I am going to look up options this weekend but two options aren't exactly bad. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:23, 30 June 2017 (MDT)<br />
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::::::Done. I didn't put descriptions out of laziness but companions really don't get one so I use that to justify Control Legend Undead. Let the community take the surgical knife to it :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:01, 2 July 2017 (MDT)<br />
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:::::::Hello, [[User:BigShotFancyMan|BigShotFancyMan]], thanks for your suggestions with the [[Primal Fighter (5e Class)]]. I would like to explain a few things about this class that need to be balanced or clarified. Add a range to Necromancer Master, is it 5ft or is a ranged touch attack with Xft. range? Add names to all the archetypes features. As a general rule of thumb, I believe you should not limit the classes you can multiclass into like how it is with you are not another spellcasting class. Increase the damage the Vampire takes from sunlight and holy objects to a much higher amount like 2d10 or 2d8. Although the damage you take shouldn't be the correct amount of damage a vampire takes, see [[5e SRD:Vampire]] for reference. Also add "While in sunlight, it has disadvantage on attack rolls and ability checks." to the Vampire. The Lich isn't correct according to [[5e SRD:Lich]], but it sort of works? I like the work you have done on this class, good job.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:46, 10 July 2017 (MDT)<br />
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::::::::Hey Blobby, thanks for looking it over and the encouragement. I admit I didn't name them out of time. Work is very busy and it's when I work on this stuff. The downtime activities (Lich, Vampire) I didn't even bother balancing so I promise there is something unnatural. I don't like multiclass restrictions, I merely left it as the OPs original idea. I will definitely consider all these things when I polish it up, especially that range (can't believe the oversight). Great job on the Primal Fighter too! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:38, 11 July 2017 (MDT)<br />
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:::::::::Glad to help, also don't be too worried about not having time currently to work on this, the class does not need to be completed all at once and we all have different schedules. Besides that, I will be around for a second glance later, good luck with the class and all your other endeavors. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:23, 11 July 2017 (MDT)<br />
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Hey [[User:BigShotFancyMan|BigShotFancyMan]], I went through the class more thoroughly this time and made a few minor edits. I have a few notes about what the class could do better that include: <br />
* I believe that having full spellcasting and up to a CR 6 creature at 7th level for the Animate Major Undead feature is completely broken because your entire party is expected to be able to fight only 1 CR 7 creature at 7th level. I would suggest the reducing of the CR's of the creatures to a much lower level(3/5/8 or even lower). <br />
* In that same sense, the feature Control Legendary Undead is unbalanced because you basically have a creature that is as powerful as the encounter that your entire party is expected to handle, I would suggest replacing this feature with something else after having a second look at it<br />
* For the archetypes, all the features need names<br />
* The 2nd level feature of the Undertaker archetype may need to be changed, because if you are in a good aligned party then the feature will be next to useless, while if you are in an evil aligned party, the feature will be useful, but will still rarely happen. I recommend changing it to all Wisdom saving throws for better consistency.<br />
* The 6th level feature of the Undertaker archetype should be changed to undead you raise through spells(the feature is overpowered on your other class features, if you want it to affect them, I would suggest reducing the power level of the feature)<br />
* The 14th level feature of the Undertaker archetype will be a pain for players and DM's to constantly keep track of what vulnerabilities your undead creatures have(having to keep track of multiple creatures is more than enough of a pain in the butt), could you just change it to 3x your proficiency bonus in bonus health?<br />
* The 6th level feature of the Reaper archetype, does way too much extra damage (13.5 ) at 18th level. Just adding around 4.5 damage to certain spells' damage rolls is incredibly strong<br />
* The 14th level feature of the Reaper archetype breaks the rules for conventional spell casting with casting spells at 1 higher level and is very strong, you could change it to creatures have disadvantage on saving throws from your necromancy spells or just to the DC of your spells is increase by one<br />
* Then there is the down time activities which we can get to another time<br />
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I am willing to talk about why I thought these changes need to be made in greater detail if needed.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:22, 20 August 2017 (MDT)<br />
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::Hey [[User:Blobby383b|Blobby383b]], thanks for the input. There's some really good points here and some others I'm not so sure hit the mark. I'll try to hit on each one though. <br />
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::Your first two bullets are absolutely correct about the features being OP and I only kept with the original idea. I kind of rushed through to polish the class and balanced the things I thought easy to balance. These two, I knew/know I had to come back to. <br />
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::I don't see an issue with the Wisdom advantage vs Turn Undead. I wanted something to resonate with an undertaker but not be strong. Why do you think it should affect all Wisdom saves (at level 2)? Also, I don't think party alignment has any effect of how useful this is. I think if you are playing this class, there's a campaign in mind or the DM won't allow or the DM will incorporate things for the class. <br />
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::I can see changing the 6th level feature to only include skeletons and zombies, which I think is more than fair. Thoughts?<br />
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::I can reword it to say undead you control. I think that is a blanket effect that takes care of it. I don't see it being a pain for anyone really. Yes, DMs track many things, but this is simply the party's undead, they have no vulnerabilities. check. your alternative is a good idea, probably a good substitute. Just a preference thing maybe?<br />
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::I'm not sure you understand the extra d8. It's not an extra d8 per spell level, or d8 for every die rolled. It is one die, one die only, added to the overall damage of the spell. Still too strong in your opinion?<br />
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::Good point, and I propose changing it to schools of necromancy. I've looked through and MOST not all, don't scale extra damage directly. There's extra undead summoned and A LOT of spells that don't scale so I think that is a fair thing to do. It is probably my original intent to do that and messed up too. <br />
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::I never touched the DTA. I don't like them but this is not my creation. So, I left them alone as the creator wants. <br />
::[[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:32, 23 August 2017 (MDT)<br />
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:::[[User:Blobby383b|Blobby383b]], check out the "rework" of things. Go easy on me, I feeling really good and proud of what I've done with things. I'm wanting to get the tags of this page, what's left in your opinion? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:39, 31 August 2017 (MDT)<br />
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::::I am back, and the class is in great shape. I do have one question and one concern left after looking at the class (also sorry I did not come back sooner to give more feedback life happened). There should probably be a maximum number of souls you can acquire for the Soul Harvest feature or you could have say 50/100/ect. souls and drain 50 hit points from a creature with Grim, I would recommend limiting the maximum number of souls to your necromancer level. Also, Animate Major Undead 11th and 15th level improvements are too powerful and need to be reduced in CR, would a CR of 7 and 10 work(I am not sure of the exact point it would be balanced at, and the feature would still be powerful even with the reduction in CR)? There may be a few more minor things that could be touched up, but the class looks finished and has come a long way from back when it was a bunch of random ideas for features for the class.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:23, 10 September 2017 (MDT)<br />
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:::::Yay! I was curious where you were at. A maximum number of souls was originally there. The class sees a lot of anon edits and abuse. I will fix to what I had. Thanks for pointing it out. (It's pretty frustrating, you should see a lot of the edits randoms are making)Also, I don't think it's necessary for Soul Harvest, just Improved Soul Harvest because the class feature doesn't have anything that functions off the class feature. I've got Animate Major Undead CRs to be 3 levels lower than the character level. I can most certainly reduce it by 1 so each level the CR is 4 lower than the character level. I too am not 100% sure what's balanced with this feature. I appreciate your comments man. I showed this to my buddies and they love it. The archetypes are specific and separate. The class does what a necro wants to do. The flavoring for things works out. I don't need pats on the back but man they feel good. The class was mentioned by an admin as being locked from unconfirmed users which I thought was huge because it was included as an edit/rewrite that is good along with ones. Im very happy with and wish trolls would leave it alone lol [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:30, 11 September 2017 (MDT) <br />
:::::Double post, sorry. I looked at the wizard spells for summoning. Level 7 can summon CR2 elemental, level 9 can summon CR5. I'm more confident about the balance with these changes. Maybe I can NPC this class for test play. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:44, 11 September 2017 (MDT)<br />
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::::::You deserve the praise, you pretty much reworked the entire class while keeping the core elements of what makes a necro a necro. I also have to say, good job interpreting my look at the class earlier as I was not around to help explain certain things. Finally, going forward, if you ever have any other questions or anything else you need help with, I would be happy to help.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:00, 11 September 2017 (MDT)<br />
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:::::::Oh man thanks [[User:Blobby383b|Blobby383b]]. I'm happy you enjoy and think that much of it. I won't hesitate to ask for your help. Hopefully the life stuff is better for you and you can enjoy some personal stuff. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:35, 11 September 2017 (MDT)<br />
<br />
There is no spells known column, only cantrips known. Should I just assume that you get to know only as many, spells as sorcerers based on how many you get at level 1?<br />
[User: Anonymous ] 14:22, 06 September 2017<br />
:It is similar to the [[5e SRD:Wizard|wizard]] class, it doesn't have a Spells Known column either. The details are outlined under the spellcasting class feature description. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:02, 10 September 2017 (MDT)<br />
::Shouldn't the Spellcasting be modified then? Because the Necromancer table doesn't list a Spells Known column yet it references it. <br />
::Also, I don't understand what you mean. Because the [[5e SRD:Wizard|wizard]] has a spellbook that they prepare spells from, while the Necromancer does not. <br />
::From what I'm reading, it seems to be saying they only ever know 3 spells. How does that work?--[[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 15:33, 30 October 2017 (MDT)<br />
:::The spellcasting is incorrect, the class gains access to wizard spells but has spellcasting like a sorcerer with no spells known table. Depending on whether you want the necromancer to have a spell book or not, the class's spellcasting should be fixed to be similar to the wizard or the sorcerer. I personally would stick with the sorcerer because the original intent of the class was to have sorcerer spellcasting and the class already has enough powerful features to make up for not knowing as many spells.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:36, 30 October 2017 (MDT)<br />
::::This is my fault. When wikifying the table and descriptions, I copy pasted wizard spellcasting. I agree with Blobby that a numbers of spells known equal to a sorcerer would be fair. I don't see an issue drawing spells from the wizard spell, I think that is just coming down to people's personal preference. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:01, 31 October 2017 (MDT)<br />
:::::One more thing, the Undertaker's Undead Resolve references "Undead you control", but Animate Dead is a 3rd level spell, thus the Necromancer can't learn it til 5th level. How do you get a Undead under your control? Or is this a dead feature til 5th level? --[[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 10:35, 31 October 2017 (MDT)<br />
::::::Please, keep the questions coming. You are certainly finding oversights. I think I'm going to switch level 10 with level 3 feature. I'm sure Blobby with comment if it isn't balanced :p [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:37, 31 October 2017 (MDT)<br />
:::::::So about Soul Harvest, does that include the creatures that the Necromancer's minions kill? Because "you" is very exclusive. <br />
:::::::And Spontaneous Unburial implies you don't need to choose a corpse, right? And it supposed to say "use" a spellslot, right? Or is it implying something happened to that spellslot?<br />
:::::::And not a question, but Animate Major Undead should also disable Legendary Actions, Legendary Traits, and Lair Actions. Just in case there's some kind of Homebrew creature with those at CR 9 and below. <br />
:::::::Also, Grim doesn't specify the conditions of when the saving throw will happen such as at the start of that creature's turn or etc. So it seems to imply it's always on or off. Something needs to be added there.<br />
:::::::Pretty sure that's it, from my perspective. --[[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:32, 31 October 2017 (MDT)<br />
::::::::I think Alearori's questions need to be adressed, I have the same questions and there isnt a clear answer for them.<br />
::::::::Especially the borders of Soul Harvest and Spontaneous Unburial are pretty unclear. <br />
::::::::Soul Harvest implies that you in person need to deliver the killing blow and Spontanious unburial seems to imply that you dont need a corpse and that undead just come out of the ground even tho it mentions that it functions as just a animate dead spell --[[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 03:17, 1 May 2018 (MDT) <br />
::::::::Soul Harvest implies that you in person need to deliver the killing blow and Spontanious unburial seems to imply that you dont need a corpse and that undead just come out of the ground even tho it mentions that it functions as just a animate dead spell --[[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 03:17, 1 May 2018 (MDT)<br />
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Is it intentional that the class doesn't have ritual casting? Druid, bard, Wizard and warlock have it and I feel it's appropriate for a necromancer to be casting rituals<br />
([[User talk:Crovea|talk]]) 26 February 2018<br />
:It is very appropriate for a necromancer to have ritual casting, but I don't know whether it was intentional. I am of the opinion that it should be added as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:22, 26 February 2018 (MST)<br />
::Correct, it was not intentional. I see no reason no to include it. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:32, 26 February 2018 (MST)<br />
<br />
Mr. Storm, I apologize for not answering those questions. I think that undead you summon should work for Soul Harvest. I say that to make sure multiclassers can't use other summons to benefit. The nature of it should come from necromantic stuff, in my opinion. Spontaneous Unburial does not need a corpse which would be part of the otherwise noted thing, and the spellslot issue will get fixed. I think a good point is made on disabling Legendary stuff as well. Grim's saving throw is not mentioned! and it shall be as soon as I get the page unlocked (it deals with a lot of vandalism). Thanks again, there are a great deal of other issues that have needed attention, so it is definitely time to get this unlocked. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:18, 1 May 2018 (MDT)<br />
:Thanks a lot for the reply, it took a while before i noticed it because it wasnt directly underneath the reply.<br />
:I have another question about the life tap feature. I'm playing the class in a campaign and this question about life tap came up by our DM: is life tap used additional to a touch spell, for example shocking grasp, or on its own as an action? The description is pretty vague about it: "Starting at 1st level, your melee touch spells drain the life from your enemies and heal you." implies that its WITH a touch spell. "As an action, you can make a melee spell attack against a living creature," could suggest it is on its own, "using your necromancer spell attack bonus, dealing necrotic damage equal to 1d6 + your Charisma modifier on a hit." could suggest its added to a touch spell. Personally i think its used as an action instead of with a touch spell cause inflict wounds(3d10+1d6+modifier) and spells like that make you do insane damage early on and gain temporary hit points. But the description can go both ways so its a bit hard to make a decision. Thanks a lot in advance for the reply, you guys are doing great work here, i think its one of the best classes on the wiki. Its pretty visible that a lot of work went into it. [[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 03:06, 13 May 2018 (MDT)<br />
