Pure Necromancer (5e Class)

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Pure Necromancer[edit]

The Death blessed or cursed you! At sacrifice of more diversified arcane power, for one unequaled power over the unliving. You are a gravedigger with contact of the death constantly, or arcane student of necromancy, or you up to same it's died and recovered your old life with The Death power blessing or cursing you. Anyway she looks for you, either for good or for evil.

Pure Necromancer[edit]

You are a necromancer in the most basic sense and only can use necrotic spells. Why The Death blessed or cursed you? She needs you to do something for her? Did she sympathize with your study? Is your character enamored with death? Is she rewarding your love? How do you raise the dead? Raise the dead it's out fascination? Do you regard the corpses with respect or ridicule, or even just the tools for your end? Did they have an experience with death that keeps their minds anchored on the subject?

Quick Build

You can make a Pure Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background.

Class Features

As a Pure Necromancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Undertaker's kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Perception

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 simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two dagger and leather armor

Table: The Pure Necromancer

Level Proficiency
Bonus
Features Mortuary Secrets
1st +2 Mortuary Secrets, Grave Whispers 1
2nd +2 Necrotic Bolt, Charged Bolt, Death Implements 1
3rd +2 Necromancer Practice 2
4th +2 Ability Score Improvement 2
5th +3 Implements Improvement, Charged Bolt Improvement 3
6th +3 Practice Feature 3
7th +3 Rebuke Undead 4
8th +3 Ability Score Improvement 4
9th +4 Grave Whispers Improvement 5
10th +4 Practice Feature 5
11th +4 Necrotic Mastery, Charged Bolt Improvement 6
12th +4 Ability Score Improvement 6
13th +5 Grave Whispers Improvement 7
14th +5 Practice Feature 7
15th +5 Grave Whispers Improvement 8
16th +5 Ability Score Improvement 8
17th +6 Charged Bolt Improvement 9
18th +6 Fascinate Undead 9
19th +6 Ability Score Improvement 10
20th +6 Necromancy Master 10

Grave Whispers[edit]

Starting at 1st level, you can hear the voice of the dead, which can be helpful when you need to gather knowledge about something. Whenever you are within 30 feet of a corpse, you can hear its living voice, and can interact with it as if it was alive. This is not the actual deceased creature, but only the echoes of its former existence.

In addition, whenever you finish a long rest, you can choose one skill, tool proficiency or language. You learn the chosen skill, tool or language until you finish a long rest, by drawing from the knowledge from the death, which lasts until you start your next long rest. You can gather two skill, tool or language proficiency at 9th level, three at 13th and four at 15th level.

Mortuary Secret[edit]

Also at 1st level, you unlock a powerful secret from the other side. You start by knowing one such secret at 1st level, gaining more as you gain levels in this class.

Using the secrets require your connection with the necromancy and channel your power, so only you can use them. Whenever you gain a new death implement, you can replace one you currently have for a new one.

If your secret requires a saving throw, you calculate it as follows:

Death Implement Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Necrotic Bolt[edit]

Starting at 2nd level, you can replace an attack made as part of the Attack action to channel pure necrotic energy to hurl a necrotic bolt on a creature you can see within 120 feet. Make a ranged spell attack against the creature. On a hit, you deal 2d10 necrotic damage.

Your spell attack for your Pure Necromancer features equals your proficiency bonus + your Intelligence modifier.

Charged Bolt[edit]

In addition, at 2nd level, you can use an Action to charge this bolt, increasing its necrotic power. The bolt causes an additional 1d10 damage if you do so. This additional damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.

Death Implements[edit]

Starting at 2nd level, you craft tokens, totems and fetishes used in your necromancy practice, that contains the power of the death itself. You may only have one of these implements at a time, and can swap one out for another whenever you gain another level in this class.

Bone Mail

You craft a undead symbiont who takes the form of an armor made out of bones. The bone mail is considered a suit of heavy armor you are proficient with. The bone mail can't be unwillingly removed from you.

