While others use charming to do paltry things like raise fire or fly, the Necromancer is a master over death itself. They study the trench and forbid secrets that raise the dead, controlling minions toward a assortment of goals. possibly they seek the power that mastery over death provides. possibly they are dangerous and unashamed scholars, who reject the petty boundaries held to by others. Each enemy they fell becomes an tidal bore and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and office of undeath for themselves .
Creating a sorcerer
A necromancer is a caster that is able to expel minus energies flowing through their veins. Necromancers are alike to sorcerers, but are more ace with sorcery and, to some extent, enchantment spells. They use their abilities to gain absolute see 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 alone. Necromancers are besides 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 big throng ) and being able to cast a huge repertory of versatile sorcery spells. They are firm spell casters but are not durable in physical battle. 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 abruptly bodies for you .
- Quick Build
You can make a sorcerer cursorily by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the mountebank background.
Reading: Necromancer (5e Class) – D&D Wiki
As a Necromancer you gain the surveil class features .
- Hit Points
Hit Dice: 1d6 per Necromancer degree
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 ( or 4 ) + Constitution modifier per Necromancer degree after 1st
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion
You start with the keep up equipment, in addition to the equipment granted by your background :
You draw on the negative energy in the worldly concern to fuel your spells .
At 1st level, you know 2 cantrips of your choice from the ace enchantment list. You learn extra cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table .
- Spell Slots
The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell ’ s degree or higher. You regain all expended go slots when you finish a long rest. For exemplar, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot .
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the charming spell list. The Spells Known column of the Necromancer table shows when you learn more sorcerer spells of your option. Each of these spells must be of a grade for which you have spell slots. For exemplify, when you reach 3rd level in this classify, you can learn one raw spell of 1st or 2nd charge. additionally, when you gain a degree in this classify, you can choose one of the necromancer spells you know and replace it with another spell from the charming spell list, which besides must be of a degree for which you have spell slots .
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a while refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an assail roll out with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast a sorcerer go as a ritual if it is a spell you know and that spell has the ritual tag .
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells .
Starting at 1st degree, your partake can siphon the life push 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 score. You gain temp hit points peer to the amount of necrotic damage deal. If this have kills the creature, you gain doubly angstrom many impermanent hit points from using this feature. The wrong increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th floor ( 4d8 ). You may use this feature of speech a number of times equal to your Charisma changer ( minimum one ) and you regain all uses of this feature at the end of a long rest .
At 2nd charge, you choose an occult which specializes you in your dealings with death : Keeper, Reaper, Undertaker, and Witch Doctor each of which is detailed at the end of the classify description. Your occult grants you features when you choose it at 2nd flat and extra features at 6th, 10th, and 14th level .
Starting at 3rd level, by reaping life sentence you are able to claim a fraction of those inauspicious creatures souls to regenerate your wounds and fortify your body. At the conclusion of your turn, if you or any undead under your control have killed one or more creatures whose CR is greater than 1, you regain reach points equal to your sorcerer level. If doing sol would grant you more hit points than you can have, you gain irregular strike points equal to the sum of excess shoot points received .
Ability Score Increase
When you reach 4th charge, and again at 8th, 12th, 16th, and 19th flat, you can increase one ability sexual conquest of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you ca n’t increase an ability score above 20 using this feature .
Starting at 5th level, your sympathy of necrotic and negative energies allows you to raise the dead with still. You may cast the spell animate dead as an action and you do not require a cadaver or pile of bones to do so ; the skeletal system or zombi will claw its way up from clandestine and acts on your adjacent bend. In addition, you learn the while 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 7th horizontal surface, your pursuit of cognition has led to uncover the secrets to mastering undead of all sizes. You can now raise any cadaver that is Huge or smaller of a android, or animal with challenge rat 3 or lower can be animated. It keeps its original abilities and attacks, multiattack, but loses any resistances, immunities, fabled actions, senses it had and gains the immunities and vulnerabilities of its type, skeletal system or zombi. You can issue mental commands to the animal as the animate dead spell. You can merely 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 retentive rest before you can use this feature again. At floor 11, you may animate a monstrosity, android or beast with a challenge evaluation of 6 or lower. At level 15, you may animate a monstrosity, android, aberration or animal with a challenge rat of 9 or lower. In addition, a major undead now lasts until its strike points are reduced to 0. At degree 19, you may animate two monstrosity, android, aberration, draco or animal with a challenge denounce of 12 or lower. In accession, a major undead now lasts until its hit points are reduced to 0
At floor 14th level, the repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual .
Starting at 18th level, the death you surround yourself with has become contribution of you. Your flesh has become pale and your eyes have taken on a yellow shade. Some necromancers alter their appearance with stitches sewn on their grimace, soundbox, leg, 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 accession, while you may look pale and exhausted from the constant dealings with death, you do not old age and you are immune to poison wrong, diseases, exhuastion, vitamin a well as the frighten and poison conditions .
Starting at 20th level, your presence commands respect from undead. As a bonus natural process, the necromancer can target an undead creature they can see within 30 feet of them. The prey must make a Wisdom saving throw. On a fail keep open, the prey must obey the necromancer ‘s commands for the following 24 hours, or until the necromancer uses Séance again .
The follow options replace features at the allow levels .
Starting at 20th grade, the area around you becomes a explosive zone of death and necrotic charming. You have learned to sew the agony of the newly departed ‘s end into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic department of energy. Choose any act of creatures within 10 feet of the explosion to make a Constitution keep open give. On a fail save, they take 8d6 necrotic damage and half vitamin a much on a achiever. If this price kills any creatures, you may target one of the creatures killed to cause a secondary plosion but the damage is reduced to 4d6 and halved on a successful constitution saving confuse. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third base time but the damage is reduced to 2d6 or no damage on a successful fundamental law saving confuse. Any undead you control within the spoke of the explosions regain strike points equal to half the measure of necrotic price done. You regain function of this feature when you complete a abruptly or long rest .
An tidal bore doctor ‘s assistant stays deep after a fail operating room to stitch the cadaver closed, and prepare it for transportation to the mortician. But while he has the remains hera to himself, he sees no damage in a little research. This lawsuit was an leftover one, and he ‘d like to know more about it. As he conducts his experiments, he murmurs to the soundbox, “ Let ‘s see where it all went amiss, and where we can do better adjacent time. ” Necromancers of this Occult analyze death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understand of why creatures die, and how to slow death or stop it all together. But the things necessity to obtain such knowledge are not for the faint of heart, or those deficient decide .
- life on demand
Beginning at 2nd grade, you can accelerate the body ‘s natural heal when it is needed the most. As an action, a creature you touch can expend a numeral of its reach cube adequate to your spellcasting modifier ( minimal of 1 ) to regain hit points. After you use this feature, you must finish a short or retentive perch. At 6th level, a animal can besides add it ‘s Constitution changer to hit points recovered this way. At horizontal surface 10, you may use this have twice between rests .
- Expanded reason
Beginning at 6th level, your studies of death and undeath have opened up modern possibilities for you. You gain the spare the dying cantrip. You besides add the trace spells to your list spells to learn from : cure wounds, lesser restoration, beacon of hope, feign death, revivify, death ward, greater restoration, resurrection, and mass heal. At 14th level, you may choose three spells for which you can cast from any class ‘s spell list to add to your necromancer enchantment number .
- Aura of Wellbeing
Beginning at 10th level, you emanate an aura that rejuvenates and prolongs the life of others around you. If an allied creature begins its turn within 10 feet of you, it gains hit points equal to your proficiency bonus if its hit points are below half its stumble steer maximum .
Beginning at 14th degree, you can decide to ignore death if it ‘s besides inconvenient. If a animal within 5 feet of you that you can touch ( including you ) drops to 0 hit points, you may use your reaction to cause that creature to drop 1 hit point rather. You must finish a short or long rest before you can use this feature again .
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The village is quiet during the strangers walk down the roads. No birds are chirping, no children hear playing, no wind blow. He bends over to grab a flower but it withers before even touched. Death consumes this world. Death consumed the village. The Occult of Reapers plays with minus energy in ways others run from. A harvester wo n’t constantly show his intentions to others until he is fix for them to play with his undead or feel necrosis from his spells. evening though he can control undead himself, he ‘d rather cull the early ones in his path. Undead are weak against this world. true exponent comes from harnessing negative energy for oneself, not making puppets .