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:That feature definitely needed clarifying, thanks for pointing it out. I also added limited use for some balance. Let me know how at-will vs limited effects things. Appreciate the praise for what we've done. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:42, 13 May 2018 (MDT)<br />
::I've played with the new rules yesterday and i must say that the limit feels a lot more balanced. I use a lot more cantrips now and I mainly use life-tap as a defensive option for when the enemy gets up close instead as offensive like i've used it before. So as update i think the balance works pretty good for my lvl2 character and i will keep you guys updated if i've played some more. [[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 02:10, 21 May 2018 (MDT)<br />
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Hello, [[User:BigShotFancyMan|BigShotFancyMan]], I was talking with a friend about building a duo team between a Necromancer and an Oath Breaker paladin when something sort of came up. Seance, at level 20, is effectively weaker than the Oath Breaker's ''Channel Divinity: Control Undead'' at lvl 20. The Necromancer's is line of sight but the Oath Breaker, for being within 30 feet, can control any <= CR 20 Undead that fail their save without worrying about hourly saves for having a high Intelligence score. Both abilities are once per long rest but the paladin gets theirs at lvl 3 whereas it's the Necromancer's '''CAPSTONE'''. It seems a bit peculiar that a Necromancer, Lord of the Undead, should have to worry about something an evil Paladin can easily handle. Almost all the mid-to-high undead (CR10+), save for a few, would be making hourly saves for the Necromancer whereas the paladin has 24 hours of complete obedience. I feel like an increased duration (my friend suggested a week or permanent), a removal of the Intelligence based saves for undead with Intelligence scores/CR equal to or less than the Necromancer's Charisma, or just something ''more'' could help this overshadowed capstone. (P.S. Sorry, this is my first time editing a wiki. I hope it's done correctly.) [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]])<br />
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:First, I think you did a great job formatting your post. Kudos! Second, I appreciate this feedback so much. I will most assuredly look at this, my issue now is that it is just rehashed feature from another class. I'd like to make the capstone feel different than another class's feature. The suggestions are good, I've just heard enough from WotC that things should be new not reused.<br />
:Other side note, for Mr.Storms. I am sorry I never responded to your post-thank you as well for the playtest feedback. I was very happy to hear it went well. <br />
:If either of you, or anyone has capstone feature suggestions lets hear it! Cheers peeps :) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:28, 6 August 2018 (MDT)<br />
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==Occult Idea: Keeper==<br />
(This is my first time editing a wiki, so please tell me if I do anything wrong) This class has come a LONG way since I fisrt laid eyes on it, and I love what it's become. But I feel that only 2 archetypes just isn't quite enough, so I threw one together. I figured it could be used by someone that wants an evil healer or maybe a good Necromancer? Tell me what you think of it and what should be changed!<br />
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Necromancer Occult: Keeper<br />
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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."<br />
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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.<br />
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Life On Demand.<br />
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 gaind this way (regardless of how many hit dice were used).<br />
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Expanded Intellect<br />
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.<br />
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Aura of Wellbeing<br />
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.<br />
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Refusal<br />
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 0hp, you may use your reaction to let that creature drop 1hp instead. You must finish a long rest before you can use this ability again.{{Unsigned|NumYummy94}}<br />
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::Wow, I must say I am really happy to see another subclass idea that has its own identity but still fits within this class. Thanks for the support on what this is too. A lot of work went into this. I am curious of a couple things:<br />
::*2nd level- how do you feel limiting this to a number of uses equal to your charisma modifier? I don’t like it but seems fair.<br />
::*10th level-can you justify poison? I feel that it’s unneccesaary, flavorfully and balance wise. But just one dude. Also, I’d prefer fear or madness since madness is alternative rule. What do you think about this?<br />
::overall, I can explain my excitement for this. Also, just a wiki formality, type this symbol ~ four times to sign your posts. Helps us know who we’re talking to as well :) welcome to the wiki and thanks for the idea. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:08, 17 February 2018 (MST)<br />
:::The subclass looks great, with the few minor tweaks [[User:BigShotFancyMan|BigShotFancyMan]] suggested, it should be ready to go. The only thing I am worried about now looking back at the class is the fact that you can repeatedly gain 1d6 + your cha modifier temporary hit points with Life Tap at 1st level which allows the class to repeatedly tank shots they normally would not be able to take at lower levels. This feature largely needs to be looked at again for a way to balance it as currently, as it can repeatedly provides an effect similar to ''{{5e|False Life}}'' which is a 1st level spell.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 13:26, 17 February 2018 (MST)<br />
::::I think this came up before and I didn’t understand the power of the current version. I see your point and sadly agree. I’d like multiple uses of it but almost think the class has a lot of this. A short/long rest feature could do some good, and with the healing gained later, the class shouldn’t need multiple uses of Life Tap. Opinion? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:47, 17 February 2018 (MST)<br />
:::::I think the feature would be far too swingy in terms of power level between when you hit and when you miss if was only useable once every short/long rest. Might I suggest that we just change the amount of temporary hit points instead? For example, changing the feature to say "You gain temporary hit points equal to your proficiency bonus + half your necromancer level rounded down" would allow you to use the feature more than once yet not be too powerful.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 16:20, 17 February 2018 (MST)<br />
::::::Thanks for responding and helping me out!<br />
::::::*2nd level- Limiting it a little might not be a bad idea, but I would like to point out that hit dice are a finite resource which is dependent on character level. If you use this ability to spend hit dice in battle, then you don't have them if your party decides to take a short rest. Side note: I might add something to the ability like "creatures that spend hit dice in this way do not regain those hit dice until they finish a long rest."<br />
::::::*10th level- You make some good points here. Imo I think poison fits in great, but I guess it is a little unbalanced. And I didn't know that madness is an alternative rule, so I guess doesn't make sense to put it in here. But I also don't really like fear in this situation either. What do you all think about advantage on CON saves against diseases?<br />
::::::So once all of the details are flushed out, is it possible for this archetype to get onto the actual necromancer page? And what would it take for that to happen? [[User:NumYummy94|NumYummy94]] ([[User talk:NumYummy94|talk]]) 08:51, 25 February 2018 (MST)<br />
:::::::If we can come to a consensus, I can either add this information to the page myself, or unlock the page so someone else can. — [[User:Geodude671|Geodude671]] [[File:chatmod.png]] ([[User talk:Geodude671|talk]] | [[Special:Contributions/Geodude671|contribs]] | [[Special:EmailUser/Geodude671|email]]) . . 09:20, 25 February 2018 (MST)<br />
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I think working out a time for me to add it would be difficult. Feel free to add the subclass [[User:Geodude671|Geo]] or if you and [[User:Blobby383b|Blobby]] want to coordinate so he can cool beans. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:20, 25 February 2018 (MST)<br />
I overlooked Num’s response. I think I assumed you’d be limited to HD but the ability to do it outside of short rest is pretty good. I won’t make a stink about the poison. A few other eyes are watching this, seems fair to get a concession what we think. The core class becomes immune to disease. So advantage against them is moot. And looking closer, same with poison (immune). Curious, why don’t you like the fear? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:31, 25 February 2018 (MST)<br />
::I forgot about the immunities, so I guess we can find something else. What does everyone think of resistance to radiant damage? That's a less common damage type. And fear just doesn't quite fit what I had originally envisioned for this subclass. But I don't have that much of an objection to it, if other people like it we can use it. [[User:NumYummy94|NumYummy94]] ([[User talk:NumYummy94|talk]]) 19:53, 26 February 2018 (MST)<br />
::Scratch that last part, the necromancer also gets immunity to fear, so that won't work either. [[User:NumYummy94|NumYummy94]] ([[User talk:NumYummy94|talk]]) 22:58, 26 February 2018 (MST)<br />
:::Frightened =/= Fear. What did you envision? What ways would radiant apply flavorfully? I thought the suggestions really helped balance the subclass without changing the idea of this from the lore you provided. Still a big fan of this and really would like it added. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:25, 27 February 2018 (MST)<br />
::::How does adding something situational but flavorful like immune to effects/things that cause instant death or immune to effects that reduce a creature's maximum hit points sound?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 10:33, 2 March 2018 (MST)<br />
:::::I would be open hears to protection from instant death, the other is already on the Undertaker as level two subclass feature. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:45, 2 March 2018 (MST)<br />
<br />
'''Keeper with a more Necromancy taste'''<br />
<br />
Hi, i really love the idea of this class and the idea of supportive necromancer sounds all the better. But the keeper as it is now feels more like something of a cleric and less as a lord of the undead healer.<br />
So allow me to give some alternative ideas and let me know what think about it.<br />
Most of these ideas come from the first guild wars game, as i think it is one of the best implimentations of a necromancer in a team.<br />
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''Well's''<br />
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They are called well's in Guildwars, once a creature died you can use the body not to reanimate it but to turn it into a well, giving a AoE effect around the corspe.<br />
The corpse can not be revived or reanimated once its used.<br />
So lets say we activate a corspe and turn it into a well with a 10 feet radius, every one within that 10 feet radius can receive one of the following effects:<br />
<br />
''Well of Blood'': Every creature that ends its turn within the well gains health at the end of their turn. Lets say health equal to the casters spellmodifier or something like that. Its not much but everyone gets a boost from that (even the enemies?)<br />
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''Well of Blindness'': creatures within the range of the well are blinded as long as they stay inside of it.<br />
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''Well of Darkness'': not quite the same as the blindess well, it creates a darkness spell around the corpse.<br />
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''Well of Ruin'': creatures within the range of the well get reduced AC. That can be a fixed number or a spell modifier.<br />
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''Well of Suffering'': creatures within range of the well take damage at the end of their turn. Lets say damage equal to the casters spellmodifier.(even your allies?)<br />
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''Well of Silence'': sound is muted within range of the well, which means no vocal component for spells as well.<br />
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''Well of Weariness'' creatures within range of the well get a reduced attribute like Dexterity or Wisdom.<br />
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''Well of Profane'' creatures within range of the well take extra necrotic damage (say 1d6) when damaged.<br />
<br />
''Well of Misfortune'' creatures within range of the well have disadvantage on saving throws.<br />
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''Well of Protection'' creatures within range of the well have additional AC (say +2).<br />
<br />
''Well of Fortitude'' creatures within range of the well have advantage on saving throws.<br />
<br />
The Keeper can choose a single well, or maybe choose 3 of them so it has plenty of supporting options.<br />
Since the uses need to be limited you can choose to use it only a limited amount of times like with lifetap, or maybe use a 1st lvl spellslot for it.<br />
I think this is a great option for the 2nd level, since you start almost immediately using corpses and immediately supporting the team.<br />
<br />
<br />
''Leech off your minions''<br />
<br />
The idea of healing your allies or recovering them sounds great, but way to safe for a necromancer to just heal for free like something holy would.<br />
Alternatively the keeper could heal but not for free. I think this would be great for the 6th level. The keeper can deal 2d8 necrotic damage for example to one of its minions and half of the damage can be healed to a ally. This way the necromancer has to sacrefice some of its minions to heal the party, which sounds more necromancerish in my opinion, and it gives a solid reason to reanimate the dead as a keeper.<br />
<br />
<br />
''Life Siphon''<br />
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This sounds more end game so i think this would be better at 10th level. Drain the life from a creature while simultaniously healing another. Kind of like the vampiric touch spell but you transfer the health not to yourself but someone else.<br />
Alternatively the idea of placing a life saping parasite on your enemy could work as well. Let it throw a constitution sav and if it fails it takes damage and a ally gets healed, repeat this until the enemy creature succeeds on the sav.<br />
This way your healing doesn't come from the almighty but rather from your enemies, it even gives the necromancer a reason to target the weaker creatures around it instead of the big ones to get a better chance of healing a ally.<br />
This could have a limited amount of uses, or use spellslots instead.<br />
<br />
Those were some of my ideas. I like the keeper but i feel it should be less free like a the "Life Transference" spell (which is a necromancy spell) instead of the cure wounds spell which only gives and takes nothing.<br />
I hope i didnt offend anyone on my little rant. --[[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 12:14, 13 September 2019 (MDT)<br />
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:I am of the mind your idea sounds like a lot of fun albeit a little MMO-y. The Diablo game uses corpse manipulation as well, and is something I wanted to re-create from scratch for a Necro (off-site). Your idea I think fits better as its own subclass, that can alter corpse in more than one way-wells or explosions, or another way I don't! :-)<br />
:How would you feel about it being a stand alone subclass? What about others that follow this page; do you like the idea? Change Keeper or make a new subclass? {{User:BigShotFancyMan/autosig}} 09:40, 13 September 2019 (MDT)<br />
<br />
::I always like the idea of having more subclasses so users can pick and choose what they want out of a class. Because of that, I would prefer it if a new subclass is crated out of these ideas.<br />
::Regardless, I agree with Mr. Storms that the subclass's theme could be to use the dead to support your allies in a number of different ways(I also like the idea of turning an undead minion of yours into a well as it allows you to make use of the feature much more often than you otherwise could).--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:04, 13 September 2019 (MDT)<br />
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:::I do like the ideas! In case I gave the wrong impression. Sorry. {{User:BigShotFancyMan/autosig}} 20:32, 13 September 2019 (MDT)<br />
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::::I will give it a go, let me know what you think needs balancing or complete removal. Also english isn't my native language, so if anyone spots any spelling or grammar mistake let me know. --[[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 17:33, 16 September 2019 (MDT)<br />
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<br />
==Features Removed for balancing==<br />
==== Undead Companion ====<br />
