True Necromancer (3.5e Class)
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- 1 True Necromancer
- 1.1 Making a True Necromancer
- 1.2 Campaign Information
Making a True Necromancer
Bonus Language: A necromancer can choose Abyssal as one of its bonus languages.
Soul Magic: Some of the Necromancer’s spells cost HP but can be used as many times per day as the necromancer pleases. If the Necromancer dies from the spell cost, the spell automatically fails.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Undead Dominance, Stolen Life||3||1||—||—||—||—||—||—||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the True Necromancer.
Weapon and Armor Proficiency: Necromancers are not proficient with any weapons or armor.
Learning Spells: Unlike other spellcasters, the Necromancer learns a specific set of spells each level until level 16. The following are the spells they learn with each level, and the hp costs that go with them.
1st— Essence Reap costs no HP cost and cannot be cast if the Necromancer is at full HP. This functions as a ranged touch attack. Animate Dead costs 2d6+10 hp, Unnatural Life costs the same amount., Disrupt Undead costs 1d6+1 hp.
2nd— Control Undead costs 2d6+4 hp, Touch of Fatigue costs 1d6+2 hp, Ghoul Touch costs 1d6+3 hp, Spectral Hand costs 1d6+4 hp.
3rd— Cause Fear costs 1d6+3 hp, Ray of Enfeeblement costs 1d6+4 hp, Necrotic Touch costs 2d6+4 hp, Blindness/Deafness costs 1d6+3 hp.
4th— Scare costs 1d6+4 hp, Gentle Repose costs 1d6+3 hp, Halt Undead costs 1d6+4 hp, Ray of Exhaustion costs 1d6+5 hp.
5th— Bestow Curse costs 3d6+12 hp, Contagion costs 2d6+7 hp, Enervation costs 2d6+8 hp, Fear costs 2d6+8 hp.
6th— Magic Jar costs 2d6+10 hp, Symbol of Pain costs 2d6+10 hp, Waves of Fatigue costs 2d6+7 hp, Blight costs 2d6+7 hp, Create Undead costs 3d6+14 hp.
7th— Eyebite costs 2d6+8 hp, Symbol of Fear costs 2d6+8 hp, Undeath to Death costs 3d6+9 hp, Waves of Exhaustion costs 2d6+9 hp.
8th— Finger of Death costs 3d6+10 hp, Symbol of Weakness costs 2d6+7 hp, Clone costs 4d6+4+8 hp.
9th— Create Greater Undead costs 4d6+20 hp, Horrid Wilting costs 3d6+10 hp.
10th— Create Golem costs 4d6+20 hp.
11th— Circle of Death costs 3d6+8 hp.
12th— Symbol of Death costs 4d6+12 hp.
13th— Astral Projection costs 3d6+10 hp.
14th— Energy Drain costs 3d6+9 hp.
15th— Soul Bind costs 3d6+9 hp.
16th— Wail of the Banshee costs d6+20 hp.
Undead Dominance: A Necromancer has full control of any undead animated/created by them. Gained at level 1.
Stolen Life: The necromancer gains an additional 10 hp at first level.
Undead Resilience: +1 damage reduction at level 3, +2 at level 6, +3 at level 9, +4 at level 12 and +5 at level 15. Essence Trinket: A necromancer can choose an item that they have to fill with up to 30 HP. They can then draw from this to cast spells instead of their own HP. Once the item’s HP is depleted, the Necromancer can spend three hours refilling it.
Deathly State: When below 0 HP at level 11, the necromancer can stay conscious but must still make a saving throw to become stable. These saving throws are considered a standard action. At level 17, all saving throws become a bonus action.
Epic True Necromancer
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
True Necromancer Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a True Necromancer
Other Classes: .
True Necromancers in the World
Daily Life: .
NPC Reactions: .
True Necromancer Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
True Necromancers in the Game
Sample Encounter: .
EL : .