Base Class: Wizard
A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths.
Dread Necromancer Quirks
At your option, you can pick from or roll on the Dread Necromancer Quirks table to create a quirk for your character.
1d8 Quirks
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Domesticated animals are afraid of you and react badly to you.
- You are always icy cold to the touch.
- You are always icy cold to the touch.
- You barely bleed, even when badly injured.
- Your heart beats once per minute. This event sometimes surprises you.
- You have trouble remembering that living creatures and corpses should be treated differently.
- You blinked. Once. Last week.
-
Your eyes have turned completely white or black.
Charnel Touch
Negative energy flows through a dread necromancer's body, concentrating in her hands. As action, once per round, she can make a melee touch attack against a living foe that deals 1d8 points of necrotic damage. This touch heals undead creatures, restoring 1d8 hit point per touch.
Additionally, from 6th level a necromancer can use this skill as a bonus action to add this ability damage to any touch spell from the necromancy school.
This ability doesn't require any component and cant be counterspelled.
This ability damage increases by 1d8 when you reach 6th level (2d8), 12th level (3d8), and 18th level (4d8), but as a healing ability it increases by 2, 6th level (1d8+2), 12th (1d8+4), and 18th level (1d8+6)
Lich Body
Starting at 6nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm.
From now on, the necromancer becomes immune to diseases the poison effect and cannot be paralyzed.
In addition, the necromancer's appearance begins to resemble the undead, even confusing them. Undead with intelligence equal to or less than 6 ignore you unless provoked. From 10th level Undead intelligence necessary to pay attention to you increse to 10.
From 12th level, your body become even more resemble to undead. You gain resistance to piercing, slashing and bludgeoning damage from non magical attacks, and resistance to necrotic and poison damage.
From 20th level your body can be heald with use of your chanel touch ability.
Necromantic Powers
From 6th level, you can use your necrotic energyto change your body. This changes grants you new power. You can chose two of listed abilities and one additional on 12th level:
- Bone armour - Necromancer covers her body with numerous bones witch increse her AC. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. In return you have disadvantage on all acrobatic checks.
- Life and death - Necromancer lern how to use her necrotic powers to grand her additional durability. Every time you cast a spell of 1st or higher level of necromancy school, you gain temporary HP equal to your Inteligence modifier.
- Ghoulish arm - Necromancer replace one of her arm with the limb of an undead. You can change your channel touch damage in to paralizys effect. Touched living creature must make constitution saving throw against your spell DC or its paralyzed for 1d4 turns. You can use this ability times equal to your inteligence modifier (minimum 1). To take this ability you must have at least one of your original hands.
- Fear aura - Dread Necromancer use her energy to burst wave of fear. You can chang your channel touch in to 15ft radius wave of energy. All living creatures in range must make charisma saving throw or become frightened for 1d4 turns. You can use this ability times equal to your inteligence modifier (minimum 1).
- Shadow arm - Necromancer use her power to cover permamently one with her arms with shadow like smoke. You can change your channel touch damage in to drain effect. On succesful attack on living creature you reduce target's constitution score by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. You can use this ability times equal to your inteligence modifier (minimum 1). To take this ability you must have at least one of your original hands.
- Lich powers - Necromancer make another step in to becoming undead. Every time you cast spell from necromancy school or use channel touch ability you can add your inteligence modifier as a necrotic damage.
- Vampiric clavs - Necromancer replace one of her arm with the limb of an undead. From now every time you land successful attack with your chanel touch you heal 2, 4 or 6 hp respectively to your chanel touch healing abiity. To take this ability you must have at least one of your original hands.
From now on you are more dead than alive to other living things. You have disadvantage on all persuasion checks, but have advantage on all intimidation checks against living creatures.
Advanced Learning
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spells you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip.
The chosen Spells count as Wizard Spells for you but must be from Necromancy school. This spells are always prepared for you, and dont count for your maximum prepared spells.
You learn one additional Spell from any class at 14th level and again at 18th level.
In addition, twice per day you can use an action, you use your unholy powers and speak a words of evil to the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Previous Versions
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Cant use any of the lvl 6 or twelve class features
lol yeah
what is 6nd