Your AC equals 10 + your Intelligence modifier + your Constitution modifier while wearing the bone mail. Whenever you start your turn wearing the bone mail, you gain temporary hit points equal to your Pure Necromancer level.

Your arms are covered by an exo-skeletal graft, that can be used to make attacks. If you lose or don't have any limb, such as a leg or an arm, the bone mail grows an undead graft, a skeletal limb to replace it. The graft is a simple melee weapon, that causes 1d6 bludgeoning or slashing damage on a hit and have the light property. You can use your Intelligence modifier, instead of Strength, to make attacks and damage rolls with the graft.

At 5th level, you can attack twice, instead of once, whenever you attack with your graft.

Undead Servant

You have an undead slave that loyally follows and serves you. The servant is an undead with a CR of 1/4. It takes its turn on your own initiative, before or after you. You can mentally command the servant if you are within 120 feet of it, not requiring an action.

You choose what action it will take and if it will move. If your undead is reduced to 0 hit points, it is destroyed, and you must finish a long rest before summoning it again. Your undead is smarter than its normal counterparts, and its Intelligence, Wisdom and Charisma equals 8 + your proficiency bonus.

The Undead's AC equals your Necromancy Save DC, and it has a number of hit points equal to 10 + 7 x your Pure Necromancer level. The undead creature is proficient with simple and martial weapons and can speak any languages you understand. You can't have more than one servant at the same time.

Starting at 5th level, you gain one additional Undead Servant.

Death Curses

You learn to utter words to curse your opponents. You can use any curse you know at will.

Curse of Blindness. As an action, you force one creature within 60 feet to make a Wisdom saving throw. On a failed save, the creature is blinded until the start of your next turn.
Curse of Confusion. As a bonus action, you cause one creature of your choice within 60 feet to become unable to use its reaction until the start of your next turn.
Curse of Bad Luck. As a bonus action, you utter a curse hindering a creature's luck. The creature must succeed on a Charisma saving throw. On a failure, until the end of its next turn, that creature subtracts your Intelligence modifier from any attack roll it makes.

Starting at 5th level, a cursed creature have Disadvantage on ability checks and saving throws against effects created by you. In addition, the curse lasts until the end of your next turn.

Rebuke Undead[edit]

Starting at 7th level, you can try to awe and daze undead as an action. All undeads in a 30-foot radius (except those under your control) must succeed on a Wisdom saving throw with disadvantage against your Necromancy Save DC. On a failed save, the undead is charmed and its speed is reduced to 0 until the beginning of your next turn. This works even if the undead would be otherwise immune to the charmed condition.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Necrotic Mastery[edit]

Starting at 11th level, you add your Intelligence modifier to any necrotic damage caused by your Pure Necromancer features.

In addition, you ignore resistance to necrotic damage, and treat immunity as resistance.

Fascinate Undead[edit]

Starting at 18th level, you can take over and control the minds of undead creatures. As an action, you can force one undead within 60 feet that is able to see you to make a Wisdom saving throw against your Necromancy save DC. On a failure, the undead is charmed by you for 1 hour, even if it would be otherwise immune to this condition.

While the undead is charmed, you can issue commands to the creature while you are conscious, without taking an action. The undead does its best to obey your commands. Once you use this ability, you can't use it again until you finish a long rest.

Necromancy Master[edit]

When you reach the 20th level, you unlock all secrets of necromancy. You can cast any spell from the necromancy school, on any spell list, of 9th level or lower.

You can cast up to 9 levels of spells. You can cast a single 9th level spell, three 3rd-level spells, a 1st-level spell using a 9th level slot or any combination of those. Once you spend these 9 levels of spells, you can't use this feature again until you finish a long rest.

Mortuary Secrets[edit]

Ghostly Walk

You can assume a phantasmagorical form as an action. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. This form lasts until the start of your next turn.

Necrosis

If a creature has taken necrotic damage on your last turn, you can inflict a magical necrosis on it. As an action, choose a creature within 60 feet that has taken necrotic damage on your last turn and is under its maximum amount of hit points. The creature must succeed on a Constitution saving throw.

