Base Class: Wizard
the undead king has left a gift upon the world for the one who finds it will be his chosen successor
After you've found and used a relic that was left behind, you were gifted by having gained knowledge of the undead king, you will learn to use these gifts over time to become heir to the throne of the undead king.
He doesn't care who you are or were, before you found his relic, only that you're next in line to follow him towards godhood as you will eventually do for your successor but only if you're able to get to the throne for those who fail this challenge shall be welcomed with open arms as death does all and the relic shall take a new form in order to find the next candidate for the throne.
This build was made for story purposes for my own necromancer at the discretion of my DM.
This build is not finished and it would be nice to make it more complete, input is welcome and things may be subjugated to change.
this is my first homebrew subclass i made and some features were taken and changed from other builds to make it more fitting and balanced.
Spellcasting Ability
Death always has been a friend to everyone for it doesn't judge you and greets you with a true smile.
Charisma becomes your spellcasting ability for your wizard spells. You use your Charisma whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell Attack modifier = your proficiency bonus + your Charisma modifier.
Death's restraint
Learning to control death is no easy task therefore you are limited in the amount of undead you can control at a time.
Beginning at 2nd level you're only able to summon as many undead equal to the amount of party members (including yourself ).
This will change at 12th level.
At the beginning of 12t level: you've become accustomed to controlling the dead and are no longer bound to any restraints.
Life from Death
Beginning at 2nd level, Once per turn when you or an undead under your control kills one or more creatures, you regain hit points equal to your (proficiency + charisma modifier + half your necromancer level rounded down to a minimum of 1) double this if it was a spell you've cast that belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Gift of death
Beginning at 2nd level, ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: inflict wounds, revivify, speak with dead, commune "with dead", raise dead, resurrection, and true resurrection
The gold and time you must spend to copy an necromancy spell into your spellbook is halved.
Beginning at 5th level, you may add three spells from any class spell list for which you can cast to your wizard spell list.
Death's Raiment and Scythe
Beginning at 2nd level, An ethereal black robe has been bestowed upon you. It materializes as a regular black frayed cloak draped around your person with flowing sleeves and coattails. Your AC becomes equal to [10 + Charisma modifier + Dexterity modifier]. It can be taken off, but cannot be lost or permanently destroyed. Should it go more than 30 feet from your person, it will appear back around your shoulders; if managed to be destroyed, it will reappear around your shoulders after a Short Rest. These qualities are permanent. Your garb gains the additional following properties at the following later levels:
- Beginning at 4th Level: The cloak now seems more well-kept. It now grants proficiency in Stealth checks.
- Beginning at 6th Level: You are able to give off an ominous aura visible to the naked eye as an black fog that spreads along the floor, when using this you gain advantage on intimidation rolls.
- Beginning at 10th Level: As long as the cloak is worn, you are able to comfortably tolerate Extreme Cold and Extreme Heat environments as per the DMG. This confers complete protection in these environments resulting in no Constitution save for these environments.
Also, you gain proficiency with scythes and are able to use them as a spellcasting focus
Necrotic Spellcasting
At 10th level, the power of Death within your body grows stronger and accompanies the spells that you cast. 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.
Undying loyalty
At 10th lvl, As your power of death grows so does your control over the undead, undead raised by animate undead are now indefinitely under your control.
Exhume greater undead
Beginning at 6th level You are now able to create Undead Minions out of corpses of large and huge humanoids,
this changes at 11th and 15th level
- Beginning at 11th level; you can now raise creatures
- Beginning at 15th level; you can now raise monstrosity's
- Beginning at 18th level; you can now raise an undead of gargantuan size
The maximum CR of creatures you can raise becomes equal to your Necromancer level plus your charisma modifer.
You can only control one Huge or Gargantuan undead at a time.
After using this feature to raise a huge or gargantuan you cannot use this feature again until you finish a long rest.
(creatures raised by ''finger of death'' are exceptions to the size and once per day rule)
Heir to the throne
at 14th level, Your very pressence demands respect from the dead and none can defy you.
when near an undead the undead must make a wisdom saving throw in order to resist. those who have failed this roll will bow before you and obey your commands. they retain their personallity and are able to convey with you in order to express their opinions about situations trying to convince or advice you what they think would benefit you the most.
Those who have succeeded their saving throw are aware of whom you are, and are more willing to converse with you.
Higher ranking undead do tend to demand to be treated better than those below them.
The CR determines the rank
- CR 1/8 - CR 5 Soldier
- CR 6 - 10 Lieutenant
- CR 10-15 Captain
- CR 16-20 General
- CR 20+ Marshal
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Posted Jun 9, 2019I do like the concept but I have a few of issues with it there.
First: Life from Death. being healed for each kill is a bit strong for a level 2 ability, I would recommend Temporary hit points instead.
otherwise if you do keep it as a heal I would recommend regaining health equal to your Wizard level, no proficiency bonus or Cha.
Second: Exhume Greater Undead. The maximum CR of the monsters being equal to your Necromancer level + Charisma mod... is a bit over powered.
personally if I was to play this Charisma will be the main go to stat so at level 8, being able to gain a CR 13 creature as a minion.
Probably put it to equal to Necromancer level without the Charisma
Third:Heir to the Throne. a Save or Die situation... what I mean is that if they fail the once there is no follow up save for example once every 24 hours
you could put it as if the undead would naturally be unwilling after failing that they could try to save that way the lesser unintelligent undead will stay under your service but a Lich will attempt to break free every time they got the chance
(Mind you a Lich is immune to charm condition and has Legendary Resistance which you get fellow party members to burn through before getting close to it).
Better example is probably a Vampire Spawn since they don't have the Resistance but have an 11 Int.
On top of that is the Heir to the Throne feature a charm effect?
Other than those main problems I have it sounds like a good