Enlightened Dread Necromancer, Variant (3.5e Class)

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Enlightened Dread Necromancer

The true origins of these Necromancers is unknown, but it is possible that they served the Old Iron King during the Undead Hunts in this forest.A Enlightened Dread Necromancer is a spellcaster that harbors the ability to raise, animate, create, or summon undead. They are spontaneous magic casters that are more adept in the arts of spells that twist bodies, minds and souls alike than anyone else.

Making a Enlightened Dread Necromancer

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 and usually the best thing to do that is by raising/summoning undead from their fallen enemies, skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or 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 (and at higher levels, seriously, a 'crowd controller') 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.

Abilities: <-description of most important attributes for this class->.

Races: Any.

Alignment: Any non good.

Starting Gold: starting gold; 4d6X10 gp (average starting gold 140.)

Starting Age: Moderate

Table: The Enlightened Dread Necromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2 Bolster, Undead Commander Familiar, Channel Energy, Charnel Touch 31
2nd+1+3+0+3 Plaguebearer 32
3rd+1+3+1+3 Channeling Touch 331
4th+2+4+1+4 Greater Plaguebearer 442
5th+2+4+1+4 One With Death, Animate Dead 4431
6th+3+5+2+5 Armed Minions 4442
7th+3+6+2+6 Unlife Healer 44431
8th+4+6+2+6 Desecration Zone 54442
9th+4+6+3+6 Undead Mastery 544431
10th+5+7+3+7 Fortification 25% 544442
11th+5+7+3+7 Undead Senses 5444431
12th+6/+1+8+4+8 Master of Atrocities 6444442
13th+6/+1+8+4+8 Dead Body 64444431
14th+7/+2+9+4+9 Mental Bastion 64444442
15th+7/+2+9+5+9 Fear Aura 644444431
16th+8/+3+10+5+10 Spectral Hand 744444442
17th+8/+3+10+5+10 Fearsome Necromancy, Fortification 50% 7444444431
18th+9/+4+11+6+11 Grasp of the Dead 7444444442
19th+9/+4+11+6+11 Final Guide 7444444443
20th+10/+5+12+6+12 Undead Transformation 8444444444

Class Skills (6 + Int modifier per level)
Appraise (Int), Craft (Int), (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the Enlightened Dread Necromancer.

Weapon and Armor Proficiency: Enlightened Dread Necromancer are proficient with all simple weapons. Enlightened Dread Necromancer are proficient with light armor.

Undead Commander Familiar: unlike other familiars the Enlightened Dread Necromancer makes his Familiar if killed and lost the Enlightened Dread Necromancer cannot just summon a new one they need to make a new undead to be the next Undead Commander they can sure any method they choose to make them and then add the Undead Commander Familiar Bonuses to them after creation. can have ranks in any of the following skills: Acrobatics, Climb, Disguise, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, Stealth, and Swim. Armor/Weapon Proficiency (Ex): The bone commander is proficient with all armor and weapons.

Table: Undead Commander Familiar
LevelUndead Commander Bonuses
+HD+BABFortReflexWillSkillFeatsACDR/-,Fast HealingStr/Dex BonusSpecial
1st110032100share spells, link
2nd2211342110
3rd331136111Evasion
4th331148111
5th44114103211Speak with master, Ability Score Increase
6th5422512222Improved Evasion
7th65225144322
8th6522516322
9th7622618323
10th86336205433Ability Score Increase
11th9733622433Spell Resistance
12th97337246534
13th10833726534
14th11944828544
15th129448307645Ability Score Increase
16th12944832645
17th1310449348745
18th141155936756
19th1512559389756
20th151255104010856Ability Score Increase

Link (Ex): A necromancer and his undead commander share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the necromancer to give orders to his bone commander at any time.