Beginning at 3rd level, you gain an undead companion that accompanies you on your adventures and is trained to fight alongside you. Choose between a wolf, raven, mastiff or panther and treat them as skeleton (they gain damage vulnerabilities & immunities, condition immunities, and '''''Undead Nature''''' feature). Add your proficiency bonus to the undead's AC, attack rolls, and damage rolls, as well as any saving throws and skills it is proficient in (the undead gains proficiency in the same saving throws for your necromancer class). It's hit point maximum equals the hit point number in its stat block or six times your necromancer level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. <br />
The undead obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can telepathically command the undead to move (no action by you). You can use your bonus action to telepathically command it to take the Attack, Dash, Disengage, Dodge, or Help action. <br />
If you are absent or incapacitated, the undead acts on its own, focusing on protecting you and itself. The undead never requires your command to use its reaction, such as when making an opportunity attack. <br />
If the undead dies, you can obtain a new companion by spending 1 hour magically bonding with a pile bones and meets the requirements (wolf, raven, etc).<br />
====Control Legendary Undead====<br />
Starting at 17th level, you can choose to have one of the following companions instead of your '''''Undead Companion'''''. These companions do not gain any benefits like your '''''Undead Companion''''' does nor do they gain any benefits from your archetype choice; they use their stat blocks from the monster manual. By spending a week concentrating you may change the companion to another one. Your old companion disappears in a cloud of black smoke and cannot be found again.<br />
===== Dracolich =====<br />
::Monster Manual page 84<br />
===== Demilich=====<br />
::Monster Manual page 48<br />
===== Death Knight =====<br />
:: Monster Manual page 47<br />
<br />
=== Down Time Activity ===<br />
Only characters of the Necromancer class, or wizards of the school of necromancy, may choose to engage in this down time activity. At an expense of both time and money, the character may join the undead. This gives the main befit of undead based immortality, and each method has its advantages, but undeath also comes with many disadvantages. 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.<br />
==== Wraith ====<br />
<br />
You may abandon your mortal coil, to become an being of pure immaterial spirit. Like a living spell, you become intangible. You are able to fly and hover continuously at a height equal to your charisma score in feet. Mundane and unsilvered weapons pass through you, dealing no damage. You can pass through objects and structures of a thickness up to your level in feet. As a side-effect, you cannot carry material possessions for any meaningful span of time, as interacting with objects is exhausting. You can interact with a single object at a time, for a duration equal to your level in minutes. You cannot wear physical clothing of any kind, except when interacting with it as an object. You have no resistance to magical effects of any kind, and cannot receive such resistances from any racial or class features, feats, boons, or from magical effects or items. You are invisible in direct sunlight, but otherwise visible. You cannot die from old age and you can become invisible for a duration equal to your level in minutes. You must complete a short or long rest before using this feature again. Your appearance is somewhat subject to your will. You can appear clothed however you wish, and you can alter your features as you wish. You can change your size one size smaller and larger at will. Your shape is either humanoid or a deformed ball of black smoke.<br />
<br />
* 100 days.<br />
* 500 gp<br />
* A silvered dagger.<br />
==== Vampire ====<br />
<br />
You may do extensive research to create the vampiric curse; a spell which causes one to become a vampire without dying in the first place. You then cast this spell upon yourself to obtain an immortal life. This is not without consequences. Direct or indirect sunlight is harmful to you, as if a torch flame to your skin, dealing 1d6 damage per round. Any holy object or material (garlic, holy symbols, silver, blessed objects and locations) recoil at your existence and likewise burn upon touch, dealing 1d6 damage per round. You can only feed upon fresh blood, of which you need the same amount as a living creature would need water, otherwise you are without need of food, drink, or air.<br />
<br />
* 200 days.<br />
* 1,000 gp.<br />
* A humanoid virgin sacrifice. Reduce gp cost by half if the sacrifice is the same race as you.<br />
==== Lich ====<br />
<br />
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 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 your maximum hp to restore control of it.<br />
<br />
* 300 days.<br />
* 5,000 gp.<br />
* An object, able to be carried in one hand, made of stone, metal, or ceramic, with a value of your level in gp or greater.<br />
<br />
== Wow. ==<br />
<br />
That is a ton of work! Do you guys feel this thing is getting close to what you think it should be? I'd be happy to run it through the wringer a few times and see how it measures up. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 20:53, 12 September 2017 (MDT)<br />
<br />
:I absolutely do. I have a session tonight I'd like to use it in if it fits. I'd love others' help play testing since my group is every other week. There isn't anything I'd add other than more flavor, a photo? and clerical touching up. Thanks for the "Wow" title too. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:21, 13 September 2017 (MDT)<br />
<br />
::I already believe that the class is at a usable point, and my thoughts mirror [[User:BigShotFancyMan|BigShotFancyMan]]'s on the class. Specifically, I believe that class could be tinkered with a bit more because there may still be some problems with balance or info(no limit on the souls for grim for example) that we missed. I also hope the testing session goes well, both as a test run for the class and to see whether this would be something a PC may want to play as in the future. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:16, 13 September 2017 (MDT)<br />
<br />
:::I think you mentioned the Soul Harvest before but the base class has no need to limit because it doesn't use the souls for anything. Improved Soul Harvest for the Reaper archetype does and did manage to get my limit back on it, number equal to necromancer level. Totally needs tested from where it is at though. (AND ITS PROTECTED WOOT) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:39, 13 September 2017 (MDT)<br />
<br />
== Test Play Experience ==<br />
<br />
I finally got to test play this. I had the environment set up in the Necromancer's favor, race Elf and level 10. Went with Undertaker archetype. The party is/was 4 level 6 PCs:<br />
Earth Genasi-Barbarian, Frenzy<br />
Homebrew Race(regen 5hp/round, resist poison, adv. on enchants & illusion saves, immune to disease)-Revised Ranger, Hunter Conclave<br />
Human-Fighter, Homebrew Gunslinger<br />
Human-Homebrew Witcher, I forgot the school<br />
Every member has a magical weapon. <br />
<br />
The underground room was 40x40ft and rather tall ceiling. I had thrown dungeon tile pieces all across the floor as dead carcasses or biles of bones and then I had 15 basic zombie/skellys walking around. I had included 4 basic werewolves, they had a story reason which isn't discovered. <br />
They walked in and the Necro was a trusted NPC from years ago, but things have changed so in the middle of the trap they go (real life, they knew, RP well) eventually, trusted friend turns undead on party, werewolves (ww) join in. I used one Fireball and invisibility spell. I had to calculate the spontaneous animate dead, I had extra undead on the field, no matter. <br />
all in all, I killed one PC (the gunslinger) my homebrew mutant (based on Deadpool) had no issue and the barbarian was hurting. I used an elephants as the animate greater undead creature. worked well. Overall, 4 level 6 PCs handle the event medium risk. There's homebrew which make it harder to evaluate but dice rolls weren't crazy, pretty fair. Life tap wasn't used and seems very underwhelming considering other options, but I hope when options run out, it is that life saving feature. As an NPC, soul harvest may not be fun. I thought about using it to kill my own undead to heal, but didn't think to do it. I'm on the fence if it should be allowed, the idea killing your own minions for gain is sadistic and cool for a necro. The Undertake extra hp didn't matter, but the perk to AC was super nice. I think it is balanced but the HP boost is laughable. Maybe since all the minions got it, 15x4=60, you could argue it was balanced but I think a beefier undead is would feel better. The other two features didn't come into play but I think they are still good archetype features. Not everything should apply in all situations. I think the test play was good, my players knew about this class and were happy to see it. Please ask questions. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:35, 29 October 2017 (MDT)<br />
:Sounds like you had fun play testing the class. Based on what you said about Life tap, it may be better to make it scale the damage up to 4d6 (the same way it is stated in cantrips), make it rechargeable only after you finish a long rest, and make the temporary hit points not go away. That way, it makes the feature feel much more like a powerful backup measure. For soul harvest the idea is fine, but the power level is not. I will probably slightly rework that feature to be more balanced, and you can tell me what you think of it after it is done. I think the Undertaker archetype is fine, you get beefier undead at 14th level, and the archetype shouldn't front load all its powerful features and make your undead too powerful too soon. I am also curious/still worried about the higher level animate major undead, since that was left untested, and would prefer if the feature had a 3/6/9 spread instead of the feature gaining 4 CR on improvement. I say this because the feature may still be too powerful at higher levels and because my original suggestion for the feature was 3/5/8. Besides that, if you can think of any other possible improvements for the class based on the play test or by looking through the class, could you bring them up as well?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:50, 30 October 2017 (MDT)<br />
::I'm really excited about Life Tap changes. It looks like it might have the panache it needs to be considered for use. The Soul Harvest rework I don't think was necessary. It was non-factor in my encounter so it is hard to judged. Regaining hit points vs temporary hit points is a big issue though. If we have to tweak numbers or whatever fine but the flavor is definitely for the necro to sustain off the feature. With the adjustment to double the CR, I think that'd be a fair number to regain. But more temp hp is just bleh. <br> I agree about undertaker. healthy place and power level seems smooth. I did avoid higher levels because of animate greater undead. As I was developing the encounter I thought, "oh man, that seems strong" so I agree this is a needed change. I like moving towards 3/6/9. I think 5/8 will be underwhelming. I played this similar to a boss vs as a PC, so some balance aspects will be off, hate to over-nerf. <br> With that, thanks for reading my playtest and offering suggestions. I haven't quite given thought to anything else needing touch ups. If I play, I'll see if my DM lets me do this which would provide a lot more insight vs and NPC BBEG. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:28, 30 October 2017 (MDT)<br />
:::Nice work. I'll unlock the page. Let me know if anyone is abusing this temp unlock. --[[User:ConcealedLight|ConcealedLight]][[File:chatmod.png|13x13px|link=Requests_for_Adminship/ConcealedLight|alt=This user is an administrator|This user is an administrator]] ([[User talk:ConcealedLight|talk]]) 05:00, 4 May 2018 (MDT)<br />
<br />
== Feature Updates ==<br />
<br />
With the recommendation by [[User:TexasTies|TexasTies]], I was evaluating the features and considered this: <br><br />
Port the oathbreaker feature to 5th level. <br><br />
Create a new capstone feature. <br><br />
My concerns are a feature at a level when 3rd level spells come online. I don't think spontaneous unburial is strong enough to remove, but controlling undead may be. I spoke before about creating a new feature, but the possibility to control any undead for the undead king seems like common sense. (my own oversight). Are there other thoughts? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:31, 6 August 2018 (MDT)<br />
:Hello again, [[User:BigShotFancyMan|BigShotFancyMan]]! Since bringing up that Capstone issue, I've been wracking my brain for something that would work as a final ability that would be fitting for any Necromancer subclass. I've come up with this:<br />
<br />
:'''The Grim Harvest''': Starting at 20th level, the area around you, the Necromancer, becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the Necromancer, you may use your reaction to target it and cause an explosion of necrotic energy. Any number of creatures of your choice within 10 feet of the targeted creature must make a Constitution save. On a failed save, they take 8d6 necrotic damage and only half as much damage if they succeed. If this damage kills any other creatures, you may target one of the creatures killed by this damage to cause a secondary explosion but the damage is reduced to 4d6 with damaged halved on a successful save. If this secondary explosion kills any more creatures, you may target one of the creatures killed by this secondary damage to repeat the explosion a third time but the damage is reduced to 2d6 with no damage on a successful save. Any undead you control within the radius of the initial effect are healed for half the amount of necrotic damage done by the first explosion. You regain use of this feature after completing a short or long rest.<br />
<br />
:As for shifting around ''Spontaneous Unburial'', that almost feels like it'd be a feature for the Undertaker. You could make it an Undertaker feature while adjusting some things within the specialization.<br />
:'''Unholy Resilience:''' Beginning at 2nd level, the time you've spent wielding negative energy has made it a part of you and the undead you control. You and any undead that you create have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, Skeletons and zombies you raise have additional hit points and bonuses to their melee attack rolls equal to your proficiency bonus.<br />
:'''Spontaneous Unburial:''' Starting at 6th level, your bond with necrotic and negative energy allows you to 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 minus 1 (minimum 3rd level). You do not need a corpse or pile of bones; the skeleton or zombie will claw its way up from underground and acts on your next turn.<br />
:'''Improved Undead:''' Beginning at 10th level, your bond with the dead has imbued them with power against those that would seek their destruction. 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 and damage rolls.<br />
:'''Lord of the Undead:''' Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have any innate damage vulnerabilities and gain additional hit points equal to your Necromancer level.<br />
<br />
:This was a huge post but I hope it helps and that the changes in my suggestion don't make the Undertaker too overpowered for a subclass. I am also open to working out anything to do with '''The Grim Harvest''' Capstone. I thought it was flavorful and unique to the Necromancer instead of just "I summon/control more undead!" because, let's be honest, he and every other wizard can do that. [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 02:34, 8 August 2018 (MDT)<br />
<br />
:I just learned/realized that [[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) is the original creator and not [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]). Sorry about that. I hope either are okay with the suggestion above. [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 19:33, 15 August 2018 (MDT)<br />
<br />
::I do believe it was Kydo who created the article, Blobby and I collaborated together on this. I apologize that no one has responded sooner. Both are quite busy at the moment. I will try to get to this after I edit another page in dire need of attention. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:42, 18 August 2018 (MDT)<br />
<br />
:::Well, I ''did'' start a draft back when I last posted, then got caught up in who knows what. Anyhow, I like spontaneous burial for the class. In my opinion, classes each have something like an identity whether its rage, inspiration, wild shape, feats, sneak attack, etc and for this class the spontaneous undead summoning is that to me. To shift it on a subclass would be take away from the class identity.<br />
:::Grim Harvest is a cool feature, and while I drew inspiration from Diablo III when editing this class, it was inspiration that classes need identities. It also fits with WotC philosophy that new stuff should do new things. All that to say, exploding corpses is new for D&D but it is a Diablo III Necromancer thing (which I'd like to create a version of D3's Necro sometime). I use copyright tags a lot so it isn't that issue that bugs me, just wanted something non-D3 for this dude.<br />
:::When controlling undead was brought up, I wanted to create something that actually said undead patriarch/matriarch. The idea the current capstone is significantly weaker than other classes doing bugged me. So for now I've mimicked (which bothers me because it isn't "new") the oathbreaker thing. Grim Harvest can be a variant capstone I'll add to it, though exploding corpses is a really low level ability in Diablo 3 but whatever works. Sorry again I never responded. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:36, 24 September 2018 (MDT)<br />
<br />
::::Just going to say I really like Grim Harvest. {{User:ConcealedLight/Signature}} 08:58, 24 September 2018 (MDT)<br />
<br />
:::::Well, in the spirit of collaboration, if the community deems Grim Harvest more appropriate for the capstone feature than so it shall be. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:27, 24 September 2018 (MDT)<br />
