Chaos Necromancer (5e Class)

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Chaos Necromancer[edit]

What is a Chaos Necromancer[edit]

A Chaos Necromancer is someone who has given life to gain power and/or magic. They also usually Dragon folk, Half-Dragons, and other non-humanoid creatures.

Creating a Chaos Necromancer[edit]

First ask yourself how much and when your character gave some life to his/her deity. What kind of spells will your Chaos Necromancer best at? Who is their deity? What Chaotic fraction will him/her be in?

Quick Build

You can make a Chaos Necromancer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the background you want (Background is not that important for this Class).

Class Features

As a Chaos Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Chaos Necromancer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Chaos Necromancer level after 1st

Proficiencies

Armor: light, medium
Weapons: magic staffs, simple weapons
Tools:
Saving Throws: Wisdom, Dexterity
Skills: Choose 3: Arcana, Insight, Nature, Survival, Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's pack or (b) Diplomat's Pack
  • (a) 1 simple weapon or (b) short bow, quiver with 20 arrows
  • (a) 1 book of magic or (b) 1 uncommon item or (c) 1 simple weapon
  • (a) Studded Leather or (b) Hide or (c) Padded
  • If you are using starting wealth, you have 2d8 in funds.

Table: The Chaos Necromancer

Level Proficiency
Bonus
Features Necro points Chaos points
1st +2 - 0 0
2nd +2 Raise Dead 4 2
3rd +2 Necro Electronic Sphere (1), False Vision 4 4
4th +2 Ability Score Improvement 4 6
5th +3 Necro Electronic Sphere (2) 6 8
6th +3 <!-Class Feature3-> 6 10
7th +3 Necro Electronic Sphere (3) 10 12
8th +3 Ability Score Improvement, <!-Class Feature3-> 10 14
9th +4 <!-Class Feature3-> 12 16
10th +4 <!-Class Feature3-> 14 18
11th +4 Necro Electronic Sphere (4) 14 20
12th +4 Ability Score Improvement, <!-Class Feature3-> 16 22
13th +5 <!-Class Feature3-> 20 24
14th +5 <!-Class Feature3-> 20 25
15th +5 <!-Class Feature3-> 22 26
16th +5 Ability Score Improvement, <!-Class Feature3-> 22 27
17th +6 <!-Class Feature3-> 24 28
18th +6 <!-Class Feature3-> 26 30
19th +6 Ability Score Improvement, <!-Class Feature3-> 28 30
20th +6 <!-Class Feature3-> 30 30

Raise Dead[edit]

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival–its head, for instance–the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Necro Electric Sphere[edit]

Chaotic good: If touches ally it heals 5 HP
Chaotic Neutral: Does normal damage
Chaotic Evil: Has 1d20 chance to do explosion damage
3rd level 1d6, 5th level 1d10, 7th level 2d10, 11th level 3d10

False Vision[edit]

This spell creates a subtle illusion, causing any divination spell used to view anything within the area of this spell to instead receive a false image, as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

Ability Score Increase[edit]

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. No Ability Score Cap.

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<!-Class Option 1->[edit]

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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