On a failed save, the target takes 2d6 necrotic damage. In each subsequent turn for 1 minute, you can use a bonus action to cause this damage again. This ends earlier if the target regains at least 1 hit point.

Once you use this ability, you can't use it again until you finish a long rest.

Superior Necromancy Secret

prerequisite: 17th level

You deepen your knowledge over the secrets of necromancy. You can choose either the spell true resurrection or astral projection. You can cast the chosen spell once, without spending a spell slot, and regaining the ability to do so after completing a long rest.

You can choose this feature again, learning the other spell. If you do so, you still can use this feature to cast only once between long rests.

Book of the Dead

prerequisite: 17th level

You gain access to a supernatural book containing all necromantic knowledge in existence. This book can't be destroyed and can be only be carried by you. You gain advantage in all Intelligence checks made related to the necromancy school and in all Medicine checks.

In addition, you can cast any spell from 7th-level or lower from the necromancy spell, without spending a spell slot. If you cast a spell with a level lower than 7th, it is cast with a 7th-level spell slot. Once you use this book to cast a spell, you can't use it again until you finish a long rest.

Destroy Life

prerequisite: 17th level

As an action, you hurl a beam of necrotic energy on a creature within 60 feet. Make a ranged spell attack. On a hit, you deal 100 points of necrotic damage. If this kills the target, the creature can be restored to life only by means of a True Resurrection or a Wish spell.

You can use this ability twice, and regain your uses after finishing a long rest.

Incorporeal Servant

prerequisite: 5th level, Undead Servant

The servant can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. In addition, the servant gain a flying speed (hover) equal to half its movement speed.

Vengeful Curse

prerequisite: 5th level, Death Curses

Whenever you take damage from a creature within 60 feet, you can utter an avenging curse to that creature as a reaction. The target takes 2d4 necrotic damage. The damage increases to 3d4 at 11th level and 4d4 at 17th level.

Tomb of Bones

Prerequisite: 5th level, Bone Mail

As a reaction when you take damage, you can entomb yourself in bones, which turn to dust at the end of your next turn. You gain 10 temporary hit points per pure necromancer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to radiant damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the bones are turned to dust.

Once you use this feature, you can't use it again until you finish a short or long rest.

Basic Necromancy

You learn one cantrip from the necromancy school. When you cast the learned cantrip, you add your Intelligence modifier to the damage rolls with it, if you don't already.

Reaching Blast

You necrotic blast range increases to 240 feet.

Dreadful Gaze

prerequisite: 13th level

You can awaken the sense of mortality inside any living creature. Choose one creature you can see within 30 feet. The creature must succeed on a Wisdom saving throw, or be frightened of you for 1 minute. While charmed in this way, whenever the target is within 30 feet of you, it must use its reaction to move up to its movement speed away from you.

In addition, whenever the frightened creature enters the space within 30 feet of you or start its turn there, it must succeed on a Wisdom saving throw or is paralyzed until the start of your next turn.

A frightened creature can make another saving throw at the end of each turn to end the effect. On a success, the creature is immune to this effect for 24 hours.

Angel of Death Wings

prerequisite: 13th level

You can sprout black skeletal wings from your back, using your bonus action. If you are not wearing armor heavier than light, you gain a flying speed equal to your movement speed.

Death Leech

prerequisite: 13th level

You can absorb necrotic energy to use it yourself. Whenever you take necrotic damage from a hostile creature, you can use your reaction to absorb it. You can absorb up to 50 points of necrotic damage. If you do so, you don't take the damage absorbed, and you can unleash it as an action. You force the creature to make a Constitution saving throw, or take necrotic damage equal to the amount absorbed.

Alternatively, you can use a reaction to absorb a spell from the necromancy school, with a level up to 5th-level. You can't have more than one spell absorbed in that manner, and can't absorb spells if you have necrotic damage absorbed and vice versa.

Necromancer Practices[edit]

Hive Master[edit]

Hive masters are focused in the classical brand of necromancy, being foreman of undead beings, leading skeletons and zombies to do their biding.

