Why wouldn’t they be? It just allows spells to be divided into categories. Cleric and Druid spells that Wizards don’t have access to are also divided into schools. The fact that wizard subclasses were just school based was kind of lame because not all schools were created equally. On topic of this thread the Necromancy was one of the worst designed schools in 2014, but is popular in fiction, so some people would try to make it work anyway.
As a DM, this is disturbing. I don't want to create a villain from the old books with my players playing with the new abilities. I want to build the villain with the new abilities as well. It feels like they are stretching it out to sale more books instead of giving it to the players up front. It feels like they don't trust their future content so they are making it where people have to buy new books to gain what was readily available in the 2014 PHB.
yeap, will be required to purchase another BOOK and pay for online Beyond that they own for a fake digital copy in order to access the missing school subclasses. sad.
yeap, will be required to purchase another BOOK and pay for online Beyond that they own for a fake digital copy in order to access the missing school subclasses. sad.
There's absolutely nothing stopping you from using the old subclasses.
I'm using the old subclass with some flavoring from the new subclasses and making my own. It will all work out in the end, it is just annoying to have to put the extra work in, because they didn't want to include it in the new PHB
the missing 4 schools are 2014 rules. so if u buy player handbook 2024 you would have to buy player handbook 2014. 2024 player handbook should had all 8 or more schools. they half azz the classes.
the 2104 Necromance ris still viable and comp[atible, If a subclass/spell/feature etc has not been REWRITTNE it is still compatible and CORE, for all intents and purposes. 2014 Necromance ris still viable, Swashbuckle rofr Thieve sis sitll viable, the wer enot taken away, they jsut havent given them the 2024 treatment yet.
problem is, you have to then also PURCHASE the 2014 PHB. so what spells will you use? legacy or 2024 versions? kind of freaken pointless if you wanted to do just 2024 version of the game.
Anyone who is new to DND and starting with 2024 isn’t going to be worried about the necromancer subclass. If the first book they purchased was PHB2024 then they aren’t going to purchase 2014 for the old subclasses. The lack of a necromancer update is a problem for players making the transition. But it’s not a problem because old subclass still works with the 2024 wizard. You use the newest spells.
Anyone who is just now switching to dndbeyond, but use to play pen and paper is probably okay sticking to pen and paper. That is a very small number of people who played pen and paper necromancer or wanted to play a just wanted to play necromancer in 2014 and now are switching to dndbeyond for 2024 that only own physical books for 2014. I’m pretty sure they would have no problem continuing to play pen and paper. Or honestly they could add the 2014 necromancer to dndbeyond homebrew. Its features aren’t even that hard to replicate. It would take them less than 30 mins to do it.
I took a shot at updating Necromancer for 2024. I don’t have anyone playing one right now, so none of this is tested nor will it get tested anytime soon.
Necromancy Savant
Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots
Undead Familiar
You add the Find Familiar Spell to your spellbook if you don’t already have it. If you already have it you add another wizard spell of a level you can cast to your spell book. When you cast the Find Familiar, you choose one of the normal forms for your familiar or one of the following special forms: Crawling Claw, Skeleton, or Zombie. No matter what form you choose you may choose to make your familiar creature type Undead. Additionally if your familiar is Undead it gains temporary HP equal to your wizard level. lf your Undead Familiar is within 100ft when you cast a Necromancy spell you may choose to have the spell originate from the familiar’s space as if it cast the spell.
Undead Thralls
At 6th level, you add the summon undead spell to your spellbook if it is not there already. If it is already there you add another wizard spell you can cast. When you cast summon undead you can summon two undead spirits instead of one. You decide if they are the same type or different types found in the undead spirit stat block. Both spirits act right after your turn, and each are summoned with half their maximum hit points.
Additionally whenever you create or summon an undead creature using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
If the creature is within 100ft of you it can be used as if it were your Undead Familiar for the purpose of seeing and hearing through its senses, and a casting necromancy spell originating from its space.
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. When you prepare an evocation spell or illusion spell you can decide to alter it to instead prepare a school of necromancy version of that spell. Any damage becomes necrotic for the spell, and all other effects of the spell are unchanged. You may choose to prepare both the normal version of the spell and the necromancy version, each would count against the number of spells you can prepare. You can not copy the altered necromancy version of a spell onto a scroll or into a spellbook.
Undead Mastery
Starting at 14th level, Necromancy spells you cast ignore resistance to necrotic damage. You also gain the ability to temporarily turn any corpse into an undead creature under your control. As a magic action you touch the remains of a creature that was not a construct and expend a spell slot. The creature rises as an undead version with 4 times the level of spell slot expended hit points. It uses its normal stat block, but it can't speak, use any spells, legendary actions, or legendary resistances and its hit point maximum is equal to 4 times the spell level used to animate it. If the creature is reduced to 0 hit points, one hour passes, or you use this ability again the magic wears off and this ability can’t be used on the same remains for 24 hours.
Starting at 14th level, Necromancy spells you cast ignore resistance to necrotic damage. You also gain the ability to temporarily turn any corpse into an undead creature under your control. As a magic action you touch the remains of a creature that was not a construct and expend a spell slot. The creature rises as an undead version with 4 times the level of spell slot expended hit points. It uses its normal stat block, but it can't speak, use any spells, legendary actions, or legendary resistances and its hit point maximum is equal to 4 times the spell level used to animate it. If the creature is reduced to 0 hit points, one hour passes, or you use this ability again the magic wears off and this ability can’t be used on the same remains for 24 hours.
