Wizard
Base Class: Wizard

A necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds, and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poisons, and affecting opponents with fear, fatigue, exhaustion, pain, life drain, or even gaining mindless supporters through the use of enchantment magic to charm and dominate.

A necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.

Unholy Matrimony

Ritualistic Casting

You can cast a necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag.

Life Tap

Your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.

Soul Harvest

You can also harvest the souls of those you kill.  By reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Unholy Resistance

Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 6th level, this feature extends to any undead under your control.

 

Death's Puppeteer

Spontaneous Unburial

Starting at 6th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.

Animate Major Undead

Beginning at 6th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.

Improved Animate Undead

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Skeletons and zombies you raise have additional hit points and bonuses to their melee attack rolls equal to your proficiency bonus. In addition, whenever you cast a spell or use a feature or item to raise undead, you raise one additional skeleton or zombie.

Wizard of Death

 Necrotic Spellcasting

Starting at 10th level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features.

Undead Resolve

Beginning at 10th level, your bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their Armor Class.

Ritualistic Unburial

At level 10th level, the repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual.

Lord of the Undead

Hell Raiser

Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.

Macabre

Starting at 14th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Previous Versions

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3/26/2019 8:01:58 PM
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