::::::I understand not wanting to have the modified version of Spontaneous Unburial solely within the Keeper's domain, though I think it would make sense given that summoning minions is that subclasses' unique flavor within the class as a whole. For the reference to Diablo. It's actually a similarity to a Diablo II ability, not Diablo III, that I drew inspiration from. Corpse Explosion was a low tier Diablo II ability in the Bone Spell tree that was so overpowered that they had to nerf it into the ground because it was ruining game balance. Regardless, I wanted to put a spin on it and make it special to the Necromancer class. The necromancer takes the enemy's soul in the midst of the transition between life to death and uses that energy to his own advantage. The Grim Harvest deals great AoE damage with a rarely resisted damage type, you can have it chain for free if it does its job, and it heals your undead minions in the meantime. While it might have drawn inspiration from Diablo II's corpse explosion, I think it's still very much unique to both it and D&D. No corpses exploding here.<br />
::::::I appreciate that you put in Grim Harvest as a trial-Capstone but I think, with the adjustments you made to it, it is now far worse than the original design. The reasons being: <br />
::::::* Firstly, it is no longer friendly to your party. It's actually incredibly deadly to your enemies, your allies, and even your summons. Even though it heals your undead for half the amount it deals, they're still taking the full amount of damage from every blast (if you're not a Keeper subclass) because you don't control the targets within the blast and ''everybody'' is hit.<br />
::::::* Secondly, the exponential increase of secondary blasts is what I wanted to actively avoid when I designed it. I wanted a powerful capstone but I didn't want an ability that would end an entire encounter in one go if you get lucky on a damage roll. The way it's written, you get secondary explosions off of your allies, which can likely kill even more allies and summons. You can wipe the entire field with it. The maximum amount of blasts in the original write up was 3 if you got lucky on two deaths. The theoretical limit on this one is in the upper 20s (dealing with insane density and low-level creatures here) and that's an overwhelming amount of dice. If I wanted to abuse this as it's currently written, I'd herd all of my minions around some enemies and focus one down. Have all my minions fail their saves and suddenly I'm sitting on a necrotic atomic bomb.<br />
::::::* Lastly, I liked the feel of the echoing blasts. Three distinct blasts that subsequently get weaker but each singular blast represented enough rather than getting lost amidst an insane cacophony of secondary explosions. The rule of three applies very well here and I think the rewrite loses that feel. It's not quite as mechanical as the first two reasons but it's definitely an aspect of flavor I think shouldn't be lost.<br />
::::::I can understand how it may feel clunky at first but I don't see any reason to have changed The Grim Harvest that I wrote. In my personal opinion, the changes that have been made to it make it a bad capstone. I don't have the capability to edit it but I'd ask if you could reconsider the changes you made to it and have the original The Grim Harvest instead. Thank you for your time, thoughts, and patience with this fantastic class. Hope we can hammer this thing into proper shape. [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 22:21, 24 September 2018 (MDT)<br />
<br />
:::::::I nerfed it because I didn't think it to fit within a 5e design. Tertiary effects that is. I mean, I'll add it back. No big deal. Just like you said, the feature is clunky and takes a person a second to understand what it does. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:41, 25 September 2018 (MDT)<br />
<br />
== Flawed Design ==<br />
<br />
I've known this for months now, and I've pondered what best way to fix this: Spontaneous Unburial serves no purpose for a class that doesn't prepare spells. <br><br />
I'd prefer not to give this class a book like Wizards, and they don't need access to all the arcane spells the way a divine caster does. I like the sorcerer style of casting, but community could decide. <br><br />
My thought was to replace spontaneous unburial with that paladin subclass feature that allows control any undead. Or are there other suggestions? Leave it just with animate dead? a couple more spells? or remove any feature since they get 3rd level spells anyhow? what an oversight on my part, apologies. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:44, 17 October 2018 (MDT)<br />
<br />
:I don't see the flaw in it: it allows you to cast animate undead as an action instead of a 1 minute casting time and not need any nearby bodies/bones to be targeted for the cast. It's great for battle and really sets the Necromancer class apart from a Wizard with the Necromancer subclass. The phrasing of "sacrificing a spell slot" might need to be tweaked or removed to say "You may cast Animate Dead as an action instead of the usual 1 minute casting time. You do not need a..." Otherwise, there's nothing I can see that requires any changes mechanically.<br />
:Maybe I just don't understand what you're saying? Can you expand upon what you see is an issue? [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 14:28, 18 October 2018 (MDT)<br />
<br />
::guess I forgots animate dead took 1 minute. Man, please disregard. Feature is dope! [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:03, 18 October 2018 (MDT)<br />
<br />
:::I guess the only other thing that may need attention is the fact the class learns and does not prepare spells and as such shouldn't have ritual casting. For example, because the class does have ritual casting, you can cast any ritual spell from the wizard spell list which you haven't learned, which is crazy.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 08:33, 19 October 2018 (MDT)<br />
<br />
== Animate Dead as a Ritual ==<br />
<br />
I just had this epiphany while looking at another spell. How do others feel about it making animate dead a ritual for a capstone feature or some high level feature? or put it on one of the subclasses? think about it before immediately shooting down an idea I am super excited about lol :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:50, 13 December 2018 (MST)<br />
:It certainly fits with the thematic feel of a necromancer sitting there casting a long winding spell that summons undead. I like it. The only issue I see is it clashes a bit with Spontaneous Unburial in the core class (which is itself an amazing feature.) I think it would fit best with, as you suggest, one of the subclass: Undertaker. To keep it in line with it's potential power, it could be added to the Undertaker's 14th level subclass feature. Afterall, it ''does'' say "You reach the epitome of raising undead." Immediately following that, just say "You may now cast Animate Undead as a ritual and your undead creatures no longer-"<br />
:It compliments the Undertaker and their likely larger army better than the other subclasses. It also allows the necromancer to reassert control over their army without the need of using spell-slots, something the minion specific subclass would likely benefit from the most. We should probably consider this class pretty air-tight at around this point though. It's getting near power-creep levels (despite my love for and currently playing of this class.) [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 23:29, 15 December 2018 (MST)<br />
::Haha power creep is my fear so thanks for the input. The only reason I didn't see it infringing on base class spontaneous unburial is that the ritual takes 10 minutes and no spell slot vs casting a spell ie a spell slot and its an action. Like, I think there is significant difference and option there. But, still awaiting more input. This is good stuff. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 23:36, 15 December 2018 (MST)<br />
:::Might as well try it out and see where the stench of death takes us. {{User:ConcealedLight/Signature}} 10:04, 16 December 2018 (MST)<br />
<br />
::::Alright, I gave the core class the feature because I thought Reaper and Undertaker both deserved this. It happens at 14th level to coincide with the Necromancer getting their final subclass feature too. I've only NPC'd this once. have to get some player testplays with this. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:15, 17 December 2018 (MST)<br />
<br />
== Some food for thought ==<br />
<br />
I would really love to see some type of communication back and forth between a necromancers creations and himself. Even for nothing more than some fun in the RP scene of this class I think some kind of implementing of the undead being able to speak (maybe only skeletons cause Zombies are too unintelligent) to the necromancer would be really cool. Being able to designate one of your 6, 7, 8 undead creations as your second in command or maybe even just picking a favorite out of your horde and trying to deck him out in magic items, the ability to talk to your undead would be really cool I think. Just putting it out there, obviously all the inner workings is for the smarter people to deal with :P {{unsigned|notdndwiki}}<br />
<br />
:Were you able to figure out your other question? About major undeads?<br />
:And a mechanic for sentience seems unnecessary. Undead don't need sentience to be equipped with magic items and I would rather see a spell created for the wizard spell list that allows sensory through the undead. An undead lieutenant seems very cool if that is what you are seeking. I just don't think it needs baked into a class with a lot already doing that. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:28, 7 January 2019 (MST)<br />
<br />
::Yes actually I realized what I was talking about was just moronic in a sense lol I wasn't actually reading into the class itself and the idea of the major undead concept I had was just silly. Apologies for not signing my previous post I'm new to editing and what not so I'm still picking up on the formatting though I've been on the site for a while I usually just read up. I suppose you're right about the sentience and maybe I can simply convince my DM to allow me to study up with my undead and somehow formulate a sentient / telepathic bond or something, specifics can be worked out. Thanks for responding, I'm currently playing this class for the first time in a campaign tonight so I'm hoping it works out and I'm interested to see how it goes. ~ [[User:Notdndwiki|Notdndwiki]]<br />
<br />
:::Don't sweat the signature, the thing I placed is a standard template. You can sign your name by clicking the signature button at the top of the edit options (not sure what we call them). It is to the right of the red circle. Otherwise typing "~" four times does the trick too.<br />
:::I am thrilled to hear a player is using this. Please share in test play experience whether its here or my talk page. I am sad that sentience isn't something that is easy to throw as I said it is really cool idea but already we have so much baked in. I heard on twitter the idea of using magic items to test out things. Maybe your DM could do this? The post went on to say that if the idea isn't like, destroy the item! A lot easier that changing and making rules or class features. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:38, 10 January 2019 (MST)<br />
<br />
No idea how to edit, but hopefully this works. So I’ve been playing this Necromancer for a little while now with keeper subclass, still relatively new to D&D as a whole, only played two other campaigns and only up to lvl 5ish. So I’m pretty confused about how this class works. <br />
We just hit lvl 8, and I decided to go through my spells. I then realized that I have about 22 spells known. I know the class gives you some to “learn from” and you auto learn Animate undead(my DM also allowed me to exchange knowledge on certain spells with another PC, which only accounts for 1 extra), but I’m not sure where I messed up. I also realized that there’s no “preparing” spells info on the whole wiki, which confused tf out of me.[[User:J5andmann|J5andmann]] ([[User talk:J5andmann|talk]]) 16:32, 20 January 2019 (MST)<br />
:I've been playing this 5e Necromancer for a few months now, only level 5 so far because we've hit a lull in the story, but I think I know what might have happened (without having seen any of your character sheet.) The first thing I would say is in regard to those 22 spells. That sounds almost exactly like the amount you would have at 8th level if you added the spells from the 6th level Keeper subclass feature to your known spells instead of just adding them to the spells you ''can'' learn. I might be wrong but, again, I haven't seen your character sheet. The second thing I would say is that there is no "preparing" spells because the Necromancer is based on a Sorcerer's spell-casting, not a Wizard's. They don't need to prepare any spells because they ''know'' their spells. In a sense, they are ''always'' prepared and any can be chosen from at any time if the Sorcerer (see Necromancer) has the proper spell slots. With this in mind, I hope this clears some stuff up for ya! ~ [[User:TexasTies|TexasTies]] ([[User talk:TexasTies|talk]]) 01:57, 21 January 2019 (MST)<br />
Ah, I now see the error. Yes that is exactly what i was doing. I have been reading this as a wizard class and imo it has been working just fine and tbh fits the character ive created perfectly. He is a doctor who was intrigued by death, so he has been devoted to the studies of life and death his whole life, and that is where he has gained his knowledge. I started off with the six spells and have been learning two each level as wizards do. I followed the rules for having prepared spells according to wizard class, and it doesn't seem broken, my character is still relatively squishy. I picked spell sniper, so i can chill touch from a distance, and when they get close i have my skellies and my life tap. [[User:J5andmann|J5andmann]] ([[User talk:J5andmann|talk]]) 12:46, 22 January 2019 (MST)<br />
<br />
::Thanks so much for helping TexasTies and I love your character concept J5andmann. Your inputs are greatly appreciated. I’m thrilled the questions had simple solutions too! :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 16:37, 22 January 2019 (MST)<br />
<br />
<br />
==Template Call==<br />
The reason I labeled it as a "bad template call" is because it was called twice, and based on the [[Template:5e Class Features|template]] "extrasonright" isn't a thing. It's only "extrasonleft". Without the "extraonleft" set to the correct value, additional columns will default to the right of the features list. Putting "extrasonright" is the same as not having "extrasonright" there. [[User:Coaldstone|Coaldstone]] ([[User talk:Coaldstone|talk]]) 15:33, 29 January 2019 (MST)<br />
<br />
== Improved Soul Harvest and initial cost for 1st level spell slot. ==<br />
<br />
In '''Improved Soul Harvest''' feature it says: You can consume souls to regain up to a 3rd level spell slot, which costs 2 souls for every additional spell level ''beyond 1st level''. For instance, a 3rd level spell would consume 6 souls.<br />
<br />
This makes it look like 1st level slot have different cost than other levels. If 1st level spell slot costs 2, then it should be stated before ''"which costs 2 souls for every additional spell level"'' line. Or maybe it's a mistake and there's a difference between 1st level slot cost and other ones. Either way, i think it's better to make it clear. -- Nick_Vendel 02:22, 6 February 2019 (MST)<br />
<br />
:I think I understood what you meant and removed some words that I think make it work as intended. Let me know if that is correct. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:50, 6 February 2019 (MST)<br />
:Also note the difference I made to Improved Soul Harvest regarding the souls dealing damage equal to the charisma modifier. I am not sure I added this or not but at level 20 that could be an extra 100 necrotic damage, something I find far superior to any core class feature. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:55, 6 February 2019 (MST)<br />
<br />
::Thank you for clarifying this feature. I guess, i still need to change my [https://github.com/aurorabuilder/elements/pull/143 file] to update its balance regarding Charisma Modifier, not a big deal. Good luck with your future projects. -- Nick_Vendel 08:12, 8 February 2019 (MST)<br />
::Also, want to add that i changed equipment choice from ''a crescent scythe'' to just ''scythe'' in my file, since crescent scythe is Martial Weapon, while Necromancer gets proficiency only in Simple ones. -- Nick_Vendel 09:12, 8 February 2019 (MST)<br />
<br />
:::Ah yeah, good call and thanks for the luck. Best for you as well. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:03, 8 February 2019 (MST)<br />
<br />
== Questioning balance ==<br />
Séance seems a bit overpowered, since someone could use it on a lich or any undead BBEGs.--[[User:Benk207|Benk207]] ([[User talk:Benk207|talk]]) 15:53, 27 February 2019 (MST)<br />
<br />
:The paladin subclass oathbreaker gets the option at level 3. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 17:14, 27 February 2019 (MST)<br />
<br />
::I kind of think Seance seems underpowered for a capstone ability. Maybe extend it to multiple targets? [[Special:Contributions/96.66.56.89|96.66.56.89]] 07:50, 20 March 2019 (MDT)<br />
<br />
:::A number of targets up to your charisma modifier within 30 feet? ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|talk]] [[Special:Contributions/BigShotFancyMan|contributions]] </sup> 09:56, 20 March 2019 (MDT)<br />
<br />
::::Maybe double that number? If they're high CR creatures like the OP suggested, they're likely to succeed against it, and a bunch of low CR creatures like run-of-the-mill zombies and skeletons won't pose an overly unbalancing threat, I would think. [[Special:Contributions/24.128.137.98|24.128.137.98]] 19:23, 20 March 2019 (MDT)<br />
<br />
== multiclass ==<br />
<br />
The multi classing seams rather bad if you look at official 5e multiclass examples they all get skills and such but you only give light armor as a proficiency that is useless a barbs passive unarmored is better than that and other classes will have at least that if not better. you don't grant any skills or anything useful. this is also a concern i have with other classes on the wiki. --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 20:07, 9 March 2019 (MST)<br />
<br />
:simply not true. Please see page 164 of the Player’s Handbook. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:14, 10 March 2019 (MDT)<br />
<br />
== Soul Harvest procs ==<br />
<br />
