2nd - Necromancy Savant - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
2nd - Grim Harvest - At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
6th - Speaker of the Dead. At 6th level, the necromancer may add speak with dead to their spellbook, if they do not already have it. They may cast it as a ritual. Additionally, when they use this spell, it calls the spirit of the dead creature into the Etheral Plane. Only the necromancer (and any who can see the Etheral Plane) can see and hear this spirit. The necromancer does not need to share a language with the creature and the corpse does not need a mouth to speak (though the spell does require an intact head). Finally, the creature cannot lie to the necromancer, though it's answers will still be brief or cryptic.
10th - Resist Death - Your control over life force affords you some extra health benefits. You no longer require food, water, or sleep (though you still require 8 hours of rest) nor age. This doesn't reverse aging, it has no effect on magical aging, and when you reach the age you should die, roll a d20. If you roll a 1, you will die that year and you know it. Otherwise, add 1d10 years to your life and reroll at the end of that. Additionally, you have advantage on death saving throws and natural 1s only count as a normal failure.
14th - Necrotic Overload - Your mastery of necrotic energy becomes so powerful that you ignore necrotic resistance. Additionally, once per short rest, you can force a target who resist one of your necromatic spells to reroll their save. You must take the second rolls.
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Moved to the correct Forum
The way I am RPing it is that it is dealing with the more spiritual tie between life and death instead of dealing in animating the dead and creating horrible creatures of undeath at higher levels. It plays more like a Mystic Theurge from 3.5 in my opinion. I have had fun playing it thus far and it has unique flavor to it to bring to the table in any game.
The "White Necromancer" is a old class that usually instead of enslaving souls in undead bodies like normal necromancy they would only call for help from those who are willing. Not sure if you knew of this or just used the name without knowing. The original class from 3.5 even used Charisma to convince souls to assist you.
White Necromancer:
2nd - Necromancy Savant - Beginning when you select this school at 2nd level,
the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
2nd - Grim Harvest - At 2nd level, you gain the ability to reap life energy from creatures you
kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher,
you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School
of Necromancy. You don’t gain this benefit for killing constructs or undead.
6th - Speaker of the Dead. At 6th level, the necromancer may add speak with dead to their spellbook,
if they do not already have it. They may cast it as a ritual. Additionally, when they use this spell,
it calls the spirit of the dead creature into the Etheral Plane. Only the necromancer
(and any who can see the Etheral Plane) can see and hear this spirit. The necromancer does not need to
share a language with the creature and the corpse does not need a mouth to speak (though the spell does require an intact head).
Finally, the creature cannot lie to the necromancer, though it's answers will still be brief or cryptic.
10th - Resist Death - Your control over life force affords you some extra health benefits.
You no longer require food, water, or sleep (though you still require 8 hours of rest) nor age.
This doesn't reverse aging, it has no effect on magical aging, and when you reach the age you should die,
roll a d20. If you roll a 1, you will die that year and you know it. Otherwise, add 1d10 years to your life
and reroll at the end of that. Additionally, you have advantage on death saving throws and natural 1s only count as a normal failure.
14th - Necrotic Overload - Your mastery of necrotic energy becomes so powerful that you ignore
necrotic resistance. Additionally, once per short rest, you can force a target who resist one of
your necromatic spells to reroll their save. You must take the second rolls.
This is freaking awesome. Thanks for sharing.
Thanks so much!
This Subclass is amazing.
I like this take on the subclass.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Thank you so much for sharing this! I have as well played this character and fell in love with such.
this has made my day!
Cool and unique spin on a classic subclass, I don't get the "white" part though.
Mystic v3 should be official, nuff said.
The way I am RPing it is that it is dealing with the more spiritual tie between life and death instead of dealing in animating the dead and creating horrible creatures of undeath at higher levels. It plays more like a Mystic Theurge from 3.5 in my opinion. I have had fun playing it thus far and it has unique flavor to it to bring to the table in any game.
The "White Necromancer" is a old class that usually instead of enslaving souls in undead bodies like normal necromancy they would only call for help from those who are willing. Not sure if you knew of this or just used the name without knowing. The original class from 3.5 even used Charisma to convince souls to assist you.
Class looks solid though.