Master's Wand

Starting at 3rd level, when you finish a long rest you can touch one arcane focus of your choice to create a Master's Wand. The master's wand is your tool of controlling undead. This wand requires attunement to be used, and grants you the following abilities:

Raise Undead. You can raise a corpse or pile of bones as an undead servant, using an action. The undead acts as if raised by the animate dead spell cast at its minimum level. You can use the wand to raise undead twice, regaining the ability to do so after finishing a long rest. You gain additional uses at 6th level (3 uses), 10th level (4 uses) and 14th level (5 uses).
Command Undead. Any undead controlled to attack using the wand uses your proficiency bonus + your Intelligence modifier for the attack roll.
Unholy Vigor. Any undead raised by the wand gain additional hit points equal to your Pure Necromancer level.

Regardless of the number of undeads you have raised, you can't control more than 3 at the same time.

Undying Guardian

Starting at 6th level, whenever you are hit by an attack while an undead controlled by the wand is within 5 feet of you, you can use your reaction to cause the attack to target the undead instead.

Horde Master

Starting at 10th level, you can use your action to control any amount of undeads raised by your wand, instead of using a bonus action. You can still use your bonus action to control undeads as normal.

Independent Servants

At 14th level, you can imbue your wand with part of your own essence, allowing it to take control over your undeads. You can control of 3 of your undead without using a bonus action on your turn, and they act on your initiative count, taking a turn after yours.

When you let the wand take control over the undead, you can't use your action or bonus action to control them.

In addition, the AC of any undead controlled by the wand equals 10 + your Intelligence modifier, if it is lower.

Dark Shaman[edit]

Dark shamans are an special brand of pure necromancers, capable of communing with the dead, not seeking control over them but companionship. These necromancers act as a bridge between the world of the living and the dead.

Spiritual Warrior

Spirit Shroud. The souls who follow you protect you from harm. When you take damage, you can reduce the damage taken by an amount equal to your Intelligence modifier. The creature who caused the damage must succeed on a Constitution saving throw, or take necrotic damage equal to twice your Intelligence modifier.

Once spirit shroud is used, you can't use it again for 1 minute.

Guided Strike. The spirits guide your strikes. When you make an attack and misses, you can your Intelligence modifier to the attack roll. If this attack hits, you add twice your Intelligence modifier to the damage.

Once reaping strike is used, you can't use it again for 1 minute.

Grave Call. The death of your enemies attract vengeful and hunger spirits. Whenever a creature is under half its hit points or lower, you deal additional necrotic damage equal to your proficiency bonus on a hit with a weapon attack.
Spiritual Communion

Also at 3rd level, you gain one additional use of Grave Whispers between long rests. In addition, you know all languages and can perfectly recall everything you have seen or heard within the last 30 days.

Spectral Guidance

Starting at 6th level, you can use your bonus action to ask for orientation to the souls of the dead. Until the beginning of your next turn, you have advantage on the next attack roll, ability check or saving throw you make (whichever happens first).

In addition, the next attack roll made against you until the start of your next turn have disadvantage.

You can use this ability three times, and regain your uses of it after finishing a long rest.

Spiritual Shield

Starting at 10th level, you can use a reaction when you take damage to reduce the damage taken by 2d8.

In addition, you can cast Speak With Dead once, without spending spell slots. Once you do so, you can't do it again until you finish a long rest.

Possession

Starting at 14th level, you can let yourself be possessed by one of the spirits that keep following you. For the next minute, once per turn when you roll a check or attack lower than your Pure Necromancer level, you can use your Pure Necromancer level instead.

Once you use this ability, you can't use it again until you finish a long rest.

True Necromancer[edit]

True necromancers are followers of the purest form of necromancy. These mages are fully committed to the art of understanding and controlling death by using arcane and divine magic, mastering the necromancy school.

Basic Necromancy

Starting at 3rd level, you are highly specialized in necromancy and in discovering all its secrets. You learn the toll the dead, spare the dying and chill touch cantrips.