So, how much does Soul Harvest proc off of kills? Example, you’re level 10 and you get two kills, do you get 20 temp hit points, or just 10? The wording, I find, is a bit vague for me. ~ [[User:Randomperson2021|Randomperson2021]] ([[Usertalk:Randomperson2021|talk]]) 10:28PM 1 May 2019<br />
<br />
:It says if you kill one or more you get hit points equal to your necro level. It doesn't matter if you kill one or 100, you only gain hit points equal to your necro level.<br />
:Now, if these hit points would exceed your maximum, then you gain temporary hit point equal to however much is extra. <br />
:Example, you have 50 out of 55 hit points. When you kill 8 creatures, at the end of your turn you gain 10 hit points but you can only get 5 because 55 is your max. the remaining 5 hit points are temporary instead. If you were to kill more creatures your next turn, then the amount tmep hit points would replace whatever you have, since temporary hit points are not added. ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] 07:45, 1 May 2019 (MDT)<br />
<br />
== Witch Doctor ==<br />
<br />
A man walks through a misty and dark swamp. His face is filled with dirt, blood and tears. The man is scared, strange sounds move all around him as he stumbles through the swamp, water reaching to his waist. In the distance he sees a light, he is getting close but will it be on time? He looks down to his arms, his clothes covered in blood. In his arms he holds the body of his wife, bleeding and barely alive. Desperate times ask for desperate measures, the gods didn't listen to his prayers and sorrow so he sees no other choice.<br />
<br />
He is getting closer, the dim light in the mist is close enough for the man to see the silhouette of a small wooden hut behind the light. The light is a lantern, the only light in the swamp, dangling before the wooden door. The man collapses on his knees in front of the door, heart broken and exhausted as he lowers his wife to use one hand to knock on the wooden door.<br />
<br />
The door opens with a squeeking sound as a figure with wild hair and a face painted like a skull opens the door, the witch doctor. He smiles as he sees the man in front of his door. The man beg for the life of his wife with his face full of tears. The doctor only smiles and answers "then you know what you must do" as she gives man a small razor sharp dagger. The man doubts but looks down at his wife as he kisses her a final farewell on her forehead. The man cuts his own throat, blood slides down the mans chest as he breathes his last breath. The doctor smiles and starts to softly hum as he rubs his arms pleased. The mans death will not be in vein.<br />
<br />
The woman opens her eyes in shock as life runs back through her veins only to see the face of her dead husband, sobbing in his arms as the doctor softly closes his door. This contract has been sealed.<br />
<br />
<br />
==== Spirit Well's ====<br />
<br />
Beginning at 2nd level, you've discovered the negative energies within the dead and found a way to put them into good use. You can reuse dead bodies you've found by turning them into a ''well''. The corpse will radiate negative energy in a 15 feet radius sphere. All creatures within the area of effect will be affected. The corpse will radiate for a minute straight. When a ''well'' has been activated, the corpse can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the following ''well's'':<br />
<br />
''Well of Blood'': Every creature that ends its turn within the well gains health at the end of their turn equal to the casters Charisma Modifier(minimum one).<br />
<br />
''Well of Blindness'': creatures within the range of the well are blinded as long as they stay inside of it.<br />
<br />
''Well of Darkness'': not quite the same as the blindess well, it creates a darkness spell around the corpse.<br />
<br />
''Well of Ruin'': creatures within the range of the well get a decreased Armor Class, losing 2 AC as long as they stay inside the well.<br />
<br />
''Well of Protection'' creatures within the range of the well get a increased Armor Class, gaining 2 AC as long as they stay inside the well.<br />
<br />
''Well of Suffering'': creatures within range of the well take damage at the end of their turnequal to the casters Charisma Modifier(minimum one).<br />
<br />
''Well of Silence'': sound is muted within range of the well, no sound comes inside the well or leaves the well. This also means no vocal component for spells.<br />
<br />
''Well of Profane'' creatures within range of the well take extra 1d6 necrotic damage when they are damaged within the well. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level(4d6).<br />
<br />
''Well of Misfortune'' creatures within range of the well have disadvantage on saving throws.<br />
<br />
''Well of Fortitude'' creatures within range of the well have advantage on saving throws.<br />
<br />
You can choose 2 additional well's when you reach 5th level (4), 11th level (6), and 17th level (8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
<br />
==== Bloodbag Army ====<br />
<br />
At 6th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action you can deal 2d8 damage to one undead under your control. As long as the undead and a ally are within 30 feet of you, you can heal a creature the damage points you took from your undead. If your undead had less hit points than the damage dealt the targeted creature will only regain the number of hitpoints you undead had left.<br />
<br />
<br />
==== Life Leech ====<br />
<br />
At 10th level, you blur the barrier between draining the dead and draining the living. You learn the Vampiric Touch spell, which doesn't count against your number of necromancer spells known. When ever you use the Vampiric Touch spell, you can redirect the health you would gain towards a creature within 30 feet of you. Additionally you can turn undead under your control into walking well's, the undead stay alive as they radiate energy. A undead turned into a well this way can't be turned into a well again.<br />
<br />
<br />
====Unholy Feast ====<br />
<br />
At 14th level, you teach your undead to have a taste for the living. You learn the Life Transference spell, which doesn't count against your number of necromancer spells known. Additionally if your undead deal any damage towards a creature, you regain hit points equal to half the amount of damage dealt.<br />
<br />
::::What do you guys think? Some stuff too over powered or under powered or just flat out strange or annoying? I tried to keep the writing as close to the book as possible but as i stated above english isn't my native language so there are bound to be some mistakes in there. --[[User:Mr.Storms|Mr.Storms]] ([[User talk:Mr.Storms|talk]]) 17:33, 16 September 2019 (MDT)<br />
<br />
:The '''spirt well''' feature is looking pretty good though, I would suggest that the range be reduced back to just a 10 feet radius and make it so that several of the more powerful can not be taken until your a higher necromancer level(namely Wells of Blood, Misfortune, and Fortitude but possibly others).<br />
:As for '''Blood Bag Army''', I do really like the idea of dealing damage to your undead to heal, though I believe that this could be balance/flavor wise to consume the energy of the soul of the undead, killing it in the process, and making an ally regain hit points equal to the undead's current hit points. I also believe that the current version of the feature could be reworked to be a weaker and less damaging ''life transference'' as to make it deal damage to yourself and allow you to heal an ally that way. Your thoughts?<br />
:For '''Life Leech''', it is probably not a good idea to power up a spell that requires a spell slot to be spent to be used. I believe the idea of having an activated aura that makes creatures of your choice close to you take damage and you regain hit points would better suit the idea of stealing the life of others. Here is a mock up of what the feature could look like (As a bonus action, you may emit a life leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All other creatures that start their turn in this aura must make a {{5a|con}} saving throw against your necromancer spell save DC. On a failed save, the creature takes 1d4/1d6 necrotic damage and you regain hit points equal to the damage taken. Once you use this feature, you can not use it again until you finish a short or long rest). Besides that though, I like the how you could now turn your undead into wells at this level.<br />
:Finally I have no real strong opinion about the '''Unholy Feast''' feature, besides the fact that the second part(undead heal you) could be too strong but I don't know if it is.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:00, 18 September 2019 (MDT)<br />
<br />
::I agree with Blobby about the 3 wells having a level prerequisite on them, as well as making the range 10 feet. I don't grasp the idea of describing the well as negative energy.<br />
::This was your inspiration if I remember correctly and I would make this feature like a smite feature: you get two options when you target a corpse. One option as you have outlined here, roughly, and then another that deals damage i.e. corpse explosion! hehe<br />
::Life Leech I like the walking well part. I also like Blobby's proposal. Like them, what are thoughts?<br />
::I don't like getting health from your undead. You can easily amass an army with other features and effects, next thing you know you could be gaining a lot of HPs sitting back while minions do damamge. Very MMO stuff in my opinion and would like to see that part altered. Maybe temporary hit points? Or another mechanic we can do.<br />
::I'm glad you did this though. Great seeing new ideas. {{User:BigShotFancyMan/autosig}} 10:34, 19 September 2019 (MDT)<br />
<br />
:::From what I've read the whole class looks like a lot of fun, I'll playtest it in the next opportunity I get but I wanted to say Unholy Feast is presently absolutely broken with the way you can heal when your undead deal damage, I recommend using temp hp for that since you can't stack that. Also Silence Well turns off enemy spellcaster and makes stealth checks far more easy, it's situational but in the situations where it's good it's almost broken you might want to put a level prerequisite on that one along with the other three previously mentioned. --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 23:40, 22 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Fey%27ri_(5e_Race)&diff=1221157Talk:Fey'ri (5e Race)2019-09-20T10:02:54Z<p>47v3ctorlulz: </p>
<hr />
<div>Weeeeell, okay! I think, I'm done with this thing! I'm opened to question, advices and critique. Thanks for waiting) --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 15:40, 24 July 2019 (MDT)<br />
<br />
Okay - now its ready! Kinda. I hope. Though I do have a question - how to add Summary to this page? It seems like it vanished after moving...--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 16:01, 24 July 2019 (MDT)<br />
<br />
:There was a parameter you were missing in the 5e race template, I've added it and made some corrections. GJ. {{User:ConcealedLight/Signature}} 09:59, 25 July 2019 (MDT)<br />
<br />
::Oh, thank you! You've also rewrote the Winged trait. You believe, it was a little too much before? I just thought, that limiting them to a once per day use of everything would be too.. well - punishing and unfun.--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 11:39, 25 July 2019 (MDT)<br />
<br />
----<br />
I'll save my itteration of the Winged trait here, because I like it. I've based it (kinda fully) on the Feyblood trait from Xanathars guide to everything else, because it didn't seem gamebreaking to me, and was a nice consencus between balance and fun. So...<br />
<br><br />
{{5e Subrace Traits<br />
|trait1=Winged<br />
|description1=You can double your jump distance as an action once per short rest. At 3rd level, you can use your wings to glide at a rate of 60 feet per round as if under the effects of a ''feather fall'' spell. At 6th level, once per long rest, you can fly as if under the effect of the ''fly'' spell for up to 10 minutes. You can't use this trait if you are disguised with Elven Mask, because your wings are melded into youк body.<br />
}}<br />
:I will just leave it here. If it is considered to be too powerful for a player race - so be it)--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 12:16, 25 July 2019 (MDT)<br />
<br />
::Not sure what this "feyblood" thing is that you're referring to and there isn't any reference to that term in XGtE. As of the current revision, the subrace is stronger than the other subrace options because of its access to flying/ 3rd level spell. As for the trait you're suggesting it has a few issues over the current revision and doesn't address the comparative balance issue. Taking your suggestion into account I can suggest the following trait to make things a little more reasonable and in line with what I think you want out of the subrace:<br />
<br />
::"You have a [[Glide_Speed_(5e_Variant_Rule)|glide speed]] of 30 feet. When you reach 5th level, you gain a flying speed of 30 feet. You cannot use either speed if you are disguised with Elven Mask as this causes your wings to meld into your body." <br/>{{User:ConcealedLight/Signature}} 23:48, 25 July 2019 (MDT)<br />
:::Oh, that can work!<br />
:::I'm referring to "Xanathar's Guide to Everything Else" they've added a new race, called Feyblood in it. One of the subraces has the same trait, which I wrote from the start (except the double jump, that I added as a "you can't fly yet, but can jump good!"). --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 10:16, 26 July 2019 (MDT)<br />
::::Ah, that isn't first-party content so it can't be compared to in terms of balance but you can put the trait into the page. {{User:ConcealedLight/Signature}} 14:39, 26 July 2019 (MDT)<br />
:::::Oh, didn't know that. I thought, that if XgtE is, that XgtEe is also ^^" My bad.<br />
:::::Nah, let it remain as it is. If somebody will be willing to - they'll look through this discussion and decide for themselves, what version they like/want in their game) Thanks for the help! --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 12:58, 29 July 2019 (MDT)<br />
<br />
----<br />
<br />
Only a couple of things from me. Your phrasing "once at will" is counterintuitive, perhaps change it to "once per long rest without expending a spell slot" or something similar. Also, just a bit of lore: tieflings are neither a product of demons nor breeding with such creatures. They are the product of a stain on the lineage caused by a pact made between a mortal and a devil. While the statement seems trivial, demons and devils are not the same thing in D&D. Otherwise I love the idea of this race, I personally believe fiends aren't expanded upon enough in 5e. --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:00, 20 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Fey%27ri_(5e_Race)&diff=1221156Talk:Fey'ri (5e Race)2019-09-20T10:00:17Z<p>47v3ctorlulz: </p>
<hr />
<div>Weeeeell, okay! I think, I'm done with this thing! I'm opened to question, advices and critique. Thanks for waiting) --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 15:40, 24 July 2019 (MDT)<br />
<br />
Okay - now its ready! Kinda. I hope. Though I do have a question - how to add Summary to this page? It seems like it vanished after moving...--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 16:01, 24 July 2019 (MDT)<br />
<br />
:There was a parameter you were missing in the 5e race template, I've added it and made some corrections. GJ. {{User:ConcealedLight/Signature}} 09:59, 25 July 2019 (MDT)<br />
<br />
::Oh, thank you! You've also rewrote the Winged trait. You believe, it was a little too much before? I just thought, that limiting them to a once per day use of everything would be too.. well - punishing and unfun.--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 11:39, 25 July 2019 (MDT)<br />
<br />
----<br />
I'll save my itteration of the Winged trait here, because I like it. I've based it (kinda fully) on the Feyblood trait from Xanathars guide to everything else, because it didn't seem gamebreaking to me, and was a nice consencus between balance and fun. So...<br />
<br><br />
{{5e Subrace Traits<br />
|trait1=Winged<br />
|description1=You can double your jump distance as an action once per short rest. At 3rd level, you can use your wings to glide at a rate of 60 feet per round as if under the effects of a ''feather fall'' spell. At 6th level, once per long rest, you can fly as if under the effect of the ''fly'' spell for up to 10 minutes. You can't use this trait if you are disguised with Elven Mask, because your wings are melded into youк body.<br />
}}<br />
:I will just leave it here. If it is considered to be too powerful for a player race - so be it)--[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 12:16, 25 July 2019 (MDT)<br />
<br />
::Not sure what this "feyblood" thing is that you're referring to and there isn't any reference to that term in XGtE. As of the current revision, the subrace is stronger than the other subrace options because of its access to flying/ 3rd level spell. As for the trait you're suggesting it has a few issues over the current revision and doesn't address the comparative balance issue. Taking your suggestion into account I can suggest the following trait to make things a little more reasonable and in line with what I think you want out of the subrace:<br />
<br />
::"You have a [[Glide_Speed_(5e_Variant_Rule)|glide speed]] of 30 feet. When you reach 5th level, you gain a flying speed of 30 feet. You cannot use either speed if you are disguised with Elven Mask as this causes your wings to meld into your body." <br/>{{User:ConcealedLight/Signature}} 23:48, 25 July 2019 (MDT)<br />
:::Oh, that can work!<br />
:::I'm referring to "Xanathar's Guide to Everything Else" they've added a new race, called Feyblood in it. One of the subraces has the same trait, which I wrote from the start (except the double jump, that I added as a "you can't fly yet, but can jump good!"). --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 10:16, 26 July 2019 (MDT)<br />
::::Ah, that isn't first-party content so it can't be compared to in terms of balance but you can put the trait into the page. {{User:ConcealedLight/Signature}} 14:39, 26 July 2019 (MDT)<br />
:::::Oh, didn't know that. I thought, that if XgtE is, that XgtEe is also ^^" My bad.<br />
:::::Nah, let it remain as it is. If somebody will be willing to - they'll look through this discussion and decide for themselves, what version they like/want in their game) Thanks for the help! --[[User:Zaaravi|Zaaravi]] ([[User talk:Zaaravi|talk]]) 12:58, 29 July 2019 (MDT)<br />