Share Spells (Ex): The necromancer may cast a spell with a target of "You" on his bone commander (as a touch range spell) instead of on himself. A necromancer may cast spells on his bone commander even if the spells normally do not affect creatures of the companion's type (undead). This ability does not allow the bone commander to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If a bone commander is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a bone commander takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance (Ex): If the master is 11th level or higher, a undead commander gains spell resistance equal to the master's level + 5. To affect the undead commander with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the undead commander's spell resistance.

Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two enlightened dread necromancer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the enlightened dread necromancers’s level + the enlightened dread necromancer’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A enlightened dread necromancer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A enlightened dread necromancer can choose whether or not to include herself in this effect.

Bolster (Sp): At 1st level, as a standard action, a Enlightened Dread Necromancer can touch an undead creature and infuse it with shadow energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 Enlightened Dread Necromancer levels he possesses. These bonuses last for a number of rounds equal to 1/2 his Enlightened Dread Necromancer level (minimum 1 round). He can use this ability a number of times per day equal to 3 + his Charisma modifier.

Charnel Touch (Su): Negative energy flows through a Enlightened Dread Necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack that deals 1d8 points of damage, +1d8 per four class levels. This touch heals undead creatures. A Enlightened Dread Necromancer can use the spectral hand spell to deliver this attack from a distance.

Plaguebearer (Su): A Enlightened Dread Necromancer is immune to non-magical diseases. However, the Enlightened Dread Necromancer may choose at the time of infection to become a carrier for the disease. A carrier shows none of the superficial signs of a disease and can infect others, but suffers no ability damage or other ill effects. A carrier can attempt Fortitude saves to recover (or choose not to) or be magically healed as normal. Additionally, a lord of the dead may cast contagion or remove disease each once per day as a spell-like ability. The save DC is Charisma-based.

Channeling Touch: You can release any of your held necromancy touch spells as a free action through a successful melee attack, allowing you to make a standard attack and inflict normal damage plus the effect of your spell on a successful strike.

Greater Plaguebearer (Su): At 4th level, a Enlightened Dread Necromancer becomes immune to magical diseases as well, and may cast contagion and remove disease each twice per day.

One With Death (Ex): A Enlightened Dread Necromancer lives at the intersection of life and death. A living Enlightened Dread Necromancer becomes immune to damage from negative energy, while an undead one becomes immune to damage from positive energy. (Other effects relying on negative or positive energy, such as Turn Undead, work normally, they simply deal no damage.) At 5th level, a Enlightened Dread Necromancer is healed by both positive and negative energy.

Animate Dead (Sp): At 5th level, a Enlightened Dread Necromancer's experience working with undead forms brings the ability to animate the dead easily. The Enlightened Dread Necromancer is able to animate the dead once per day as a spell-like ability that works as animate dead spell. At 10th level number of uses increases to 2/day and at 15th level a necromancer can use it 3/day.

Armed Minions (Su): When you create a undead minion, you may add an extra 25 lbs of metal to arm the minion with equipment (Chain Shirt and a Martial Weapon of the creators choice or the skeleton used in life) treated as worn (-1 to attack and -1 AC). The equipment immediately shatters when the skeleton is permanently destroyed or if the skeleton is not within 30 feet of the equipment. At level 11 equipment loses the worn trait and at level 16 they gain the master work quality.

Unlife Healer (Su): At 7th level, the Enlightened Dread Necromancer’s spells, spell-like abilities, and supernatural abilities used to heal undead gain the benefit of the Empower feat. At 16th level, these effects also gain the benefit of the Maximize Spell feat. At 20th level, these effects also gain the benefit of the Intensify Spell feat.

Desecration Zone (Su): At 8th level, a Enlightened Dread Necromancer is continuously surrounded by an aura of negative energy. The area of negative energy extends to a radius of 10 feet per Enlightened Dread Necromancer class level. (+6 profane bonus to negative energy channel, +2 profane bonus and +2 hit points per HD for undead in the area).Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).Also acts as a magic circle against good.

Finally, at level 12 you may choose to fix a single spell effect to the Desecration Zone you may changed the spell effect 3/day. Spell effects that may be tied to Desecration Zone include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.