In addition, when you deal necrotic damage with your basic necromancy cantrips, you can add your Charged Bolt additional damage to the necrotic damage of the cantrip. Alternatively, you can give temporary hit points to a creature you stabilize with spare the dying equal to the amount of rolled on the Charged Bolt dice.

Black Book of Necromancy

Starting at 3rd level, you start to write a grimoire with all your necromantic lore. When you finish a long rest, you gain 2 necromantic points. You regain these points after a long rest. You can spend 1 point to cast one of the following spells: cause fear, false life, inflict wounds or ray of sickness.

Advanced Necromancy

At 6th level, the amount of necromancy points you gain when you finish a long rest increase to 8. In addition, you add the following spells to your black book, that you can cast by spending necromancy points: blindness/deafness (2 points), gentle repose (2 points), ray of enfeeblement (2 points), animate dead (3 points), bestow curse (3 points), life transference (3 points), revivify (3 points), speak with the dead (3 points), spirit shroud (3 points), summon undead (3 points) and vampiric touch (3 points).

Supreme Necromancy

Starting at 10th level, you gain a more stable control over your necromantic magic. You can cast any spell that requires 1 necromancy point at will, without spending these points.

In addition, the amount of necromancy points you gain after finishing a long rest increases to 13, and you add the following spells to your Black Book: blight (4 points), shadow of moil (4 points), contagion (5 points), danse macabre (5 points), enervation (5 points), negative energy flood (5 points) and raise dead (5 points).

Necromantic Mastery

Starting at 14th level, you reach the true potential of your necromantic knowledge. You can cast any spell from the necromancy school of 7th-level or lower once, without spending spell slots or necromancy points.

Once you use this feature, you can't use it again until you finish a long rest.

Pale Master[edit]

Pale masters are pure necromancers who develop an obsession for the undead, and start wishing become one themselves. They replace their body parts for undead grafts and pursue the undying life of these cursed creatures.

Darkvision

At 3rd level, the dark no longer hold secrets from you. You gain darkvision up to a range of 60 feet. If you already have darkvision, yours increase further 60 feet.

Undead Graft

Starting at 3rd level, you replace one of your arms by an undead graft. The graft grants you the following benefits:

  • Your Strength score increases to 16, if it is lower. This increases to 18 at 6th level, 20 at 10th level and 22 at 14th level.
  • You can use your graft to make unarmed strikes. You roll 1d8, instead of the normal damage for your graft. The damage is necrotic.
  • You can use an action when you attack with the graft, causing additional damage equal your Charged Bolt dice on a hit.
Tough as Bone

Starting at 6th level, your undead graft grows in power and enhances your protection. You can use your bonus action to protect yourself with the graft, gaining an AC of +2 until the start of your next turn.

In addition, you become immune to critical hits and to the stunned condition.

Death Touches

Starting at 10th level, whenever you hit a creature with your Undead Graft, you can use one of the following touch attacks:

Paralyzing Touch. The target must succeed on a Constitution saving throw or is paralyzed for 1 minute. The target can make another saving throw at the end of each turn to end the effect.
Weakening Touch. The target must succeed on a Strength saving throw or have disadvantage on Strength checks and saving throws for 1 minute. In addition, the target causes only half damage from Strength based attacks for the duration. The target can make another saving throw at the end of each turn to end the effect.
Degenerative Touch. The target must succeed on a Constitution saving throw, or suffer one level of exhaustion.
Destructive Touch. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The creature must complete a long rest to end this effect.
Commanding Touch. The undead target must succeed on a Wisdom saving throw or is charmed by you for 1 minute. This touch automatically fails if the undead have more hit dice than your Pure Necromancer level.

You can use a touch attack twice, regaining your uses of it after a long rest.

Deathless Mastery

Starting at 14th level, you achieve the perfection of your undead nature. Your creature type becomes undead and you no longer need to sleep, drink, eat or breathe, and you no longer age and can't be magically aged. You are also immune to poison and necrotic damage and to the poisoned condition.

