I was somewhat dissatisfied by the narrow range of Necromantic abilities and traits so, as a result (and because I'm running one of my own), I present the Bonelord for your consideration.
The idea behind the Bonelord is that they do not create Zombies at all, only Skeletons. This focus has enabled them to get much better at the shaping and sculpting of bone. It has also enabled them to resist the powers of other Necromancers and destroy their creations.
The Bonelord is a subclass of Wizard devoted to the reanimation and reconstruction of skeletal creatures and devices. The class is part Wizard (as the Bonelord gains power through careful study of magical spells and lore), part Cleric (the Bonelord's knowledge of how reanimated creatures work aids him in defeating the constructs of others) and part Artificer (since the Bonelord spends considerable time and energy creating and refining the mechanical aspects of their creations).
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion
Bone Harvester
At level 1 the Bonelord begins working with the bones he or she acquires through their career. They always have a few of these lying around, even when they're not actively working on a project. As an Action, the Bonelord can shape the bones in his possession into any single weapon with which he or she is proficient, though it may do no more than 1D6 damage. The damage maximum is increased to 1D8 at level 10 and 1D10 at level 15. The weapon falls to pieces if it is moved more than 5' from the Bonelord or after 1 minute has passed. The Bonelord can do this once per long or short Rest per point of Int Modifier they have.
The Bonelord may also shape bones into a useful tool such as Thieves' Tools. Again, they must be proficient with the tools in question in order to shape them.
The Bonelord is automatically proficient with Woodcarver's tools and may use these tools to carve bone as well.
Studious
Beginning at level 3, the Bonelord will pay half as much gold and time to copy any Necromantic spell.
At this level, the Bonelord can shape bone into items that they can see clearly. In this way a simple piece of jewelry or even a key can be copied. Note that the item still resembles ivory or bone upon close inspection unless some other means can be found to change the appearance. This takes an Action as well as a Dexterity check with the DC determined by the DM based on the object. (Most keys should be DC 10-15 while a very fine brooch might be DC 20.)
Journeyman Necromancer
At level 5 the Bonelord gains the Animate Dead spell if they do not already have it. Note that the Bonelord cannot create Zombies, only Skeletons. Also at level 5 the Bonelord may use his knowledge of reanimation magic to strike down Undead creations other than his own. As an Action, the Bonelord attempts to counter the magic of any Undead with a 30' of himself. Use the Clerical Destroy Undead chart in the PHB (pg 59) versus the target's CR to determine which Undead are affected. All affected Undead caught in the radius must make a Wisdom Save or crumble to dust. Note that the Bonelord cannot turn enemy Undead, only destroy them.
Superior Construction
At 6th level the Bonelord may improve the quality of his creations, rather than simply making more of them. Beginning at this level, any skeletal creatures animated by the Bonelord will have their max hit points raised by 1 per Wizard level of the Bonelord. Such creatures will also gain the Bonelord's Proficiency level to their damage rolls.
Skeletal Protection
Beginning at level 8 the Bonelord may use bones to craft several different kinds of defensive creations for himself. The first of these is a suit of bone armor which acts as Medium armor with an AC base of 14. The AC may be improved by Dexterity but only to a limit of +2. The Bonelord is automatically Proficient with this armor even if they do not otherwise possess Medium Armor Proficiency. The armor weighs 20 pounds and will cause a Disadvantage to Stealth checks while worn. Creating the armor requires 20 pounds of bones and takes an Action. The armor disappears when the Bonelord is rendered unconscious, dies, wills it away as a Bonus Action or one minute passes. The Bonelord may summon the armor once per long rest per point of their Intelligence Modifier.
Alternately, the Bonelord may construct either a single Skeletal Guardian or two smaller Skeletal Hounds. The Guardian uses the same stat block as the Skeleton (pg. 310 in the PHB) except that it has 25 Hit Points and attacks twice per round with each attack doing 1d8+2 damage. The two Hounds use the Skeleton stat block except that their Move is 40 ft. and their attack is a bite for Crushing damage instead of the Piercing damage listed. Either the Guardian or the Hounds will remain for 8 hours or until dismissed by the Bonelord. However, the Bonelord may have either the Guardian, the Hounds OR the skeletal armor listed above, but no more than one at a time. The Guardian or the Hounds count against the Intelligence Modifier limit for summoning the armor (so an Int 18 character may summon the armor, or the Guardian, or the Hounds in any combination up to 4 times per long rest).
Power Sharing
Beginning at 10th level the Bonelord can grant a portion of their own vitality to their creations, boosting their strength. Each time a reanimated creature is created, whether it is through the Animate Dead spell, the Create Undead spell, or the creation of a Guardian or Hounds, the Bonelord may willingly reduce his Hit Points and max Hit Points by 1 per point of Int Modifier they have. For each point so used, the animated creature gains 1 additional Hit Point as well as +1 to hit. Note that in cases where multiple creatures are animated (such as two Hounds or three Skeletons from Create Undead), this price must be paid per creature.
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I was somewhat dissatisfied by the narrow range of Necromantic abilities and traits so, as a result (and because I'm running one of my own), I present the Bonelord for your consideration.