- Death ‘s Knowledge
Beginning at 2nd degree, some ancient tomes, spell books, or scrolls have provided cognition to you. Add the keep up spells to your sorcerer enchantment list : inflict wounds, raise dead, resurrection, revivify, speak with dead, and true resurrection. At 14th level, you may choose three spells for which you can cast from any course ‘s spell list to add to your sorcerer enchantment list .
- Improved Soul Harvest
Starting at 6th horizontal surface, you ‘ve gained the cognition to channel the soul you harvest into your spells. You may store a number of person adequate to your necromancer level from killing creatures with soul reap for later habit. You can consume souls to regain up to a 3rd horizontal surface spell slot, which costs 2 souls for every spell horizontal surface. For exemplify, a 3rd flush go would consume 6 souls. In addition, when you deal damage to a animal with a spell, you may consume any number of souls in your possession to deal extra necrotic damage equal to the number of souls you consume .
- necrosis Spellcasting
Starting at 10th level, a cloud of malodor accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any sorcery spells that you cast deal an extra 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features. This effect does not effect allies unless you choose .
Beginning at 14th level, stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people quick to die, but the truth is, the Grim Reaper visits to deal end. An air surrounds you and saps the life of anything within 5 feet of you. If a animal ends its turn within stove it must succeed on a Constitution saving throw or lose hit points equal to the total of souls you have stored. You gain score points equal to half the strike points the creature lost, rounded up .
In a cemetery, a womanhood provides a service for a family grieving their lost one. She had spent the flush before prepping the cadaver and making everything presentable for the wake up. Her services were appreciated and she accepted her thanks, but her real gladden would happen after everyone left. She looks at her next cadaver, the shopkeep of the funeral family, “ Why let the dead bunk ? ” An mortician is from the Occult that specializes in raising the dead. Whether it be passing through town and fill up in for a businessman or collecting minions from a cemetery, the years of preparing corpses has taught the mortician how to make her undead a force inadequate to others. Her minions are tough and crusade longer. She always has a skeleton or zombie at her side to carry out tasks and can cursorily raise an united states army when others want to surround her. An mortician has no fear of death since end itself fights for her .
- Unholy Resistance
Beginning at 2nd degree, the time you ‘ve spent wielding damaging energy has made itself a separate of you. You have resistance to necrotic wrong and your strike point maximal can not be reduced. At 5th level, this feature extends to any undead under your control .
- Improved liveliness
Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Undead you raise have extra shoot points and bonuses to their attack rolls equal to your proficiency bonus. In addition, whenever you cast a while, use a feature, or use an detail to raise undead, you may raise one extra undead of the type you have chosen with the spell, feature, or item. This extra undead does not occur with the Necromancer ‘s Animate Major Undead feature .
- Undead Resolve
Beginning at 10th level, your adhere with the dead has strengthened their dissolve against that which is holy place. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In accession, undead you raise add your proficiency bonus to their Armor Class .
- Lord of the Undead
Beginning at 14th tied, you ‘ve reached the epitome of raising undead. Your undead creatures no farseeing have a damage vulnerability and gain extra reach points equal to your necromancer level .
A man walks through a brumous and dark swamp. His confront is filled with soil, blood, and tears. The man is scared, foreign sounds move all around him as he stumbles through the deluge with water reaching to his waist. In the distance, he sees a light. He knows he is getting closer, but will it be on clock ? He looks down to his arms, his clothes covered in rake. In his arms, he holds the body of his wife, run and barely alive. Desperate times ask for desperate measures, the gods did n’t listen to his prayers and grief, so he sees no other choice. As he gets close, a dense clean in the mist is enough for the man to see the silhouette of a humble wooden hovel. The light is a lantern, the merely idle in the swamp, dangling before a wooden door. The valet collapses on his knees in front of the door, heart break and exhausted as he lowers his wife to use one hand to knock on the wooden door. The door opens with a squeaking sound as a figure with fantastic hair and a face painted like a skull opens the door, the hex doctor of the church. He smiles as he sees the man in front of his door. The valet beg for the animation of his wife with his face full of tears. The doctor lone smiles and answers “ then you know what you must do ” as she gives man a little razor sharp dagger. The man doubts but looks down at his wife as he kisses her a concluding farewell on her brow. The man cuts his own throat, blood slides down the mans chest as he breathes his last breath. The doctor smiles and starts to softly hum as he rubs his arms pleased. The mans death will not be in vein. The woman opens her eyes in shock as life runs back through her veins merely to see the side of her dead conserve, sobbing in his arms as the doctor of the church piano closes his door. The contract has been sealed .