<br />
----<br />
<br />
Only a couple of things from me. Your phrasing "once at will" is counterintuitive, perhaps change it to "once per long rest without expending a spell slot" or something similar. Also, just a bit of lore: tieflings are neither a product of demons nor breeding with such creatures. They are the product of a stain on the lineage caused by a pact made between a mortal and a devil. While the statement seems trivial, demons and devils are not the same thing in D&D. --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:00, 20 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1215388Necromancer, 3rd Variant (5e Class)2019-09-07T22:13:33Z<p>47v3ctorlulz: /* Variant Features */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any medium humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Accursed Healer}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Disciple of Death}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-medium non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1215387Necromancer, 3rd Variant (5e Class)2019-09-07T22:13:11Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any medium humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Accursed Healer}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Disciple of Death}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1214974Necromancer, 3rd Variant (5e Class)2019-09-06T20:15:17Z<p>47v3ctorlulz: /* Spellcasting */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Accursed Healer}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Disciple of Death}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1212577Talk:Necromancer, 3rd Variant (5e Class)2019-09-01T10:33:42Z<p>47v3ctorlulz: /* Spell slots */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
<br />
<br />
Thanks, that means a lot! I've been working on this class for a while! --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)<br />
<br />
== Spell slots ==<br />
<br />
your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
<br />
:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
<br />
The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life'--[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1212576Talk:Necromancer, 3rd Variant (5e Class)2019-09-01T10:33:31Z<p>47v3ctorlulz: /* Kudos */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
<br />
<br />
Thanks, that means a lot! I've been working on this class for a while! --[[User:47v3ctorlulz|47v3ctorlulz]] ([[User talk:47v3ctorlulz|talk]]) 04:33, 1 September 2019 (MDT)<br />
<br />
== Spell slots ==<br />
<br />
your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
<br />
:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
<br />
The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life'</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1212317Necromancer, 3rd Variant (5e Class)2019-08-31T10:08:17Z<p>47v3ctorlulz: /* Death Baron */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Accursed Healer}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Disciple of Death}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211055Necromancer, 3rd Variant (5e Class)2019-08-27T21:37:36Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}<br />
|classfeatures2={{inpage|Necromancy Savant}}<br />
|classfeatures3={{inpage|Necromantic Dispositions}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 3rd level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 3rd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 3rd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target must make a wisdom saving throw against your spell save DC. On a failed save takes 3d6 cold damage and is paralyzed for 1d4+1 rounds, on a successful save the target takes half damage and is not paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 3rd level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 3rd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211040Necromancer, 3rd Variant (5e Class)2019-08-27T19:16:55Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Talk:Necromancer,_3rd_Variant_(5e_Class)&diff=1211039Talk:Necromancer, 3rd Variant (5e Class)2019-08-27T19:11:22Z<p>47v3ctorlulz: /* Spell slots */</p>
<hr />
<div>== Kudos ==<br />
<br />
I like this take on the necromancer; the core class has generic or general use features and the subclasses give the flavor. I think this is looking good. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:14, 30 January 2019 (MST)<br />
<br />
== Spell slots ==<br />
<br />
your spell slots don't add up with your known spells --[[User:Catmanaz|Catmanaz]] ([[User talk:Catmanaz|talk]]) 08:49, 12 March 2019 (MDT)<br />
<br />
:they never do... ~ [[User:BigShotFancyMan|''BigShotFancyMan'']] <sup>[[User talk:BigShotFancyMan|''talk'']] [[User talk:BigShotFancyMan|''contributions'']] </sup> 09:19, 12 March 2019 (MDT)<br />
<br />
Not Your Time is free and unlimited? That seems...powerful.<br />
<br />
The idea for Not Your Time is similar to the Life Domain Cleric's 'Channel Divinity: Preserve Life'</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211036Necromancer, 3rd Variant (5e Class)2019-08-27T18:48:50Z<p>47v3ctorlulz: /* Soul Master */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Unseen Servant|unseen servant]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Blur|blur]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Blink|blink]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Reincarnate|reincarnate]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211035Necromancer, 3rd Variant (5e Class)2019-08-27T18:45:46Z<p>47v3ctorlulz: /* Ghoul Caller */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/snare snare], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[https://www.dnd-spells.com/spell/find-traps find traps], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [https://www.dnd-spells.com/spell/shadow-of-moil shadow of moil]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Dispel Evil and Good|dispel evil and good]], [https://www.dnd-spells.com/spell/enervation enervation]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211034Necromancer, 3rd Variant (5e Class)2019-08-27T18:37:28Z<p>47v3ctorlulz: /* Death Baron */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Lesser Restoration|lesser restoration]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211033Necromancer, 3rd Variant (5e Class)2019-08-27T18:35:58Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Faithful Hound|faithful hound]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Contagion|contagion]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211028Necromancer, 3rd Variant (5e Class)2019-08-27T18:31:18Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromantic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromantic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211027Necromancer, 3rd Variant (5e Class)2019-08-27T18:30:10Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Dispositions}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Dispositions}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Dispositions}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Dispositions}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Dispositions}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Dispositions}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1211026Necromancer, 3rd Variant (5e Class)2019-08-27T18:28:17Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against his army. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed while ghouls emerge from the shadows to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Glaive, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Glaive<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to your necromancer level plus your proficiency bonus. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus. You may not attempt to command a creature with a higher CR than your level.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, When an undead creature you control dies you gain temporary hit points equal to the number of hit dice that creature had. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack no higher than 3rd level you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, or psychic damage. Their minimum AC is now 16.<br />
<br />
==Necromantic Dispositions==<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Horde Acquisition}}<br />
Beginning at 1st level, any humanoid creature you kill with necrotic energy becomes a zombie. You must use your wrest undeath feature if you wish to command the resulting zombie.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose an additional corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell from your list of known spells which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
A Death Baron is as much a master over life as they are over death.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and the Grim Reaper will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. You must use your wrest undeath feature if you wish to command the resulting ghoul or ghast.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you control is increased by 10ft. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Manifestation}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an undead spirit of the GM's choice (ie a wraith, poltergeist, or a banshee). You must use your wrest undeath feature if you wish to command the resulting undead spirit.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage you deal to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stat block of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13; CON 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit<br />
<br />
=====Variant Features=====<br />
<div class="externalimage-holder" style="width:120%">{{infobox|Scythe|Replace all instances of the word glaive in this class with the word scythe.}}</div><br />
<div class="externalimage-holder" style="width:120%">{{infobox|Indiscriminant Resurrection|A War Lord Necromancer may also resurrect non-humanoid creatures with the Horde Acquisition feature, but the GM must be prepared for and approve such events.}}</div><br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1199229Lich, Variant (5e Class)2019-08-01T06:31:46Z<p>47v3ctorlulz: /* Playing a Lich */</p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
*You can’t be of Good nature.<br />
<br />
*In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
*You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
*If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
*As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 2 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
At the 11th leve you've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in hitpoints.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
*You can cast Animate Dead as a ritual spell.<br />
<br />
*Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
*Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
*Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1199228Lich, Variant (5e Class)2019-08-01T06:30:01Z<p>47v3ctorlulz: /* Grave Walker */</p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
-You can’t be of Good nature.<br />
<br />
-In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
-You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 2 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
At the 11th leve you've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in hitpoints.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
*You can cast Animate Dead as a ritual spell.<br />
<br />
*Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
*Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
*Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1199227Lich, Variant (5e Class)2019-08-01T06:29:28Z<p>47v3ctorlulz: /* Dark Mage */</p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
-You can’t be of Good nature.<br />
<br />
-In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
-You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 2 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
At the 11th leve you've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in hitpoints.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
-You can cast Animate Dead as a ritual spell.<br />
<br />
-Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
-Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
-Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1199226Necromancer, 3rd Variant (5e Class)2019-08-01T06:25:52Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature when you are dealt melee damage in combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1198825Necromancer, 3rd Variant (5e Class)2019-07-30T05:37:40Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 7th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197931Necromancer, 3rd Variant (5e Class)2019-07-25T20:35:57Z<p>47v3ctorlulz: /* Soul Master */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 8th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiency is up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197930Necromancer, 3rd Variant (5e Class)2019-07-25T20:34:38Z<p>47v3ctorlulz: /* Soul Master */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 8th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes. Upon consumption of a creature's soul many of the benefits such as skill proficiencies are up to DM discretion, however you may regain a number of hit points equal to three times the number of hit dice the target creature (has/had).<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197929Necromancer, 3rd Variant (5e Class)2019-07-25T20:29:55Z<p>47v3ctorlulz: /* Soul Master */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 8th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197928Necromancer, 3rd Variant (5e Class)2019-07-25T20:26:32Z<p>47v3ctorlulz: /* Undead Affinity */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 8th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197923Necromancer, 3rd Variant (5e Class)2019-07-25T20:19:44Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a force to be reckoned with by sacrificing an 8th level spell slot and 75 hit points. You may resurrect up to 12 Zombies or Skeletons, DM's choice, which have their own initiative order and they follow your commands for up to 5 minutes without costing any accumulated CR for your Wrest Undeath feature. After 5 minutes you must use your Wrest Undeath feature if you wish to continue controlling the undead created by this feature at which point they count normally for Wrest Undeath.<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1197921Necromancer, 3rd Variant (5e Class)2019-07-25T20:12:28Z<p>47v3ctorlulz: /* War Lord */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf; moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, for they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party; the gnome begs for its life and touches one of the party members, and the dwarf falls paralyzed, ghouls emerging to handle the rest. This is the power of a necromancer: mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: <br />
*You begin to create a sort of exoskeleton giving yourself a +2 to AC. <br />
*You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat. <br />
*You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1163641Lich, Variant (5e Class)2019-04-14T19:58:37Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
-You can’t be of Good nature.<br />
<br />
-In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
-You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 2 hour period of light activity to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
You've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in health.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
-You can cast Animate Dead as a ritual spell.<br />
<br />
-Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
-Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
-Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1163635Lich, Variant (5e Class)2019-04-14T19:48:20Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
-You can’t be of Good nature.<br />
<br />
-In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
-You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 4 hour trance to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
You've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in health.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
-You can cast Animate Dead as a ritual spell.<br />
<br />
-Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
-Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
-Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Lich,_Variant_(5e_Class)&diff=1163634Lich, Variant (5e Class)2019-04-14T19:46:43Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Lich ==<br />
<br />
You’ve done it. You have reached the peak of magic power. Whether by rituals and studies, or a freak accident and horrible transformation, you have become a Lich. But no matter how you made it, you still need to learn about your new body and powers.<br />
<br />
=== Playing a Lich ===<br />
<br />
As a Lich, you are already far more powerful than any regular mortal, only being rivaled by other adventurers and the enemies you face. But being a low-level Lich means you have to be cautious. You are vulnerable and easily killed if caught out on your own. No matter the situation or circumstances, a good Lich will plan and review his situation, coming up the best and most beneficial plan for every encounter.<br />
There are restrictions to being a Lich however. Such restrictions are:<br />
<br />
-You can’t be of Good nature.<br />
<br />
-In favor of becoming immortal you put your soul into a phylactery. Due to this you may only keep one racial trait unless your DM states otherwise.<br />
<br />
-You cannot be healed by normal healing magic due to your undead nature, though you can gain temporary hit points and use hit dice during a short rest. In addition, whenever you would recieve Necrotic damage, you instead heal an amount of hit points equal to the damage you would have recieved<br />
<br />
If your hit points drop to 0, you do not make death saving throws and die instead, being revived by your phylactery.<br />
<br />
As an Undead, you start off with 60 feet of Darkvision. This does not stack with any Darkvision your race may have had.<br />
<br />