The idea behind the Bonelord is that they do not create Zombies at all, only Skeletons. This focus has enabled them to get much better at the shaping and sculpting of bone. It has also enabled them to resist the powers of other Necromancers and destroy their creations.
The Bonelord is a subclass of Wizard devoted to the reanimation and reconstruction of skeletal creatures and devices. The class is part Wizard (as the Bonelord gains power through careful study of magical spells and lore), part Cleric (the Bonelord's knowledge of how reanimated creatures work aids him in defeating the constructs of others) and part Artificer (since the Bonelord spends considerable time and energy creating and refining the mechanical aspects of their creations).
Name: Bonelord
Primary Class: Wizard
Hit Die: D8
Saves: Con/Int
Proficiencies: Lt Armor, Simple Weapons, Smith's Tools, Jeweler's Tools
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature and Religion
Bone Harvester
At level 1 the Bonelord begins working with the bones he or she acquires through their career. They always have a few of these lying around, even when they're not actively working on a project. As an Action, the Bonelord can shape the bones in his possession into any single weapon with which he or she is proficient, though it may do no more than 1D6 damage. The damage maximum is increased to 1D8 at level 10 and 1D10 at level 15. The weapon falls to pieces if it is moved more than 5' from the Bonelord or after 1 minute has passed. The Bonelord can do this once per long or short Rest per point of Int Modifier they have.
The Bonelord may also shape bones into a useful tool such as Thieves' Tools. Again, they must be proficient with the tools in question in order to shape them.
The Bonelord is automatically proficient with Woodcarver's tools and may use these tools to carve bone as well.
Studious
Beginning at level 3, the Bonelord will pay half as much gold and time to copy any Necromantic spell.
At this level, the Bonelord can shape bone into items that they can see clearly. In this way a simple piece of jewelry or even a key can be copied. Note that the item still resembles ivory or bone upon close inspection unless some other means can be found to change the appearance. This takes an Action as well as a Dexterity check with the DC determined by the DM based on the object. (Most keys should be DC 10-15 while a very fine brooch might be DC 20.)
Journeyman Necromancer
At level 5 the Bonelord gains the Animate Dead spell if they do not already have it. Note that the Bonelord cannot create Zombies, only Skeletons. Also at level 5 the Bonelord may use his knowledge of reanimation magic to strike down Undead creations other than his own. As an Action, the Bonelord attempts to counter the magic of any Undead with a 30' of himself. Use the Clerical Destroy Undead chart in the PHB (pg 59) versus the target's CR to determine which Undead are affected. All affected Undead caught in the radius must make a Wisdom Save or crumble to dust. Note that the Bonelord cannot turn enemy Undead, only destroy them.
Superior Construction
At 6th level the Bonelord may improve the quality of his creations, rather than simply making more of them. Beginning at this level, any skeletal creatures animated by the Bonelord will have their max hit points raised by 1 per Wizard level of the Bonelord. Such creatures will also gain the Bonelord's Proficiency level to their damage rolls.
Skeletal Protection
Beginning at level 8 the Bonelord may use bones to craft several different kinds of defensive creations for himself. The first of these is a suit of bone armor which acts as Medium armor with an AC base of 14. The AC may be improved by Dexterity but only to a limit of +2. The Bonelord is automatically Proficient with this armor even if they do not otherwise possess Medium Armor Proficiency. The armor weighs 20 pounds and will cause a Disadvantage to Stealth checks while worn. Creating the armor requires 20 pounds of bones and takes an Action. The armor disappears when the Bonelord is rendered unconscious, dies, wills it away as a Bonus Action or one minute passes. The Bonelord may summon the armor once per long rest per point of their Intelligence Modifier.
Alternately, the Bonelord may construct either a single Skeletal Guardian or two smaller Skeletal Hounds. The Guardian uses the same stat block as the Skeleton (pg. 310 in the PHB) except that it has 25 Hit Points and attacks twice per round with each attack doing 1d8+2 damage. The two Hounds use the Skeleton stat block except that their Move is 40 ft. and their attack is a bite for Crushing damage instead of the Piercing damage listed. Either the Guardian or the Hounds will remain for 8 hours or until dismissed by the Bonelord. However, the Bonelord may have either the Guardian, the Hounds OR the skeletal armor listed above, but no more than one at a time. The Guardian or the Hounds count against the Intelligence Modifier limit for summoning the armor (so an Int 18 character may summon the armor, or the Guardian, or the Hounds in any combination up to 4 times per long rest).
Power Sharing
Beginning at 10th level the Bonelord can grant a portion of their own vitality to their creations, boosting their strength. Each time a reanimated creature is created, whether it is through the Animate Dead spell, the Create Undead spell, or the creation of a Guardian or Hounds, the Bonelord may willingly reduce his Hit Points and max Hit Points by 1 per point of Int Modifier they have. For each point so used, the animated creature gains 1 additional Hit Point as well as +1 to hit. Note that in cases where multiple creatures are animated (such as two Hounds or three Skeletons from Create Undead), this price must be paid per creature.