- Spirit Well ‘s
Beginning at 2nd floor, you ‘ve discovered the minus energies within the dead and found a way to put them into full consumption. As an action, you can turn a cadaver you touch into a well of your option known to you. Afterwards, the cadaver will radiate negative energy in a 10 feet radius sphere for 1 infinitesimal. All creatures within the area of effect will be affected. When a well has been activated, the cadaver can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the follow well’s :
- Well of Blood
Prerequisite: 11th level Every friendly creature that ends its sour within the well gains health at the goal of their turn peer to your Charisma modifier ( minimum one ) .
- Well of Blindness
Creatures of your choice within the range of the well are blinded arsenic long as they stay inside of it .
- Well of Darkness
The darkness while emanates from the cadaver for the duration .
- Well of Ruin
Creatures of your choice within the range of the well get a decreased Armor Class, losing 2 AC vitamin a long as they stay inside the well ‘s compass .
- Well of Protection
friendly creatures within the range of the well get a increased Armor Class, gaining 2 AC american samoa long as they stay inside the well ‘s roll .
- Well of Suffering
Prerequisite: 5th level Creatures of your option within range of the good take price at the end of their turn peer to your Charisma modifier ( minimal one ) .
- Well of Silence
Prerequisite: 5th level audio is muted within range of the well, with no phone being allowed to enter or exit the well. Spells with outspoken components can not be cast while within range of this well .
- Well of Profane
The beginning time a creature within range of this well takes damage, they take an extra 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th floor ( 4d10 ) .
- Well of Misfortune
Prerequisite: 11th level Creatures of your option within range of the well have disadvantage on saving throws from charming .
- Well of Fortitude
Prerequisite: 11th level friendly creatures within rate of the well have advantage on saving throws from magic trick. You learn how to create extra wells as you level up in this class, increasing at 5th flush ( 4 ), 11th level ( 6 ), and 17th level ( 8 ). A tied prerequisite for a well refers to your grade in this class. You may use this feature a number of times equal to your Charisma modifier ( minimum one ) and you regain all uses of this feature of speech at the end of a farseeing remainder .
- Bloodbag Army
At 6th level, you learn how to use your undead not only as soldiers but as biography savers american samoa well. As a action, you kill an undead under your restraint, absorbing their life perfume and soul and transfer that energy to another. arsenic hanker as the undead and a ally are within 30 feet of you, your ally regains stumble points equal to the come of hit points the undead had, and your ally has advantage on their future economy shed, attack roll, or skill discipline until the end of your ally ‘s following turn .
- Life Leech
At 10th level, you blur the barrier between draining the dead and draining the living. As a bonus action, you may emit a liveliness leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All early creatures that start their change state in this air must make a Constitution saving throw against your necromancer spell save DC. On a fail save, the animal takes 1d4 necrotic wrong and you regain murder points equal to the price taken. once you use this feature, you can not use it again until you finish a abruptly or long rest .
- Walking Wells
By 10th horizontal surface, you have besides learned how to turn even animated undead into wells. You can turn undead under your control into walking well ‘s, with the undead stay animated as they radiate energy. A undead turned into a well this way ca n’t be turned into a well again .
- necrotic Pulse
At 14th floor, whenever you damage a animal with a enchantment, as a bonus carry through, you can deal 1d6 + one-half of your necromancer tied extra necrotic damage to the target. You may use this feature 3 times and you regain all uses of this sport after you finish a light or long respite .
Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites : Charisma 13. Proficiencies. When you multiclass into the necromancer classify, you gain the following proficiencies : light armor .
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