Dark Necromancer (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:24, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Why are there spells on this page, but no class features about their spells?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Dark Necromancer[edit]

Creating a Dark Necromancer[edit]


Suggestions to Create a Dark Necromancer

A Dark Necromancer relies very heavily on both Wisdom and Intelligence as this controls both how powerful their abilities will be and how limited they will be in their functionality respectively, so making these two stats your highest would be wise. Secondly your Constitution is very valuable to you as you are not a very durable class and rely heavily on your spells and abilities for survival.

Class Features

As a Dark Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Dark Necromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dark Necromancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Scythes
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: History, Insight, Persuasion, Religion, and Intimidation

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any other simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor and a dagger

Table: The Dark Necromancer

Level Proficiency
Bonus
Features
1st +2 Master of Mortality
2nd +2 Otherworldly Weapon
3rd +2 Dark Power (1), Dark Book
4th +2 Ability Score Improvement
5th +3
6th +3 Dark Power (2)
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Dark Power (3)
11th +4
12th +4 Ability Score Improvement
13th +5 Dark Power (4)
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6 Dark Power (5)
18th +6
19th +6 Ability Score Improvement
20th +6 Master of Death

Master of Mortality[edit]

The Dark Necromancer may immediately choose to learn either the cantrip Spare the Dying or Toll the Dead.

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. As normal, you can't increase an ability score above 20 using this feature.

Otherworldly Weapon[edit]

The Necromancer learns a ritual to summon forth either a scythe or a dagger from the Realm of the Grim Reaper. This weapon can only be wielded by the Necromancer that summoned it. Summoning this scythe takes 2 hours, and hurts the Necromancer 1d12 hit points as they struggle to maintain mortality and master wielding a weapon from another dimension. This weapon deals 1d6 damage as necrotic, with a range of 5-ft and has no weight.
Attack rolls and damage bonuses for this weapon are from the player's Wisdom mod instead of strength. So long as the Necromancer is in contact with the ground, they may simply reach into the ground and pull this weapon back to their hands as a bonus action no matter where the weapon was in the mortal plane. (At level 5 the damage of this weapon is increased to 2d4 and at level 12 the damage increases again to be 2d6)

Dark Power[edit]

At each level that the Dark Necromancer gains a new Dark Power, they may select one based on the book they have chosen at level 3.

Dark Book[edit]

The necromancer uses his immortal soul as the price to open a named book of great power, eternally binding himself to it. Once opened, the necromancer acquires special spells and abilities based on the book selected as long as the necromancer is in possession of this dark book. The necromancer knows at all times which direction this book is as they are soulbound to it but cannot use any class abilities or spells when it is not present on their person. The Dark Powers that the player may select from are different based on which book they have chosen to open. Once a book has been opened and chosen by the player, it cannot ever be undone.

  • Absolom, the Book of Bone
  • Mestophales, The Book of Souls
  • Terradirge, The Book of Flesh

Master of Death[edit]

The Dark Necromancer gains complete immunity to Necrotic damage and gains advantage on death saving throws.



Absolom, The Book of Bone[edit]

Unlocking Absolom, The Book of Bone grants the Necromancer lost knowledge on the dark magic that binds all bones together, granting them the ability to manipulate and control bone through dark magics to forge undead servants. Unlocking this book immediately grants the Necromancer access to the following spells and abilities


Ritual - Summon Skeleton

Casting Time: 2 consecutive full rounds
Range: 5-ft
Components: V, M (fresh humanoid corpse)
Duration: -
Description: You have the ability to summon a number of humanoid skeletons to serve, protect, and do your bidding. Once the ritual has been completed, the corpse will begin to bind with dark energy, and 1 round after the ritual has been completed, your dark magic summon forth a skeleton that tears out of the corpse, standing over it. These skeletons have the profile defined below, and can follow very simple commands.
You may have a total of half your Dark Necromancer level (rounded down) worth of HD to invest into controlling such skeletons, but may not control more skeletons at any given time than your Intelligence Modifier.
Example: a level 5 Dark Necromancer with 14 Int could have a single 2HD skeleton, or two 1HD skeletons under their command, while a Dark Necromancer with only 12 Int could only control a single 2HD skeleton)
(Weapons, Armor, and batteries sold separately)
Beginning at level 5, the Dark Necromancer may forgo their action in order to take control of a skeleton in their command. Doing so grants the skeleton the ability to attack using the player's attack rolls.
Beginning at level 10, the Dark Necromancer may also throw their Otherworldly Weapon to a skeleton so that it may make attacks with it in the turn they take control of a skeleton.