=== Creating a Lich ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity for your armor. Second, choose the Sage background. Third, take 2 shortswords and a scholar's pack.<br />
{{5e Class Features<br />
|name=Lich<br />
|summary=Even death cannot stop you now, explore the new possibilities given to you in undeath.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple Weapons, Shortswords, Longswords<br />
|languages=Any 3<br />
|tools=Disguise Kit<br />
|saves=Intelligence and Wisdom<br />
|skills=Choose two from Arcana, Athletics, Deception, Intimidation, History, Religion, Medicine<br />
|item1a=2 shortswords<br />
|item1b=a longsword<br />
|item2a=a spellbook<br />
|item2b=any simple weapon<br />
|item3a=a scholar's pack<br />
|item3b=an explorer's pack<br />
|item4a=leather armor, a component pouch and a phylactery<br />
|item4b=leather armor, an arcane focus and a phylactery<br />
|wealth=1d5x10 gp<br />
|classfeatures1=Unholy Covenant, Phylactery<br />
|classfeatures2=<br />
|classfeatures3=Undead Domination, Ethereal Walk<br />
|classfeatures4=<br />
|classfeatures5=Greater Phylactery<br />
|classfeatures6=Traits of the Undead, Unholy Covenant<br />
|classfeatures7=Paralyzing Touch<br />
|classfeatures8=<br />
|classfeatures9=Soul Reaper<br />
|classfeatures10=Traits of the Undead, Unholy Covenant<br />
|classfeatures11=Power Siphon<br />
|classfeatures12=<br />
|classfeatures13=Disrupt Life<br />
|classfeatures14=Traits of the Undead, Unholy Covenant<br />
|classfeatures15=Refined Phylactery<br />
|classfeatures16=<br />
|classfeatures17=Master Resistance<br />
|classfeatures18=Immune<br />
|classfeatures19=<br />
|classfeatures20=Absolute Lichdom<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=3<!--The values at each level go here--><br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a long rest. You gain all expended spell slots when you finish a long rest.<br />
<br />
;Preparing and Casting Spells<br />
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your {{5a|int}} modifier + your Lich level (minimum of one spell) at the end of each long rest. You may cast those spells until the end of your next long rest, when you choose new spells to prepare.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Ritual Casting<br />
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Unholy Covenant ====<br />
<br />
At 1st level, you can choose between your three Unholy Covenants; the Dark Mage, the Ethereal Knight, or the Gravewalker. <br />
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
==== Phylactery ====<br />
<br />
Starting a level 1 you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages<br />
*As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 4 hour trance to regain your spell slots, during which you regain the same benefits as a long rest.<br />
*When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.<br />
*When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.<br />
*Your phylactery is an object with an armor class equal to your Lich level plus your {{5a|int}} modifier, and total hit points equal to 5 times your Lich level plus 2 times your {{5a|int}} modifier. Any lost hit points may be regained by expending any number of spell slots during a 4 hour ritual, of which the phylactery then regains hit points equal to 3 times the total spell slots levels expended. For the purposes of saving throws against effects, your phylactery uses the statistics of your character.<br />
*Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.<br />
*Other methods of revival will cause you to lose your Lich status (see: [[#Losing your Lichdom|losing your lichdom]])<br />
*Your phylactery functions as an Arcane Focus, but you can acquire a second one.<br />
*You have advantage on saving throws against any effect that turns undead.<br />
<br />
Choose one of the following:<br />
<br />
*You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a {{5s|Investigation}} check with a DC of 8 + your proficiency + your {{5a|cha}} modifier is needed to tell you are undead, unless they know to check your pulse.<br />
*The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.<br />
<br />
<br />
==== Undead Domination ====<br />
<br />
Your natural control over Undead grants you many bonuses. At 3rd level, you can make any Undead that you can see within 60 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control for 1 hour. Undead with an Intelligence above 10 have advantage on their saving throw and any Undead with an Intelligence above 16 are immune to this effect. You can use this feature a number of times equal to your {{5a|int}} modifier.<br />
<br />
This feature is stronger at 5th level, allowing you to double your control time for this ability as well as the spell Animate Undead or Create Undead. You can use this feature a number of times equal to your {{5a|int}} modifier. These features replenish after a long rest.<br />
<br />
==== Ethereal Walk ====<br />
Starting at 3rd level, you can use your bonus action to hover off the ground as per the levitation spell. If you are attacked while levitating this effect ends until you use it again. You can use a reaction to reduce fall damage to 0 by expending a use of this feature. You may use this feature a number of times equal to your proficiency modifier + your {{5a|int}} modifier.<br />
==== Greater Phylactery ====<br />
When you reach level 5, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.<br />
<br />
Upon reaching level 5, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1 hit point. Each phylactery uses its own unique resource pool.<br />
In addition, your phylactery gains a damage threshold equal to your level.<br />
<br />
Choose one of the following<br />
===== Blood Phylactery =====<br />
<br />
<br />
*Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.<br />
*Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.<br />
*'''Arterial Slash: ''' As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.<br />
* You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.<br />
<br />
===== Magic Phylactery =====<br />
* Your phylactery is powered by magic; either yours or others.<br />
* '''Drain Magic:''' You may make a melee spell attack to steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level if you have not used it. You may only use this ability 3 times, regaining all usages after a long rest.<br />
* '''Ritual of Sustenance:''' When making a long rest, you can choose to lose half of all spell slots in each level, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.<br />
<br />
==== Traits of the Undead ====<br />
Being Undead gives you plenty of benefits. At 6th level, you now have advantage against being Charmed and Frightened and on your Wisdom Saving Throws against Turn Undead, as you’re harder to crack.<br />
You get this feature again at 10th level, gaining resistance on being paralyzed and full Turn Resistance, and again at 14th level, becoming immune to exhaustion.<br />
<br />
==== Paralyzing Touch ====<br />
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic damage on a successful hit. The target must make a Constitution saving throw against your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of its turns, ending the effect on a success. You can use this feature up to a number of times equal to your Intelligence modifier. You regain this feature after a long rest.<br />
<br />
==== Soul Reaper ====<br />
You have become adept in the ways of necrotic energy, being able to pull off terrifying feats of magic. At 9th level you are able to heal yourself a number of hit point equal to half the damage you do on any spell from school of necromancy. You can use this feature a number of times equal to your 1/4 your Lich level rounded down. You regain this feature after a short or long rest.<br />
<br />
==== Power Siphon ====<br />
You've learned a new way to power your phylactery and give yourself power. You can siphon a creature’s soul that has died in the last 5 minutes. At 11th level, you can choose between three different kinds of creatures at one time to siphon into your phylactery, gaining their power to preserve your strength, but also getting some bonuses from them as well. A single soul lasts up to one day, meaning you will need to continuously find souls in order to gain these benefits. You can choose between Elves and Fey, Orcs and Giants, and Goblinoids. The bonuses you get from them are listed accordingly:<br />
<br />
Elves and Fey – If you siphon an Elf or Fey creature, you can gain their beauty and skills. You no longer appear to rot and you can walk around freely without concern of being spotted out. Creatures trying to disconcert you from others as a Lich must either use magic, such as detect Undead, or get close enough to tell your pulse with a Perception check against your DC of 8 + your proficiency bonus + your Intelligence modifier. You also gain proficiency in Persuasion checks if you siphon these creatures, and if you already have proficiency in Persuasion the skill is now doubled. You do not gain these bonuses if you do not siphon either an Elf or Fey.<br />
<br />
Orcs and Giants – Siphoning an Orc or a Giant gives you immense physical power. If you siphon their soul, you gain proficiency in Athletics, doubling the bonus if you already have the Athletics skill. You also gain proficiency in Strength saving throws and double the bonus if you already have it. You now can lift, drag, push, and carry weight as if you were one size larger.<br />
<br />
Goblinoids – You become as nimble as a Goblin when stealing its soul. If you siphon a Goblin or Goblinoid creature, you gain proficiency in Stealth and Dexterity saving throws, doubling the bonus if you are already proficient in these skills and abilities. You can also hide as a bonus action on your turn.<br />
<br />
Your bonuses from Greater Phylactery still apply.<br />
<br />
==== Disrupt Life ====<br />
At 13th level, once per long rest you can force any non-undead creature within 10 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success. This functions alongside Soul Reaper.<br />
<br />
==== Master Resistance ====<br />
You have started to become a true Lich, your body becomes resilient. Starting at 17th level, you now have resistance to Bludgeoning, Piercing and Slashing from non-magical weapons.<br />
<br />
==== Immune ====<br />
You are now almost a true Lich, your arcane energy giving you power. At 18th level, your resistances to being Charmed, Frightened, and Paralyzed have now become immunities. You are now also a complete skeleton, only appearing normal with the Power Siphon feature.<br />
<br />
==== Absolute Lichdom ====<br />
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th level, your Intelligence knows no bounds and increases by 4 to a maximum of 24. You also can grow to a maximum of 2 feet taller than your current height. You no longer age as well but your bones will start to become dull or stained depending on what you have done or will do in the future. Your pupils will now always have a small, red glow to them.<br />
<br />
=== Dark Mage ===<br />
<br />
The Dark Mage is a powerful spell-caster, utilizing and maximizing the use of all their spells. Once you take this Archetype you will be one of the most powerful casters in the known realms.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st - Chromatic Orb, Ray of Sickness<br />
----<br />
3rd - Crown of Madness, Ray of Enfeeblement<br />
----<br />
5th - Fireball, Vampiric Touch<br />
----<br />
7th - Blight, Phantasmal Killer<br />
----<br />
9th - Cone of Cold, Dominate Person<br />
----<br />
<br />
;Intelligent Caster<br />
Starting at 1st level, your knowledge for casting spells and your fluency in learning them allows you to add your Intelligence modifier to the damage of any of your cantrips.<br />
At 5th level you can use this feature on any spell for and above 1st level.<br />
<br />
;Necrotic Savant<br />
At 1st level, your attachment to necrotic energy allows you to control it easily. Any spell you cast of 1st level and beyond, when an enemy succeeds on a saving throw against a necromancy spell you cast, you may choose to deal half the full damage of said spell, once per short or long rest.<br />
<br />
You can also change any damage type of the same level spells to necrotic, dealing an extra die of damage. This does NOT stack with the previously mentioned attack. (An example of this would be if you changed the spell Fireball to deal necrotic damage. You would roll the regular amount of die for the spell plus one more.)<br />
<br />
You can also use this feature to give a target disadvantage on its saving throw against a Spell you cast on that turn. Doing so uses the entire feature and cannot be stacked with any previously listed abilities for this feature. You can use this on spells for and below 5th level.<br />
<br />
You can use this feature up to a number of times of ¼ your Lich level rounded down (minimum of 1). You must finish a short or long rest before using this feature again.<br />
<br />
;Piercing Spells<br />
At 6th level, your spell’s power increases, allowing you to ignore resistances for one damage type for your spells on your turn before you cast a spell. You can use this feature a number of times equal to your Intelligence modifier. Once you use this feature you must finish a short rest before you can use it again.<br />
<br />
;Advanced Reaper<br />
At 10th level you can enhance the Soul Reaper feature to not only benefit you, but also give your allies health as well. Whenever you use the Soul Reaper feature, you can now use it to give your allies half the damage in health.<br />
<br />
;Enhanced Savant<br />
At 14th level, your knack for necromancy has increased tremendously. You can now deal the full damage of any of your spells from 6th level and below that belong to the school of necromancy, only dealing half damage from any other school. You must finish a long rest before using this feature again. This does NOT stack with Necrotic Savant.<br />
You can use this feature on any spells from the school of necromancy that may require other creatures to make saving throws, giving them disadvantage.<br />
The level you are able to influence your spells increases to 7th level at level 16 of the Lich class, 8th at level 18, and 9th at level 20.<br />
<br />
=== Ethereal Knight ===<br />
<br />
After testing out your newfound powers and finding them weak, you have decided to pick up a sword in favor of using the Lich's natural strength and aura to intimidate your foes.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - False Life, Shield<br />
----<br />
3rd Level - Magic Weapon, Mirror Image<br />
----<br />
5th Level - Slow, Blink<br />
----<br />
7th Level - Stoneskin, Dimension Door<br />
----<br />
9th Level - Hold Monster, Circle of Power<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor and one Martial weapon.<br />
<br />
;Undying Presence<br />
At 1st level, you gain temporary hit points equal to your Intelligence modifier when you reduce a creature to 0 hit points. In addition, you also gain an AC boost equal to your Intelligence modifier. Both of these effects last for 1 minute after reducing a creature to 0 hit points.<br />
<br />
;Extra Attack<br />
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Horrifying Aura<br />
Starting at 10th level, you gain a 30 foot radius of unholy energy that frightens up to a number of creatures equal to your Intelligence modifier for 1 round. You can use this feature once a day and regain its use after taking a long rest.<br />
<br />
;Death Warden<br />
At 14th level, you can choose one of the three options listed below:<br />
<br />
Life Drain - Attacks made with a weapon gains gain 1d8 extra necrotic damage, which can only be applied once per round. Also, a creatures hit point maximum is reduced by the damage you deal with the previously listed attack. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Ethereal Passage - Attacks made with a weapon gain 1d8 extra force damage, which can only be applied once per round. And, as a bonus action you can teleport to any enemy you see up to 20 feet away from you. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
Chilling Strike - Attacks made with a weapon gain 1d8 extra cold damage, which can only be applied once per round. Furthermore, when you hit a creature with a weapon it becomes frozen until the end of your next turn. This does not affect creatures with a size greater than Large. You can use this feature a number of times equal to your Intelligence modifier.<br />
<br />
=== Grave Walker ===<br />
<br />
You have read and studied the Lich's natural powers for years, and have decided to use its ties to necrotic energy to create, revive, and raise the Undead to make your own army.<br />
<br />
;Expanded Spell List<br />
These are spells you no longer have to prepare, nor do they count against your already prepared spells. Such spells go according to their level:<br />
----<br />
1st Level - Arms of Hadar, Bane<br />
----<br />
3rd Level - Enthrall, Warding Bond<br />
----<br />
5th Level - Animate Dead, Bestow Curse<br />
----<br />
7th Level - Deathward, Banishment<br />
----<br />
9th Level - Raise Dead, Antilife Shell<br />
----<br />
<br />
;Bonus Proficiencies<br />
At 1st level, you gain proficiency with Medium armor.<br />
<br />
;Graveyard Shift<br />
At 1st Level, you gain 30 feet of Darkvision, adding it on to the amount you already possess. In addition, you know the location of any humanoid corpse or Undead within 120 feet of you.<br />
<br />
;Improved Cadavers<br />
Starting at 6th, you gain these benefits:<br />
<br />
-You can cast Animate Dead as a ritual spell.<br />
<br />
-Created Undead from any spell you cast gain hit points equal to half your class level + your Intelligence modifier.<br />
<br />
-Created Undead from any spell you cast add your proficiency bonus to their attack rolls, damage rolls, and armor class.<br />
<br />
-Created Undead from any spell you cast can relay up to 25 words in Common to a creature you can see.<br />
<br />
;Defence of the Grave<br />
Starting at 10th level, you have a veil of protection against Undead creatures. When an Undead creature attempts to attack you with a damaging attack of any kind, it must first make a Wisdom saving throw or the Undead does nothing and the attack is wasted. On a successful save, the attack's damage is halved against you.<br />
<br />
;Tide of Flesh and Bone<br />
Starting at 14th level, as an action you can expend a 7th level spell slot to cast a concentration spell which creates up to 30 Undead, Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 10 minutes and stacks with Improved Cadavers.<br />