Undead Mastery (Ex): All undead creatures created by a Enlightened Dread Necromancer who has reached 9th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Fortification (Ex): Starting at 10th level, a Enlightened Dread Necromancer gains light fortification (25% immunity to critical hits). At 17th level, the Enlightened Dread Necromancer gains moderate fortification (50% immunity to critical hits).

Undead Senses (Ex): At 11th level a Enlightened Dread Necromancer gains the senses of the dead, granting him sight, hearing and smell of the undead creatures he controls or creates. The Necromancer also gains darkvision 60 ft. and can see, hear and smell even if his respective sense organs are damaged or removed. He also gains the ability to know where anyone living or undead is around him. Even if the person is invisible or flying anyone who enters a 60 ft. radius of the Enlightened Dread Necromancer immediately notifies him of their presence and he can immediately tell if they are living or undead as well as he can pin point their exact location. This allows him to target them as if they were actually being seen. However, if he sends one of his many undead soldiers to attack this person (and they are invisible) they will still suffer the same penalties that occur from attacking an invisible target. These penalties do not affect the Enlightened Dread Necromancer.

Master of Atrocities (Su): At 12th level, a Enlightened Dread Necromancer significantly extends his mastery of Animate Dead class ability. He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than ½ Enlightened Dread Necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.

Dead Body (Ex): Starting at 13th level, a Enlightened Dread Necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 3/-. As the dread necromancer increases in level, this DR increases every other level by +1.

Mental Bastion (Su): Starting at 14th level, a Enlightened Dread Necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 18th level.

Fear Aura (Su): Beginning at 15th level, a Enlightened Dread Necromancer radiates a 15-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that Enlightened Dread Necromancer's fear aura for 24 hours.

Spectral Hand (Su): A Enlightened Dread Necromancer can use the spectral hand spell at will. Caster level equal to level.

Fearsome Necromancy (Su): Any foe required to save against a necromancy spell you cast is shaken for 1d4 rounds if they fail the initial save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).

Grasp of the Dead (Su): This causes a swarm of skeletal arms to burst from the ground to rip and tear at the Enlightened Dread Necromancer’s foes within 60 feet. The skeletal arms erupt from the ground in a 20-foot-radius burst. Enemies within the area of effect take 1d6 points of shadow damage per Enlightened Dread Necromancer level. Those caught in the area receive a Reflex save (DC 10 + half of Enlightened Dread Necromancer’s level + his Charisma modifier) for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface.

Final Guide (Su): At 19th level, a Enlightened Dread Necromancer can actually guide the spirit of a slain creature back to its body a number of times per day equal to the Enlightened Dread Necromancer’s Charisma modifier, restoring the creature to life. This is only possible if the spirit is nearby, and thus this power must be used within 10 minutes since the creature’s death. This functions like the Resurrection spell except the casting time is 1 full round. Once a creature has been restored to life by a Enlightened Dread Necromancer’s final guide ability, that creature cannot benefit from that ability again until 1 month has passed in time.

Undead Transformation (Su): When a Enlightened Dread Necromancer attains 20th level, he undergoes a hideous transformation and becomes an undead creature. The Enlightened Dread Necromancer chooses an undead template (for example, vampire, lich, ghoul, zombie, skeleton, etc.). Once chosen, the template is permanent. If experience or gold is needed to pay for the template, the Enlightened Dread Necromancer isn’t require to do so.


Spells: Cha stat determines save DCs, bonus spells are based, and what determines the highest level spell that can be cast.Enlightened Dread Necromancers choose their spells from Wizard and Cleric spell lists: but spells must have the Necromancy school, or the death, evil, or fear descriptors. They are spontaneous divine casters.

Table: Enlightened Dread Necromancers Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st32
2nd42
3rd432
4th532
5th5432
6th6432
7th65432
8th75432
9th765432
10th865432
11th8765432
12th9765432
13th98765432
14th108765432
15th1098765432
16th1198765432
17th111098765432
18th121098765432
19th1211109876543
20th1311109876543

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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