-Summoned Skeleton:

Armor Class: (as per equipped)
Hit Points: (1+ <Wisdom Mod> per HD) Example, if you had 16 Wisdom, they would have 3 health per HD
Speed: 15-ft
Str 8+ <Wis Mod>
Dex 10
Con 10
Int 1
Wis 8
Cha 5
Attacks: Unarmed Attack: +2 to hit, damage: 1d4 +Str mod
Proficiencies: Simple weapons, light armor
Vulnerabilities: Bludgeoning Damage
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 30-ft, passive perception 5
Languages: None - understands and listens only to the whispers and commands of it’s master.


Ritual - Summon Aboneimation

Casting Time: 10 consecutive full rounds
Range: 5-ft
Components: V, M (Very large pile of bones equal to the size being created)
Duration: -
Description: You have the ability to summon a single creature of bone. Once the ritual has been completed, the bones will begin to bind with dark energy, and 1 round after the ritual has been completed, your dark magic summons forth a creature made of bone that resembles any creature the necromancer has watched die, and dissected using his Otherworldly Weapon.
If the Dark Necromancer has summoned an Aboneimation, they are unable to command or control anything other than the Aboneimation. The Aboneimation has a total HD of half your Dark Necromancer level (rounded down)
When the Aboneimation is being summoned the Dark Necromancer is allowed to choose a single "upgrade" from below:
--> Double the base strength of the Aboneimation
--> Double the base dexterity of the Aboneimation
--> Double the base health of the Aboneimation
--> Attacks from the Aboneimation deal +1 more dice
Beginning at level 5, the Dark Necromancer may forgo their action in order to take control of the Aboneimation my merging it with the Dark Necromancer's Otherworldly Weapon for the turn to control it like a puppet. Doing so makes the Aboneimation attack using the commanding player's attack rolls and converts all damage it would deal to Necrotic damage.
Beginning at level 10, the Dark Necromancer may also ride the Aboneimation as a mount if it is at least 1 size category larger than the player, but at half the Aboneimations movement speed.

-Summoned Aboneimation:

Armor Class: 12+(int mod)
Hit Points: (<Wisdom Mod> per HD, minimum of 1) Example, if you had 16 Wisdom, they would have 3 health per HD
Size:
-(levels 1-5) Small
-(levels 6-9) Medium (attacks do +2 additional dice of damage)
-(levels 10+) Large (attacks do +4 additional dice of damage)
Speed: 15-ft
Str 10
Dex 10
Con 10
Int 1
Wis 8
Cha 5
Attacks: (You may choose 1 option each time a new Aboneimation is summoned)
Bite: 1d12+str mod piercing
Two Claw Attacks: 1d6+str mod slashing
Tail Attack: 1d8 bludgeoning+str mod
Proficiencies: None
Vulnerabilities: Bludgeoning Damage
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 30-ft, passive perception 5
Languages: None - understands and listens only to the whispers and commands of it’s master.


Ritual - Summon Bone Armor

Casting Time: 2 consecutive full rounds
Range: 5-ft
Components: V, M (35 pounds of bones and a large intact skull)
Duration: -
Description: You can use your dark magics to turn a pile of bones into a suit of armor that melds into you - becoming part of you, and protects you from harm. Casting this ritual requires a pile of around 35 pounds of bones as well as a large, intact skull capable of being melded into a helmet that could fit the Necromancer’s head.
This armor counts as Light armor, has all other characteristics as Chainmail armor but it also grant you resistance to slashing damage, and a vulnerability to bludgeoning damage.
Beginning at level 5 the Dark Necromancer may, as a bonus action, shatter their bone armor, dealing damage to all nearby as fragments of sharp bone explode outward. For every 5 levels the player has in the Dark Necromancer this ability automatically hits - dealing 1d8 piercing damage per player level and has a radius of +5-ft radius. (So at level 10 this ability would deal 10d8 piercing damage with a 10-ft radius hitting friend and foe alike).


Spell - Bone Prison

Casting Time: 1 action
Range: 15-ft
Components: V, M (A fresh corpse within 5-ft of the target creature)
Duration: concentration
Description: Exerting your dark power, you can tear all bones from a fresh corpse and use them to form a small prison around a medium or smaller target within 5-ft of the corpse. Breaking out of this bone prison requires a strength check of 10+ the Dark Necromancers Wis modifier.