This seems exploitable and overly situational. I think there needs to be a cr limit on it.
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but the school listings are STILL on the spells
And are pretty vestigial. Did anyone ever play transmuters in 5e?
Caleb Widowgast was a transmuter, no?
Thank you for your time and please have a very pleasant day.
Why wouldn’t they be? It just allows spells to be divided into categories. Cleric and Druid spells that Wizards don’t have access to are also divided into schools. The fact that wizard subclasses were just school based was kind of lame because not all schools were created equally. On topic of this thread the Necromancy was one of the worst designed schools in 2014, but is popular in fiction, so some people would try to make it work anyway.
As a DM, this is disturbing. I don't want to create a villain from the old books with my players playing with the new abilities. I want to build the villain with the new abilities as well. It feels like they are stretching it out to sale more books instead of giving it to the players up front. It feels like they don't trust their future content so they are making it where people have to buy new books to gain what was readily available in the 2014 PHB.
yeap, will be required to purchase another BOOK and pay for online Beyond that they own for a fake digital copy in order to access the missing school subclasses. sad.
There's absolutely nothing stopping you from using the old subclasses.
pronouns: he/she/they
I'm using the old subclass with some flavoring from the new subclasses and making my own. It will all work out in the end, it is just annoying to have to put the extra work in, because they didn't want to include it in the new PHB
at the moment if you play 2024 you CAN'T. the idea that we have to WAIT for additional books to allow it is BS.
You absolutely can. It's stated quite clearly in the 2024 rules that you can use the old subclasses that haven't been updated.
pronouns: he/she/they
the missing 4 schools are 2014 rules. so if u buy player handbook 2024 you would have to buy player handbook 2014. 2024 player handbook should had all 8 or more schools. they half azz the classes.
the 2104 Necromance ris still viable and comp[atible, If a subclass/spell/feature etc has not been REWRITTNE it is still compatible and CORE, for all intents and purposes. 2014 Necromance ris still viable, Swashbuckle rofr Thieve sis sitll viable, the wer enot taken away, they jsut havent given them the 2024 treatment yet.
problem is, you have to then also PURCHASE the 2014 PHB. so what spells will you use? legacy or 2024 versions? kind of freaken pointless if you wanted to do just 2024 version of the game.
Anyone who is new to DND and starting with 2024 isn’t going to be worried about the necromancer subclass. If the first book they purchased was PHB2024 then they aren’t going to purchase 2014 for the old subclasses. The lack of a necromancer update is a problem for players making the transition. But it’s not a problem because old subclass still works with the 2024 wizard. You use the newest spells.
if you only have the 2024 PHB in Beyond then you are not going to have access to the legacy schools.
Anyone who is just now switching to dndbeyond, but use to play pen and paper is probably okay sticking to pen and paper. That is a very small number of people who played pen and paper necromancer or wanted to play a just wanted to play necromancer in 2014 and now are switching to dndbeyond for 2024 that only own physical books for 2014. I’m pretty sure they would have no problem continuing to play pen and paper. Or honestly they could add the 2014 necromancer to dndbeyond homebrew. Its features aren’t even that hard to replicate. It would take them less than 30 mins to do it.
just wait until they dont allow any new 2014 digital purchases of PHB
I took a shot at updating Necromancer for 2024. I don’t have anyone playing one right now, so none of this is tested nor will it get tested anytime soon.
Necromancy Savant
Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots
Undead Familiar
You add the Find Familiar Spell to your spellbook if you don’t already have it. If you already have it you add another wizard spell of a level you can cast to your spell book. When you cast the Find Familiar, you choose one of the normal forms for your familiar or one of the following special forms: Crawling Claw, Skeleton, or Zombie. No matter what form you choose you may choose to make your familiar creature type Undead. Additionally if your familiar is Undead it gains temporary HP equal to your wizard level. lf your Undead Familiar is within 100ft when you cast a Necromancy spell you may choose to have the spell originate from the familiar’s space as if it cast the spell.
Undead Thralls
At 6th level, you add the summon undead spell to your spellbook if it is not there already. If it is already there you add another wizard spell you can cast. When you cast summon undead you can summon two undead spirits instead of one. You decide if they are the same type or different types found in the undead spirit stat block. Both spirits act right after your turn, and each are summoned with half their maximum hit points.
Additionally whenever you create or summon an undead creature using a necromancy spell, it has additional benefits:
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. When you prepare an evocation spell or illusion spell you can decide to alter it to instead prepare a school of necromancy version of that spell. Any damage becomes necrotic for the spell, and all other effects of the spell are unchanged. You may choose to prepare both the normal version of the spell and the necromancy version, each would count against the number of spells you can prepare. You can not copy the altered necromancy version of a spell onto a scroll or into a spellbook.
Undead Mastery
Starting at 14th level, Necromancy spells you cast ignore resistance to necrotic damage. You also gain the ability to temporarily turn any corpse into an undead creature under your control. As a magic action you touch the remains of a creature that was not a construct and expend a spell slot. The creature rises as an undead version with 4 times the level of spell slot expended hit points. It uses its normal stat block, but it can't speak, use any spells, legendary actions, or legendary resistances and its hit point maximum is equal to 4 times the spell level used to animate it. If the creature is reduced to 0 hit points, one hour passes, or you use this ability again the magic wears off and this ability can’t be used on the same remains for 24 hours.
Of course, I company will refuse to let people pay them!
This seems exploitable and overly situational. I think there needs to be a cr limit on it.