Necromantic Prodigy (3.5e Prestige Class)

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Necromantic Prodigy[edit]

There's no escape from my wrath; not even death and dismemberment will stop me.
—Bob the First Necromantic Prodigy


Necromantic Prodigy are born 1-in-a-million, but when one emerges they shape the course of the world around them.

Becoming a Necromantic Prodigy[edit]

Cha, Con, and Dex are the most important stats

Entry Requirements
Alignment: Any evil.
Skills: Spellcraft 6 ranks, Knowledge (Religion) 6 ranks, Knowledge (Arcane) 6 ranks
Feats: Must have taken the feat a feast unknow and must have Spell Focus (Necromancy)
Spellcasting: Must be able to cast at least 7 different Necromancy spells

Table: The <-class name->

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Dark Blessing, bonus Necromantic Feats 1 level of existing spellcasting class
2nd +1 +0 +0 +3 bonus Feed the dark gods, Bonus meta-magic feat 1 level of existing spellcasting class
3rd +2 +1 +1 +3 Necromancy Mastery, bonus Necromantic Feats 1 level of existing spellcasting class
4th +2 +1 +1 +4 Negative Energy Master, Necrotic shield 1 level of existing spellcasting class
5th +3 +2 +2 +5 Mastery of death 1 level of existing spellcasting class

Class Skills (4 + Int modifier per level)
Class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All Skills Individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Features[edit]

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Necromantic Prodigy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Dark Blessing The Necromantic Prodigy adds his (Cha) mod to each of his saves

Necromantic Feats The Prodigy gains one Necromantic Creation Feat that they meet the requirements for

Feed the dark gods The Necromantic Prodigy gains this feat even if they don't meet the requirements

Necromancy Mastery The Prodigy adds his class level to all Necromantic spells and spell-like abilities; increasing their caster level and DC. In addition, the prodigy gains an additional free spell from the school of Necromancy every level (including this one). This spell may be from any list, but must be of a level he can cast

Negative energy Mastery The Necromantic Prodigy may convert the damage from any spell with the cold, ice, fire, electrical, or acid subtype to instead inflict negative energy damage. Any spell cast in this way is considered a Necromancy spell.

Necrotic shield Any time you stand within 5 feet of an undead ally you gain 2 AC as a shield bonus and you gain +1 AC as a shield bonus for each additional undead ally within 5 feet. If you have more than 2 undead allies within 5 feet, you take 25% less damage and this damage is split equally between each of your allies. Should the damage be enough to destroy them you take the excess damage.

Mastery of death Through extensive study into the secrets of undeath and negative energy you have discovered a way to remove your soul and then split it into several fragments(1 fragment for every 5 character levels; at level 5 it's the whole soul that's removed and then that piece can be broken up into smaller pieces) and these fragments must each be placed in either a gem costing no less then 1000 gold or into an enchanted item, ie; sword, shield, Holy symbol, Book, etc, once the fragment is placed into an item the item(s) gives off a strong Evil aura and is slightly warm to the touch. The ritual required to complete this process takes 2 hours and must be performed in a Desecrated area. The prodigy may use the ritual to place or remove soul fragments once a month. As long as there are no soul shards in the body, the Necromantic Prodigy gains the unliving and darkminded subtypes as well as Regeneration (regeneration based on (Con) modifier) though Silver, holy, fire, and positive energy, deal lethal damage. If rendered unconscious and then dealt a lethal blow, the Necromancer will be reborn 24 hours later, emerging from his closest soul fragment as if his body was trapped inside. All of his equipment is still located on his old body and the soul fragment he emerged from is now back in his body for at least one month.

Campaign Information[edit]

Playing a Necromantic prodigy[edit]

Combat: Negative energy wielder that's tough to kill though has few hp

Advancement: another Necromancer class is always good to expand your spell list or continue in what they were before they became a Necromantic Prodigy

Resources: expect no help from anyone if you come across another Necromantic Prodigy (which would be very rare since there's so few they would most likely try to kill you on the spot just to reduce potential threats they don't work together.

Necromantic Prodigy in the World[edit]

"everyone gather around the center of town please i need some volunteers to help me raise a dark god"

Bob the Insane Human trapped in the body of a child Necromantic Prodigy.

Necromantic Prodigy they stick out like in a crowd and tend to murder most things they meet just to see what makes em tick

NPC Reactions: if they knew what you were o my god run it's back to eat our children

Necromantic Prodigy Lore[edit]

Characters with ranks in Knowledge (Religion) or Knowledge (Arcane) can research Necromantic Prodigy to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.


Back to Main Page3.5e HomebrewClassesPrestige Classes -->

Knowledge
DC Result
11 That they're not real just an old legend
16 That they've existed in the past but no one's heard of one in the last 300 years or so.
21 Will learn that one should have been born in the last 30 years and is probably hiding and gathering power in some dark place
26 Will learn of the Legend of Bob the insane child necromancer and his many exploits like the time he sacrificed a whole town of peasants in an attempt to summon a Necrotic Intelligence|}
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