Dark Powers for Absolom, The Book of Bone

At each of the levels a Necromancer bound to Absolom, The Book of Bone gains a new Dark Power, they may select one from the following list, and may exchange 1 previous power for a new one from this list if so desired

  • Humanoid creatures under your control gain Medium Armor Proficiency
  • Humanoid creatures under your control gain Heavy Armor Proficiency (requires Medium Armor Proficiency)
  • Humanoid creatures under your control gain Shield Proficiency
  • Humanoid creatures under your control gain Martial Weapon Proficiency
  • Humanoid creatures under your control gain Proficiency with Short and Long Bows
  • All creatures under your control gain +30-ft base movement speed
  • Creatures under your control gain +8 strength
  • Creatures under your control gain +8 dexterity
  • Creatures under your control gain +4 additional health per HD
  • Creatures under your control automatically heal 1 hit point every round
  • Necromantic Rituals that take 2 full round actions can now be cast as a standard action.
  • You may turn your bone armor into a summoned skeleton as a bonus action (destroys the armor).
  • Your Bone armor is now AC 17




Mestophales, The Book of Souls[edit]

Unlocking Mestophales, The Book of Souls gives the Necromancer otherworldly powers that bind, manipulate, torture, and control living souls before they can reach the afterlife - forcing them to do the will of the Necromancer or draining their life force completely before being released to their eternal rest.
Unlocking this book immediately grants the Necromancer access to the following spells and abilities


Dissonant Whispers

You may cast the spell Dissonant Whispers a number of times per day equal to your <Int modifier>.


(Passive) - Enslaver of Souls

Range: 10-ft A Dark Necromancer that wields the Book of Souls can absorb souls into their very core, trapping them within until the Necromancer consumes the souls for power.
A Dark Necromancer can store no more than their <Int modifier> times their level of total soul levels at any given time.


(Cantrip) - Torture Soul

Casting Time: 1 action Range: 5-ft Components: V, M (Soul) Duration: Instantaneous Description: A Necromancer may find pleasure in tormenting the soul of a particular being. Tormenting such a soul causes the soul to cry out in anguish and pain. All intelligent creatures (friend and foe alike) within 5-ft of a Necromancer that uses this cantrip must pass a saving throw or count as feared for their next round.
This can only affect a target once per day and the DC to resist is 10+ <Wis modifier>.
(Note: Doing this multiple times to the same soul may have varied results depending in the DM)


(Cantrip) - Soul Reaper

Casting Time: 1 action
Range: 5-ft
Components: V, M (Otherworldly Weapon)
Duration: Instantaneous
Description: As part of the action used when casting this spell, the necromancer must make a melee attack with an Otherworldly Weapon against 1 creature within range that has a soul, otherwise the spell fails. On a hit the target takes damage as normal from the weapon and they count as “Marked For Death” immediately and for 1 round after (see below).

Marked For Death Status: A living creature that has been ”marked for death” by the necromancer has already begun to have it’s very soul ripped out and captured. The next time they would take damage from the necromancer, they take additional necrotic damage equal to the Dark Necromancers <Wis modifier> + <Int modifier>.
If a living creature dies while it is “marked for death” the necromancer may draw the soul into themselves as per the passive ability Enslaver of Souls, gaining a soul whose level is equal to the HD of the target slain. (So a 7HD creature would count as a level 7 soul).


(Cantrip) - Consume Soul

Casting Time: Bonus Action
Range: Self
Components: V, M (soul)
Duration: Instantaneous
Description: As a bonus action a Necromancer may consume souls that they have absorbed - drawing power from them and destroying them forever from the mortal realm.
You may consume a level 1 or greater soul, to add 1d4 necrotic damage to the next time you would deal damage.
Souls consumed are removed from the Necromancer’s collected souls forever.


(Dark Power) - Soulfire

Casting Time: 1 action
Range: 30-ft
Components: V, M (Otherworldly Weapon)
Duration: Special
Description: This ability is a Dark Power that is only available to be selected at level 10 or higher.
To cast this, you must Consume a soul of level 5 or higher. You then call forth the tormented soul in a spectral form, wreathed in flames of another world and command it to attack a visible enemy within 30-ft of the Dark Necromancer. This tormented soul cannot be destroyed and exists only to cause pain as it lashes out at the enemies the Dark Necromancer directs it at.
Each round the Dark Necromancer may command the tormented soul to attack a new target using the attack characteristic below as a standard action.
The tormented soul lasts 1 round for ever soul level consumed.
Attack: The tormented soul has 2 attacks - using the "To-hit" modifier of the Dark Necromancer each attack dealing (1d6 necrotic damage per 2 soul levels of the soul consumed)+int mod.


