Dark Necromancer (5e Class)

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Dark Necromancer

Class Features

As a Dark Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Dark Necromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dark Necromancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Scythes
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from: History, Insight, Persuasion, Religion, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any other simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor and a dagger

Table: The Dark Necromancer

LevelProficiency
Bonus
FeaturesSoul Point
1st+2Undead Affinity, Master of Mortality-
2nd+2Enslaver of Souls, Life Tap2
3rd+2Otherworldly Weapon3
4th+2Ability Score Improvement4
5th+3Soulfire6
6th+3Spontaneous Unburial7
7th+3Animate Major Undead8
8th+3Ability Score Improvement9
9th+410
10th+4Macabre12
11th+4Killing Finger13
12th+4Ability Score Improvement14
13th+515
14th+5Grim16
15th+5Séance18
16th+5Ability Score Improvement19
17th+620
18th+6Grim Harvest21
19th+6Ability Score Improvement22
20th+6Master of Death24

Soul Points

Soul Points are consumables for the necromancer. Soul Points do not come back after a long rest. Soul Points are instead earned when the necromancer collects souls from dead foes.

Undead Affinity

Undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain resistance to necrotic and poison damage and do not need to eat or sleep.
However, you can still be put to sleep by magic (unless stated otherwise by racial feats).

Master of Mortality

The Dark Necromancer may immediately choose to learn either the cantrip Spare the Dying or Toll the Dead.

Enslaver of Souls

This is a passive skill for the necromancer.
Whenever the necromancer or an ally defeats a foe with a soul, the necromancer absorbs the soul for 2 soul points.
Undead give 1 soul point.

Life Tap

The necromancer can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + <Int modifier> on a hit. It costs 1 Soul Point to cast.
You gain hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many hit points.
Damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Otherworldly Weapon

The necromancer can summon a scythe in 1 action, however, 1d12 necrotic damage is taken when summoning this weapon.
Attack rolls and damage bonuses for this weapon are from the player's <Int modifier> instead of strength.
So long as the Necromancer is in contact with the ground, they may simply reach into the ground and pull this weapon back to their hands as a bonus action no matter where the weapon was in the mortal plane.
This weapon deals 1d6 necrotic damage and applies the status "Marked for Death".
(At level 7 the damage of this weapon increases to 2d6, 3d6 at the 13th, 4d6 at the 20th)

Marked For Death Status: A living creature that has been ”marked for death” by the necromancer has already begun to have it’s very soul ripped out and captured. The next time they would take damage from the necromancer, they take additional necrotic damage equal to the Dark Necromancers <Wis modifier> + <Int modifier>.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soulfire

To cast this, you must use 2 Soul Points. You then call forth the tormented soul in a spectral form, wreathed in flames of another world and command it to attack a visible enemy within 30-ft of the Dark Necromancer.
This tormented soul cannot be destroyed.
Each round the Dark Necromancer may command the tormented soul to attack a new target using the attack characteristic below as a standard action.
The tormented soul is not mortal, thus an additional 1 Soul Point must be consumed to stay in the mortal realm for another action.
The tormented Soul attack twice per turn, and deals 1d6 + <Int modifier>. It has the same attack modifier as the spell modifier of the necromancer.

You may destroy a summoned tormented soul to deal 5d6 force damage in an area of 1d10 ft.

Spontaneous Unburial

Your understanding of necrotic and negative energies allows you to raise the dead with ease.
You may cast this using 3 Soul Points. You do not require a corpse or pile of bones to do so.
A skeleton or zombie will claw its way up from underground and acts on your next turn. Roll a 1d6 to know whether it is a skeleton (3 or less) or zombie (4 or more).

Animate Major Undead

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 Spontaneous Unburial 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.

Macabre

Your flesh has become pale and your eyes have taken on a yellow tint.
Whenever you interact with undead, you have advantage on all Charisma checks.
You do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Killing Finger

This necromancy spell sends negative energy coursing through a creature that is within range.
The target must make a Constitution saving throw of higher than 8 + proficiency bonus + <Int modifier>. It takes 8d8 + 20 necrotic damage on a failed save, or half as much damage on a successful one.

Grim

Stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death.
An aura surrounds you and saps the life of anything within 5 feet of you. Consume any number of soul points, and deal the foe 4d6 necrotic damage. Gain hit points equal to half the damage done.

Séance

Your presence commands respect from undead. As a bonus action, the necromancer can target an undead creature they can see within 30 feet of them.
The target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again.

Grim Harvest

The area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death 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 energy. All creatures within 10 feet of the explosion to make a Constitution saving throw of 8 + proficiency bonus + <Int modifier>. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. 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 time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest.

Master of Death

The Dark Necromancer gains complete immunity to Necrotic damage and gains an advantage on death saving throws.
The Dark Necromancer can also kill any one creature with 100hp or less in one action every long rest. It requires the foe to make a constitution saving throw higher than 8 + proficiency bonus + <Int modifier>


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