<br />
=== The Lich Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard spell list and additional spells based on your Unholy Covenants, which are listed in their descriptions.<br />
<br />
You can cast spells as a full caster, able to go to 9th level and can use the spell slot table from the Wizard's base class.<br />
<br />
=== Losing your Lichdom ===<br />
<br />
There are two ways you can lose your status as a Lich: Either by being killed in battle and willingly revived with a Revive spell, or through a Wish. When this happens, you lose all of your levels in the Lich class as you are wholly alive again. However, if your phylactery is still intact, becoming a lich is easy again; all that requires is for you to die, and have your corpse be animated through an [[5e SRD:Animate Dead|Animate Dead]] spell. Doing so will turn you back into a lich instead of its original effect. Should you be revived and your phylactery destroyed, you must perform a full lich ritual to regain your status.<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the The Lich class, you must meet these prerequisites: Intelligence 13 and Wisdom 13. You must be within the class restrictions listed at the top of the class page.<br />
<br />
'''Proficiencies.''' When you multiclass into the The Lich class, you gain the following proficiencies:Intelligence and Wisdom saving throws, light armor, simple weapons, shortswords<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1133183Necromancer, 3rd Variant (5e Class)2019-02-03T16:06:28Z<p>47v3ctorlulz: /* Unholy Regeneration */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to your Intelligence modifier. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131666Necromancer, 3rd Variant (5e Class)2019-01-31T19:26:28Z<p>47v3ctorlulz: /* Ghoul Caller */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131658Necromancer, 3rd Variant (5e Class)2019-01-31T19:12:21Z<p>47v3ctorlulz: /* Death Baron */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|spirit feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131643Necromancer, 3rd Variant (5e Class)2019-01-31T18:54:55Z<p>47v3ctorlulz: /* Undead Affinity */</p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Also starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|spirit feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131280Necromancer, 3rd Variant (5e Class)2019-01-31T00:12:32Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
at 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. Stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Also starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|spirit feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131083Necromancer, 3rd Variant (5e Class)2019-01-30T17:52:27Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=Explorer's Pack<br />
|item4b=Scholar's Pack<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
at 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. You may use this feature a number of times a day equal to your intelligence modifier, and stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Also starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|spirit feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>47v3ctorlulzhttps://www.dandwiki.com/w/index.php?title=Necromancer,_3rd_Variant_(5e_Class)&diff=1131017Necromancer, 3rd Variant (5e Class)2019-01-30T15:19:01Z<p>47v3ctorlulz: </p>
<hr />
<div>== The Necromancer ==<br />
<br />
A master of life and death can be a wonderful companion or a terrible enemy.<br />
<br />
=== Mastery Over Life and Death ===<br />
<br />
A gang of orcs approach a small elf, moments later the elf walks away unscathed with wraiths trailing close behind. A bone-clad dragonborn marches on the capital of a major empire accompanied by hordes of undead, they never stood a chance against him. A sickly gnome retreats to the shadows followed by a dwarven hunting party, the gnome begs for its life and touches one of the party members, the dwarf falls paralyzed and the ghouls emerge handling the rest. This is the power of a necromancer, mastery over life and death.<br />
<br />
=== Creating a Necromancer ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.newromantimes.com/wp-content/uploads/2016/09/Necromancer-Mistakenly-Attends-Necrophilia-Meeting.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the shortsword.<br />
<br />
{{5e Class Features<br />
|name=Necromancer<br />
|summary=A master of life and death can be a wonderful companion or a terrible enemy<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons=Shortsword, Hand Crossbow, Simple Weapons<br />
|tools=Disguise Kit<br />
|saves=Intelligence & Constitution<br />
|skills=Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item1c=<br />
|item2a=Spellbook<br />
|item2b=<br />
|item2c=<br />
|item3a=Shortsword<br />
|item3b=Hand Crossbow<br />
|item3c=Any Simple Weapon<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Undead Affinity}}, {{inpage|Necromanctic Disposition}}<br />
|classfeatures2={{inpage|Necromancy Savant}}, {{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wrest Undeath}}<br />
|classfeatures6={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures7=<br />
|classfeatures8={{inpage|Unholy Regeneration}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Soul Siphon}}<br />
|classfeatures14={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures15=<br />
|classfeatures16={{inpage|Dark Artist}}<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Necromanctic Disposition}} Feature<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Invincible Resurrectionist}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the Necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level necromancer spells of your choice. Your spellbook is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
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.<br />
<br />
You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your {{5a|int}} modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br />
<br />
;Expanded Spell List<br />
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Necromancer spells according to the original spell list, they are for you. also they do not require preparation as they are always prepared for you.<br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your necromancer spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a necromancer level, you can add two necromancer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.<br />
<br />
==== Undead Affinity ====<br />
<br />
at 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 2 hours of inactivity instead of 8. Additionally, any radiant damage you deal instead becomes necrotic damage.<br />
<br />
==== Necromantic Disposition ====<br />
<br />
At 1st level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 1st level and again at 2nd level, 6th level, 10th level, 14th level, and 18th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Wrest Undeath ====<br />
<br />
Beginning at 5th level, you may attempt to assert control over any undead you see within 60ft. You may attempt to control an additive CR equal to 4 times your necromancer level but, as with everything else, there's a catch. the DC for the command check is 10 + the accumulative CR of the undead you attempt to control. For the purposes of modifiers in this check, it is considered a ranged spell attack. You may use this a number of times a day equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Unholy Regeneration ====<br />
<br />
Beginning at 8th level, each round at the start of your turn, you gain temporary hit points equal to half your Intelligence modifier rounded up. These hit points can be transferred to undead under your power.<br />
<br />
==== Soul Siphon ====<br />
<br />
Beginning at 13th level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 17th level (4d8) and 20th level (5d8). All temporary hit points gained using this feature, like unholy regeneration, can be bestowed to undead under your power. You may use this feature a number of times equal to your Intelligence modifier(minimum one) and you regain all uses of this feature at the end of a long rest.<br />
<br />
==== Dark Artist ====<br />
<br />
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through an attack that doesn't involve weapons you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus.<br />
<br />
==== Invincible Resurrectionist ====<br />
<br />
Beginning at 20th level, undead under your power cannot die due to radiant damage, daylight, fire, psychic damage, be incapacitated, or be unconscious. Their minimum AC is now 16.<br />
<br />
=== War Lord ===<br />
<br />
Why choose between quantity and quality when you can have both?<br />
<br />
{| class="5e"<br />
|+ War Lord Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Armor of Agathys|armor of agathys]], [[5e SRD:False Life|false life]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Find Steed|find steed]], [[5e SRD:Crown of Madness|crown of madness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Animate Dead|animate Dead]], [[5e SRD:Bestow Curse|bestow curse]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Blight|blight]], [[5e SRD:Black Tentacles|black tentacles]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Circle of Power|circle of power]], [[5e SRD:Insect Plague|insect plague]]''<br />
|}<br />
<br />
;{{#anc:Feed the Horde}}<br />
Beginning at 1st level, at any point in which a zombie or skeleton under your power would drop a creature to 0 hp that creature becomes a zombie or skeleton which follows your commands. the horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Tactical Horde}}<br />
Beginning at 2nd level, zombies and skeletons under your control have advantage on attack rolls if another allied zombie or skeleton is within 5ft and isn't incapacitated.<br />
<br />
;{{#anc:Building an Army}}<br />
Beginning at 6th level, when you cast a spell which creates a zombie or skeleton you may choose a second corpse or pile of bones nearby and reanimate that as well. <br />
<br />
;{{#anc:Might of the Grave}}<br />
Beginning at 10th level you begin to mold your bone structure to better suit your needs. You may choose one of three choices: You begin to create a sort of exoskeleton giving yourself a +2 to AC; You grow spikes from your skin preventing close combat, as a reaction you can deal 2d4 piercing damage to a creature that has dealt melee damage to you during combat; You increase your bone density in such a way that you are considered a size larger for the purposes of checks based on size like grappling.<br />
<br />
;{{#anc:Army of the Damned}}<br />
At 14th level zombies and skeletons you control gain a proficiency with one armor type and one weapon, additionally they receive the ability to cast a first level spell which has a cool down of ten rounds.<br />
<br />
;{{#anc:A Big Mistake}}<br />
Beginning at 18th level you can create a Grave Titan by sacrificing an 8th level spell slot and 75 hit points. The Grave Titan is created and under your control, as are the numerous zombies it creates, but must still be maintained once a day with your Wrest Undeath feature. You may use this feature a number of times a day equal to your intelligence modifier, and stats for the Grave Titan can be found here. https://www.reddit.com/r/dndnext/comments/3hcffq/homebrew_monster_a_day_day_1_the_grave_titan/<br />
<br />
=== Death Baron ===<br />
<br />
Who needs a corpse to do your bidding? If you want something done right, do it yourself.<br />
<br />
{| class="5e"<br />
|+ Death Baron Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Cure Wounds|cure wounds]], [[5e SRD:Bane|bane]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Aid|aid]], [[5e SRD:Ray of Enfeeblement|ray of enfeeblement]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Aura of Vitality|aura of vitality]], [[5e SRD:Vampiric Touch|vampiric touch]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Aura of Life|aura of life]], [[5e SRD:Resilient Sphere|resilient sphere]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Raise Dead|raise dead]], [[5e SRD:Greater Restoration|greater restoration]]''<br />
|}<br />
<br />
;{{#anc:Disciple of Death}}<br />
Also starting at 1st level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Not Your Time}}<br />
Starting at 2nd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Necromancer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.<br />
<br />
;{{#anc:Accursed Healer}}<br />
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.<br />
<br />
;{{#anc:Damning Strike}}<br />
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.<br />
<br />
;{{#anc:Unnatural Healing}}<br />
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.<br />
<br />
;{{#anc:Death's Associate}}<br />
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 250 hp and death will end their life.<br />
<br />
=== Ghoul Caller ===<br />
<br />
Ghouls and Ghasts are pretty badass, right?<br />
<br />
{| class="5e"<br />
|+ Ghoul Caller Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Expeditious Retreat|expeditious retreat]], [[5e SRD:Detect Poison and Disease|detect poison and disease]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Hold Person|hold person]], [[5e SRD:Spider Climb|spider climb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Feign Death|spirit feign death]], [[5e SRD:Hypnotic Pattern|hypnotic pattern]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Freedom of Movement|freedom of movement]], [[5e SRD:Death Ward|death ward]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Geas|geas]], [[5e SRD:Hold Monster|Hold Monster]]''<br />
|}<br />
<br />
;{{#anc:Ghoulish Intent}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes a ghoul, unless the creature you kill is of CR 3 or higher at which point it becomes a ghast. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Smells Like Home}}<br />
At 2nd level your nose becomes attuned to the disgusting smells of ghouls and ghasts and as such a ghast's stench effect no longer affects you. <br />
<br />
;{{#anc:Paralyzing touch}}<br />
At 6th level, your hands spread the paralysis of death to the living. Make a melee spell attack against a creature within 5ft, on a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times per long rest equal to your intelligence modifier.<br />
<br />
;{{#anc:Ghastly Acceleration}}<br />
At 10th level, you and your servants move faster than before. The movement speed for you and the ghouls and ghasts you raise is doubled. <br />
<br />
;{{#anc:Becoming the Monster}}<br />
Beginning at 14th level, you become more like your servants in every way. Your skin becomes a little more pale, you become thinner and lankier, and you gain advantage on dexterity based checks and saves.<br />
<br />
;{{#anc:Master's Calling}}<br />
At 18th level, you may expend an 8th level spell slot and raise 10 ghouls and 4 ghasts.<br />
<br />
=== Soul Master ===<br />
<br />
For those of you that find zombies and skeletons to be overrated.<br />
<br />
{| class="5e"<br />
|+ Soul Master Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[5e SRD:Dissonant Whispers|dissonant whispers]], [[5e SRD:Command|command]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[5e SRD:Misty Step|misty step]], [[5e SRD:Levitate|levitate]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[5e SRD:Spirit Guardians|spirit guardians]], [[5e SRD:Glyph of Warding|glyph of warding]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Banishment|banishment]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[5e SRD:Planar Binding|planar binding]], [[5e SRD:Telekinesis|telekinesis]]''<br />
|}<br />
<br />
;{{#anc:Soul Theft}}<br />
Beginning at 1st level, any creature you kill with necrotic energy becomes an spectral form of the creature you killed which you command. Any special attacks the creature used to have, such as a dragon's breath attack, now deal necrotic damage. The horde you accumulate with this feature cannot exceed a CR equal to your necromancer level + your proficiency bonus.<br />
<br />
;{{#anc:Spiritual Lens}}<br />
Beginning at 2nd level, you can see undead spirits that can't normally be seen by the naked eye. If an undead spirit would be invisible you can still see it unless it hides.<br />
<br />
;{{#anc:Incorporeal Advantage}}<br />
Beginning at 6th level, you can move through other creatures and Objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Additionally an incorporeal creature cannot pass through you and you recieve advantage on attack rolls against undead spirits, the damage dealt to such creatures overrides resistances.<br />
<br />
;{{#anc:Spectral Tolerance}}<br />
Beginning at 10th level, your ghostly physiology makes it harder to hurt you with a normal weapon. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.<br />
<br />
;{{#anc:Soul Food}}<br />
Beginning at 14th level, you've discovered that the essence of a creature holds some of their knowledge from prior to death and extra vitality. you may consume the soul of a living creature within 5ft of you, the DC for this is 10 + the creature's remaining hit points and for the purposes of modifiers this is considered a ranged spell attack. You may also consume the soul of a creature that has died within 5 minutes.<br />
<br />
;{{#anc:Restless Soul}}<br />
At 18th level, you've learned how to leave your flesh behind for a period of time. for a minute at a time you can project your soul, which for all intents and purposes has the stats of a wraith, and leave your body behind. your body is treated as a corpse and the hit points of a normal wraith are added to your hit point total as temporary hit points. You return to your body after the minute ends, after you dispel this feature, or after the temporary hit points are depleted. You may use this feature a number of times equal to your intelligence modifier.<br />
<br />
=== Necromancer Spell List ===<br />
<br />
You can learn all of the spells on the basic Wizard's spell list aside from divination spells and necromancy spells from the cleric spell list as well as additional spells based on your subclass.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Necromancer class, you must meet these prerequisites: INT 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Necromancer class, you gain the following proficiencies: Arcana, Shortsword, Disguise Kit<br />
<br />
<br />
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