Finally, you learn a new touch. You can spend two uses of your Death Touches to use this one:

Deathless Master Touch. When you hit a creature of large size or lower with your graft, you can force it to make a Constitution saving throw. On a failed save, the creature dies.
A slain creature automatically animates on the start of your next turn as if created by a Create Undead spell.

Grim Reaper[edit]

Often mistaken by death itself, grim reapers are necromancers specialized in the use of the soul for power and knowledge. They drain the soul of deceased creatures for nefarious reasons, and make use of bladed weapons such as swords and scythes as tools for their craft.

Eyes of Fate

At 3rd level, you can gaze into the creature's future to know the time of its natural death. You always know the time of the natural death of any creature you can see within 60 feet.

In addition, you can the ability to see the time of death to other creatures of your choice, in exchange for time of their life. As an action, you can touch an willing creature, and take any amount of years of natural life that creature wishes to give you, increasing your life time while reducing those of that creature.

Soul Stealing

Starting at 3rd level, you can steal the soul of a creature deceased nearby. Whenever a creature within 60 feet is reduced to 0 hit points, you can suck its soul as a reaction. When you do so, you gain temporary hit points equal to your Pure Necromancer level + your Intelligence modifier.

In addition, you gain 1 soul point each time you use this ability. You can use soul point to fuel some soul stealer abilities, described below. A soul point not spent vanishes after you finish a long rest, as the soul is released to keep its journey.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.

Soulmancy

At 3rd level, you uncover the power of the soulmancy, the ability to use living souls as a source of power. You learn the following soulmancy abilities:

Soul Mask. You can spend 1 soul point to cast a special version of alter self. This version only allow you to assume the form of an humanoid whose soul you have stole.
Soul Reading. You can spend 1 soul point to force the soul of the deceased creature to make a Wisdom saving throw. On a failed save, you can learn the creature's thoughts, as if you had probe deeper with a detect thought's spell.
Stole Vitality. You can use your bonus action and spend any amount of soul points to regain 1d6 hit points per soul point spent.
Blade of Soul Stealing

Starting at 3rd level, when you finish a long rest, you can bond yourself with a melee weapon attack that lacks the heavy or two-handed property. You can have only one Blade of Soul Stealing at any given time.

You become proficient with the weapon, if you aren't already, and can add your Intelligence modifier, instead of Strength or Dexterity, for attacks and damage rolls.

In addition, you can use an action to make a melee weapon attack with this weapon. On a hit, roll your Charged Bolt additional damage and add to the damage of this attack.

Grim Harvest

At 6th level, you become more proficient in stealing souls using your blade of soul stealing. Whenever you reduce a creature to 0 hit points using the blade, you can steal its soul without using a reaction or spending uses of your Soul Stealing feature.

Additionally, whenever you hit a creature with your Blade of Soul stealing, you can any number of soul points to deal additional necrotic damage equal to 1d6 per point spent.

Finally, whenever you take the Attack action with the blade of soul stealing, you can attack twice, instead of once.

Spectral Blade

Starting at 10th level, you can cause your weapon to phase, ignoring the targets defenses and ripping its soul directly. Whenever you make an attack with your Blade of Soul Stealing, you can spend up to 3 soul points, adding +2 to the attack roll per point spent. On a hit, you deal necrotic damage instead of the normal damage.

Soul Consumption

At 14th level, you can try to consume the soul of an creature you strike. When you reduce a creature to 0 hit points with your Blade of Soul Stealing, you can use your reaction to imprison the soul, casting soul cage, without spending a spell slot or components.

This version of soul cage have no duration, lasting until you spend the 6 uses of the soul or until you use this ability again. If you use this ability while you still have uses of the soul cage, the remaining uses are converted in soul points.

You can also spend all 6 uses of the trapped soul as an action, to assume its form, as if you had cast a true polymorph spell. Once you use this ability, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the pure necromancer class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the undead summoner class, you gain the following proficiencies: simple weapons, light armor, undertaker's kit


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