Dark Powers for Mestophales, The Book of Souls

At each of the levels a Necromancer bound to Mestophales, The Book of Souls gains a new Dark Power, they may select one from the following list, and may exchange 1 previous power for a new one from this list if so desired

  • Soulfire (See separate entry above)
  • Soulfire-Spectral Burst: You may destroy a summoned tormented soul to deal 1d10 force damage per soul level in an an area of 1d6(times 5)ft radius(rolled each time). (Standard Action)
  • Necromantic Rituals that take 2 full round actions can now be cast as a standard action.
  • (Cantrip) Soul Shield: Consume a soul to gain temporary health equal to the souls level times your Wis modifier for a number of rounds equal to the soul's level. (Standard action)
  • (Metamagic) Empowered Soul Reaper: Consume a soul to gain an additional 1d6 damage for every 3 levels of the soul to your Soul Reaper if cast this round (example: a level 7 soul would grant +2d6 damage)
  • (Metamagic) Supreme Soul Reaper: Using Soul Reaper already counts the target as having been previously marked for death and the damage is increased to +1d6 for every level of the soul. (requires level 9 or higher)
  • (Ritual) Essence Feeding: Casting this ritual requires 2 consecutive full round actions and a soul of level 3 or greater. Consume this soul to restore your mind and body - healing yourself 1d12 health for every 3 soul *levels (rounded down).
  • (Metamagic) Empowered Essence Feeding: The amount of health restored is increased to 1d6 per soul level (Requires Essence Feeding)
  • You may now cast the spell Unseen Servant 1/day per 3 levels
  • You may now cast the spell Shield 1/day per 3 levels
  • You may now cast the spell Command 1/day per 3 levels
  • Permanently gain 1d12 hit points




Terradirge, The Book of Flesh[edit]

Unlocking Terradirge, The Book of Flesh absorbs the insides of the Necromancer, turning his very core into undead tissue and flesh. Inside the Necromancer finds the secrets, spells, forbidden journals and notes of the undead wizard Tassadar. The notes and spells within the book, combined with his undead insides grant the Necromancer incredible abilities to control dead flesh, raise the dead, and even try to control them. Unlocking this book immediately grants the Necromancer access to the following spells and abilities


Primal Savagery

You learn the cantrip Primal Savagery and use Wisdom as the governing stat for it. At levels 5 or higher, it deals 1 additional damage per character level.


(Ritual) - Raise Corpse

Casting Time: 2 consecutive full round actions
Range: 5-ft
Components: V, M (Fresh Corpse)
Duration: 1+ <Int modifier> rounds
Description: You gain the ability to give a corpse false life for a time, enslaving it to do your bidding. This ability functions for any corpse with HD no greater than half the Necromancers level. The creature raised retains only <Wis modifier> hit points per HD of the creature, a 10-ft normal movement speed, and none of the special or magical abilities it possessed in life. (for example, a dead dragon would not retain its ability to fly or breath weapon attack) but does retain all natural or weapon attacks it had while it was alive.
At level 10 or higher, this skill can function on any corpse with HD equal to the Dark Necromancer's level.
At level 18 or higher, this skill can function on any corpse with HD equal to the (Dark Necromancer's level + wis modifier).


(Passive) - Hollow Core

Description: Your insides are dead and decaying, yet you can control them and manipulate your external skin to look almost normal for your race. You now count as undead. All positive healing no longer has any effect on you and you are subject to turn undead or any other spells or abilities that would affect undead creatures.
You no longer age, you no longer require food or water to sustain yourself, nor do you require sleep.
As the moon sets each morning your body repairs itself as per normal healing from a full rest.


(Ritual) - Corpse Feeding

Casting Time: 2 consecutive full round actions
Range: 5-ft
Components: V, M (Fresh Corpse)
Duration: Instantaneous
Description: You are now able to feed off the flesh and body of freshly killed creatures (no more than 1 day old) that have flesh and blood and absorb the corpse into yourself to repair damage to your body. Feeding heals you 1d6 health per HD of the corpse, but destroys the corpse and all gear currently still on them and provokes attacks of opportunity.


Dark Powers for Terradirge, The Book of Flesh

At each of the levels a Necromancer bound to Terradirge, The Book of Flesh gains a new Dark Power, they may select one from the following list, and may exchange 1 previous power for a new one from this list if so desired:

  • Necromantic Rituals that take 2 full round actions can now be cast as a standard action.
  • Raised creatures retain their original movement
  • Raised creatures have their original hit points
  • Raised creatures last double the normal duration
  • Necromancer abilities no longer provoke attacks of opportunity
  • Creatures under your control retain 1 ability of your choice (example: breath weapon)
  • Add additional appendage - allows the Necromancer to attach a new body part, or replace an existing one with a freshly severed appendage. Results up to DM.
  • Control Severed Appendage: Allows the Necromancer full control of any dead creature part attached to themselves
  • You may now cast the spell Protection from Poison 1/day per 2 levels
  • You may now cast the spell Ray of Enfeeblement 1/day per 2 levels
  • You may now cast the spell False Life at will
  • You may now cast the spell Insect Plague 1/day per 2 levels (Min character level 7 to take this power)



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors