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CryWolfCorrupt
2014-01-07, 04:29 PM
Hey y'all. My tabletop group asked me to put together a Necromancer sub-class for our DND Next campaign. I threw this together as sort of a starter project, using nothing but the official (and final) release of the playtest packet. I tried to stick as close to the packet's format as possible, so it may not match perfectly to the forum. I am hoping to get some feedback, so please share your concerns! Here are the issues I tried to address in my character:
Minions without breaking the action economy
Limited number of minions
Scaling minion power based on bestiary
Breaking the class off of the Mage/Cleric
Balancing abilities/spells comparably to Bard, Mage, and Cleric
So, without further ado, here is my adaptation of the 5e Necromancer.


Necromancer

http://fc06.deviantart.net/fs39/i/2008/366/2/c/Necromancer_Concept_by_DenjinPrime.jpg

A Necromancer is devoted to the control and manipulation of the undead. They can serve deities but tend to lean more towards the service of themselves. A Necromancer is imbued with dark magic, which they use to raise corpses into ghouls, skeletons, and other undead minions. They wield an unholy symbol, the focus that allows them to channel their necromancy. There are two paths a Necromancer may follow; the path of bone, or the path of flesh.
Black magic is the power of death, in arcane form. It flows in and throughout the world, and is only evil in the hands of someone who intends to use it for evil. As a necromancer, you are the conductor for such magics. Your hunger for power combined with this flow of energy allows the falsification of life. This power is not easily attained, and takes years of meticulous study and, in most cases, obsession.
Harnessing and channeling the black magic of the world is only possible through trial and error. Anyone with true drive and lust for power can become a Necromancer. It requires an understanding of rituals, séances, and other rites that awaken and control the undead, raising them from the grave.

{table=head]Level|Prof. Bonus|Features|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|+1|Spellcasting, Necromancer's Path|2|-|-|-|-|-|-|-|-
2|+1|Channel Necromancy (1/day)|3|-|-|-|-|-|-|-|-
3|+2|--|4|2|-|-|-|-|-|-|-
4|+2|Ability Score Improvement|4|3|-|-|-|-|-|-|-
5|+2|--|4|3|2|-|-|-|-|-|-
6|+2|Channel Necromancy (2/day)|4|3|3|-|-|-|-|-|-
7|+3|--|4|3|3|1|-|-|-|-|-
8|+3|Ability Score Improvement, Path Benefit|4|3|3|2|-|-|-|-|-
9|+3|--|4|3|3|2|1|-|-|-|-
10|+3|Channel Necromancy (3/day)|4|3|3|2|2|-|-|-|-
11|+4|--|4|3|3|2|2|1|-|-|-
12|+4|Ability Score Improvement|4|3|3|3|2|1|1|-|-
13|+4|--|4|3|3|3|2|1|1|-|-
14|+4|Path Benefit|4|3|3|2|2|1|1|-|-
15|+5|--|4|3|3|3|2|1|1|1|-
16|+5|Ability Score Improvement|4|3|3|3|2|1|1|1|-
17|+5|--|4|3|3|3|2|1|1|1|1
18|+5|Channel Necromancy (4/day)|4|3|3|3|2|1|1|1|1
19|+6|Ability Score Improvement|4|3|3|3|2|1|1|1|1
20|+6|Path Capstone|4|3|3|3|2|1|1|1|1[/table]

Class Features
Hit Dice: 1d8 per Necromancer level
Hit Points at 1st Level: 8 + Con
Hit Points at Higher Levels: 1d8 + Con per Necromancer level

Proficiencies
Armor: None
Weapons: All simple weapons, and the scythe
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Arcana and Religion

Spellcasting
As a studier of the negative flow of black magic throughout the world, you have collected a number of spells in a spellbook. This spellbook contains both minor spells called cantrips and the more powerful spells that show a glimpse of your true power.

Cantrips
You gain three cantrips, chosen from the Necromancer spell list, which you can cast at will and do not need to be prepared.

Spells Per Day
Your Necromancer level determines the number of Necromancer spells that you can cast of 1st level or higher, as noted in the Necromancer table. You must complete a long rest to regain spell slots that are used.
Spell Preparation: You decide which Necromancer spells are available to you to cast. Whenever you complete a long rest, you prepare the list of Necromancer spells that you can cast of 1st level or higher, choosing from the spells found in your spellbook. Alternatively, you may forgo spell preparation to use the same list of spells you used the day before.
Your list includes a number of Necromancer spells equal to 1 + your Necromancer level, and the spell slots can be of any spell that is available to you, as shown in the Necromancer table.
Preparing your spells requires time spent in meditation: at least one minute per spell level for each Necromancer spell you prepare. You don’t have to prepare all your spells at once. If you like, you can prepare some later in the day.
Casting a prepared spell: When you cast a prepared spell, you expend a spell slot of the spell’s level or higher. The spell itself is not expended. For example, if you have the 1st-level spell Inflight Wounds prepared and can still cast a 1st-level spell and a 2nd-level spell, you can cast Inflight Wounds once or twice at either level.

Magic Ability
Intelligence is your magic ability for your Necromancy spells. Your understanding of the natural flow of black magic helps you to manipulate the undead with ease.
Saving Throw DC: The DC to resist one of your spells equals 8 + your Intelligence modifier.
Spellcasting Bonus: If you present your unholy symbol when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC and to any attack roll you make for the spell.
To present your unholy symbol, you need to hold it, wear it visibly, or bear it on a weapon.

Ritual Casting
You can cast any Necromancer spell as a ritual if you have the spell prepared and the spell has a ritual version. To cast a spell as a ritual, you must add 10 minutes to the spell’s casting time, during which you undertake a prescribed ceremony that includes your unholy symbol.

Black Magic Recovery
Once per day during a short rest, you can regain some of your magical energy by studying the notes in your spellbook. You choose expended spell slots to recover. The spell slots may have a combined level that is less than or equal to half your Necromancer level (round up), and none of the slots can be 8th level or higher.
For example, when you are a 6th-Necromancer, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot, a 2nd-level and 1st-level slot, or three 1st-level slots.

Channel Necromancy
When you reach 2nd-level, you gain the ability to channel the negative flow of black magic from the world, using that flow to fuel magical effects. You start with two such effects: Create Undead and an effect determined by your Necromancer’s Path.
When you use your Channel Necromancy, you choose which effect to create. You must then complete a short rest or a long rest to use your Channel Divinity again.
Beginning at 6th level, you can use your Channel Necromancy twice between rests, at 10th level you can use it three times, and beginning at 18th level, you can use it four times between rests. A short or long rest will regain your expended uses.

Create Undead
As an action, you present your unholy symbol and speak an unearthly uttering over a corpse, reanimating it. This animated corpse takes on one of the following undead forms, and serves you faithfully in and out of combat until they are either killed or dismissed by you. Undead do not have time limits, and will not expire. The undead cannot be disguised without a proficient use of the Disguise Kit, and even then any NPC can make a DC15 + your class level saving throw to determine that it is an undead. Depending on your Necromancer level, your undead take one of the following forms:
Lvl 1: Zombie
Lvl 3: Ghoul
Lvl 5: Ghost
Lvl 7: Vampire
Lvl 11: Death Knight
Lvl 13: Dread Wraith
The undead created by you may have collective levels equal to your Necromancer level + your proficiency bonus (if you have your unholy symbol), but you cannot raise an undead with a higher level than you. For example, an 8th level Necromancer (with a +3 proficiency bonus) could have two Ghosts and one Zombie, one Ghost and two Ghouls, three Ghouls, or three Zombies. However, an 8th level Necromancer could not raise an undead Death Knight, despite having 11 levels worth of value. You may only create and control three undead at a time. If you try to create too many levels worth of Undead or try to have too many minions, your attempt to Create Undead will simply fail.

Necromancers’ Paths
Necromancers have the unique ability to manipulate the black magic that flows through everything in the material plane. This ability stems from an ancient, mysterious power, and many have sought to master it. The study of necromancy is typically frowned upon by society, and as such most of those who seek to understand it, forsake companionship in their studies. While their spells stems from the same source as most arcane magic, they alone hold the ability to manipulate the black magic as well.
Necromancers follow one of two paths as they delve deeper into the magic of death. They either seek the knowledge to cheat death for themselves, or they strive to understand how to master the deaths of others.

Necromancy: Bones
Necromancers who seek the ability to cheat death and prolong their own lives often wind up trading away that very life for a time in undeath. These necromancers understand the true meaning of sacrifice, and are willing to relinquish the shackles of blood and breath for the power to avoid their death. The path is referred to amongst them as the Path of Bones because those who cheat death often find themselves physically frail in exchange for their enormous power.

Transformation
Beginning at 1st level, your studies of necromancy teach you how to grasp aspects of undeath for yourself. If you choose the Path of Bones, you gain immunity to poison and disease at 1st level. At 8th level you also gain immunity to charm, fear, and sleep effects.

Frail Power
At 2nd level, you can use your Channel Necromancy to sacrifice up to 2 AC until the beginning of your next turn. Increase the saving throw DC of the next two spells you cast by half the number sacrificed. You ma y sacrifice an additional 2 AC and gain additional increases to the save DC at 6th and 18th levels.

Desperation
Once you reach 6th level, you can Channel Necromancy to sacrifice up to 6 AC until the beginning of your next turn. You immediately gain an extra spell of your choice from your spellbook with a level equal to the amount of AC you sacrificed (you must be able to cast this spell). This spell can only be cast on your next turn.

Frightful Presence
At 8th level, you begin to radiate an aura of fear as your understanding of black magic becomes apparent to those around you. Enemies and hostile men or creatures within 10’ of you must succeed on a DC15 Wisdom saving throw. A failed save results in the enemy becoming frightened; they must use their movement action to move as far from you as possible.

Impossible Fortitude
Beginning at 14th level, your understanding of the mystery of death increases exponentially. Your studies reveal a way for you to ‘trick’ your body into thinking it can endure more than it actually can. Anytime you take damage that would reduce you to 0 hit points or lower, you may make a Constitution saving throw with a DC of 5 + damage dealt. Success results in you dropping to 1 hit point instead. Impossible Fortitude does not activate if you were struck by a critical hit, you were reduced to -10 or lower, or if you were already at or below 0 hit points.

Energy Drain
Beginning at 18th level, you can use Channel Necromancy to sacrifice up to 10 AC and gain that many charges of Energy Drain. When one of your spells successfully deals damage, you may spend one charge of Energy Drain to deal one point of damage to an enemy’s attributes (Str, Dex, Con, etc.). Energy Drain can only affect one enemy at a time and can only deal one point of attribute damage at a time. As each charge of Energy Drain is spent, you gain that point back to your AC.

Cheater of Death
Your studies finally pay off when you reach 20th level and you conquer death. You discover the means to make yourself a Lich, and also the means to create a phylactery for yourself. The phylactery costs 1,000gp to make, and the materials to perform the Sere Rite ritual cost another 1,000gp. The ritual takes a week’s time, and requires a minimum of two intelligent beings to aid in the process. You become undead, granting you resistance to piercing damage and cold.
You gain a +2 bonus to Intelligence and Wisdom, while taking a -2 hit to Strength and Constitution. You also gain darkvision to 60 ft. You gain immunity to polymorph against your will, and no longer need to eat, sleep, or breathe. If you die, you will reform in 1d10 days, appearing with all of your possessions in the nearest open space next to your phylactery.

Necromancy: Flesh
Among the most true studies of necromancy, are the students of the Path of Flesh. These necromancers give of themselves to create something new. The Path of Flesh revolves around the reanimation of corpses, the creation of the undead, and the mastery over the death that strips away everything but the flesh. These students seek not the power to cheat death, but rather to understand and manipulate it.

Unholy Healing
Beginning at 1st level, your studies of black magic have taught you to absorb the negative and necrotic energies that seep through the cracks. Negative and necrotic sources, such as Inflict Wounds, now heal you.

Empower
At 2nd level, you can use Channel Necromancy to create an empowered undead. The next undead you create gains twice your Intelligence modifier to health and attack rolls. At level 6 this bonus is added to damage, and at level 18 this bonus is added to AC. This bonus can only affect one undead you control at a time.

Transfusion
Starting at 6th level, you can use Channel Necromancy to transfer up to 3d6 [+1d6/2 levels, maximum 10d6] health from you to an undead you control, or vice versa. If you take more health than your undead has, it dies. If you give more health than the undead has, it gains the excess as temporary hit points. You cannot reduce yourself to less than 10 hit points using this ability.

Purge
At 8th level, your undead creations gain another layer of mystery and power through your magic. You imbue each undead you create with a powerful burst of necrotic energy. This energy bides within them, until the creature is destroyed. Upon being killed or destroyed, the undead erupts, dealing 1d6 necrotic damage to everything within 10’ of it. This damage increases to 2d6 at 14th level and 3d6 at 20th level.

Rotting Stench
The black magic you have learned to store within your undead now tends to leak through the cracks and expose itself. Each undead you create is created with an unbearable stench surrounding them. You are immune to this stench, but all other living things within 10’ of one of your undead must make a DC15 Constitution saving throw or be nauseated, imposing disadvantage on all attack rolls and ability checks while within 20’ of your undead. A successful save renders them immune to the stench for 24 hours.

Massacre
Beginning at 18th level, you can use Channel Necromancy to empower your undead further. After using Massacre, your undead can critically strike on a roll of 18-20. Each critical hit, instead of dealing an extra damage die, can choose to deal a flat amount of damage up to 20. You take double whatever extra damage is dealt, but you cannot do enough damage to reduce you to 10 hit points or fewer.

Master of Death
Your studies finally pay off when you reach 20th level and you learn not to conquer death, but instead to manipulate it. Your understanding of undeath and the black magic that gives false life back to bodies reveals the means with which you can use your own negative energy spells to create undead. You become a Wight, and anytime one of your spells dealing negative or necrotic damage kills an enemy, that enemy is resurrected in 1d4 turns as a Wight under your control. You may have up to five wights controlled this way, independent of the three undead you may control through Channel Necromancy and Create Undead.
You gain a +2 bonus to Intelligence and Wisdom, while taking a -3 hit to Strength and Constitution. You gain immunity to polymorph against your will, and no longer need to eat, sleep, or breathe.

CryWolfCorrupt
2014-01-07, 04:30 PM
Necromancer Spells
Disclaimer: This list only includes official spells included in the most recent (and final) packet released in the DND Next Playtest. I created my own collection of these official spells into this list that I thought thematically fit a Necromancer.

Cantrips
Mage Hand
Resistance
Chill Touch
Prestidigitation
Ray of Frost
Read Magic
Level 1 Spells
Cause Fear
Command
Detect Magic
Disguise Self
False Life
Fog Cloud
Inflict Wounds
Mage Armor
Magic Missile
Level 2 Spells
Darkness
Darkvision
Hold Person
Invisibility
Magic Weapon
Melf’s Acid Arrow
Phantasmal Force
Ray of Enfeeblement
Silence
Level 3 Spells
Animate Dead
Aura of Invisibility
Dispel Magic
Haste
Protection from Energy
Speak with Dead
Stinking Cloud
Level 4 Spells
Blight
Confusion
Evard’s Black Tentacles
Death Ward
Freedom of Movement
Level 5 Spells
Cloudkill
Cone of Cold
Feeblemind
Hold Monster
Insect Plague
Mass Inflict Wounds
Raise Dead
Scrying
True Seeing
Level 6 Spells
Banishment
Circle of Death
Disintegrate
Flesh to Stone
Greater Dispel Magic
Harm
Level 7 Spells
Etherealness
Creeping Doom
Destruction
Finger of Death
Mass Invisibility
Regenerate
Level 8 Spells
Antimagic Field
Maze
Power Word: Stun
Trap the Soul
Level 9 Spells
Astral Projection
Gate
Mass Hold Monster
Meteor Swarm
Power Word: Kill

CryWolfCorrupt
2014-01-07, 04:43 PM
Reserved for future posts.

Balyano
2014-01-09, 09:01 AM
Perhaps there should be a Path of Spirit necromancer that focuses more on ghost related stuff. Intangibility, speaking with the dead, having his soul leave his body temporarily to scout, or something along that lines?

CryWolfCorrupt
2014-01-09, 09:27 AM
Perhaps there should be a Path of Spirit necromancer that focuses more on ghost related stuff. Intangibility, speaking with the dead, having his soul leave his body temporarily to scout, or something along that lines?

I could write something like this. I guess I never personally related necromancers to ghosts much.. always more along the lines of ghouls and zombies. I could make the Spirit the baby brother of the other two paths, since I'm sure he gets picked on :smallwink: Give me a day or two and check back :)

Balyano
2014-01-10, 05:03 AM
I guess I never personally related necromancers to ghosts much.. Well the word necromancy originally meant divination through speaking with the dead. Usually by summoning their spirit.

SiuiS
2014-01-10, 06:03 AM
Necromancy classically is related to demonic sorcery. In D&D it is the magic of the threads of life and death; healing magic was once necromancy.

A non-divine necromancer should;
be able to snuff out or enhance the life force
Mould the flesh of the dead like clay, repairing and destroying it
Command the dead, first in body and then in Spirit
Deal with knowledge beyond the mortal coil – not the knowledge of the outer planes but the knowledge of death, and the underworld

The easiest path to necromancy is to look at the animal companions and summons. The cleric's spiritual weapon sets the bar for early access undead (generating one, either temporarily from dust or permanently from a slain body), that should have attributes respective of how well animated it is, not the size of the creature – a kobold skeleton and an ogre zombie are both rather equal because Next doesn't need the granularity that 3rd edition uses. You're on the right track there.

CryWolfCorrupt
2014-01-10, 09:09 AM
Well the word necromancy originally meant divination through speaking with the dead. Usually by summoning their spirit.
No, you're totally right. I just never saw ghosts. I mean, thinking back, it makes sense that they are putting a harnessing or harvesting a spirit of some sort. Like I said, thinking now, it makes sense and I will add one. :smallsmile:


Necromancy classically is related to demonic sorcery. In D&D it is the magic of the threads of life and death; healing magic was once necromancy.

A non-divine necromancer should;
be able to snuff out or enhance the life force
Mould the flesh of the dead like clay, repairing and destroying it
Command the dead, first in body and then in Spirit
Deal with knowledge beyond the mortal coil – not the knowledge of the outer planes but the knowledge of death, and the underworld
Right, this is how I always saw it. That's one of the reasons why I tried to avoid extra-planar material or concepts when designing the class, and made it more of a "pupil studying death" like the Necromancers from something along the lines of Fire Emblem. Though now that you mention the bolded, I kind of want to make the Spirit Path a bit more... crazy. Something that affects not only the ability to create/raise a body, but to actually restore something from before. The 'spirit' side of it always resided more as a Speak With Dead effect than an actual raise for a necromancer, who in DND tends to lean pretty far away from the divine casters that focused solely on resurrection and the returning of the souls of the dead from the celestial (or lower) planes to the material plane.



The easiest path to necromancy is to look at the animal companions and summons. The cleric's spiritual weapon sets the bar for early access undead (generating one, either temporarily from dust or permanently from a slain body), that should have attributes respective of how well animated it is, not the size of the creature – a kobold skeleton and an ogre zombie are both rather equal because Next doesn't need the granularity that 3rd edition uses. You're on the right track there.
I'm not sure what you are talking about with the Cleric's Spiritual Weapon unless you're talking about the fact that it's to hit, damage, and range are based pretty strictly on yours, and the "as part of your action you may move it and repeat its attack against a target" part. And one of the things I struggled with was finding the right balance between "unlimited minionmancing", "summon a pet that blows" and "summon a few minions that scale-ish" without breaking the action economy, the class, or the party dynamics.

Anyone have anything else they can tell me is good or bad?

SiuiS
2014-01-10, 12:29 PM
Spiritual weapon is "you create a ghostly weapon. It uses your action to do stuff."

Animate dead could be "You create a zombie. It uses your action to do stuff."

Basically, if you copy existing things you cannot make something that is more broken. The existing methods of getting 'minions' at the time I worked on necromancy (One packet before they actually gave the game an animate dead spell at all), the only ways to break it were with spiritual weapon, a summon, or an animal companion.

So I gave the necromancer a spell that was basically spiritual weapon, except if he cast it on a dead body, he got that body (no change in stats) instead of a body pulled from the earth, and it was permanent, and he couldn't get any more until it died.



As an aside, wasn't the original "zombie creation" thing the ability of a necromancer to force evil spirits to possess a body? So spirit would come first, we just wouldn't care until the Necromancer was powerful enough to command the strongest spirits; the ones who could directly manifest nd didn't need a body.

CryWolfCorrupt
2014-01-10, 12:54 PM
Spiritual weapon is "you create a ghostly weapon. It uses your action to do stuff."

Animate dead could be "You create a zombie. It uses your action to do stuff."
That's kinda my goal. Though the wording in the packet makes it sound like it uses a portion of your action to do stuff, giving you the option to make your zombie attack after casting Thunderwave. Not really what I was going for, as no one else has the option to do something like that at this point (that I know of).



Basically, if you copy existing things you cannot make something that is more broken. The existing methods of getting 'minions' at the time I worked on necromancy (One packet before they actually gave the game an animate dead spell at all), the only ways to break it were with spiritual weapon, a summon, or an animal companion.

So I gave the necromancer a spell that was basically spiritual weapon, except if he cast it on a dead body, he got that body (no change in stats) instead of a body pulled from the earth, and it was permanent, and he couldn't get any more until it died.
Minus the "can't get anymore" part, that's my goal for the Path of Flesh. As long as there is a body there, you can reanimate it.



As an aside, wasn't the original "zombie creation" thing the ability of a necromancer to force evil spirits to possess a body? So spirit would come first, we just wouldn't care until the Necromancer was powerful enough to command the strongest spirits; the ones who could directly manifest nd didn't need a body.
And yes, the original deviation from divinity when it came to necromancy was when the healers tried to repossess dead bodies with evil spirits. The reason it became an 'evil' thing was because Necromancers lost control trying to go bigger, and imprison badder spirits into the bodies.

Zamakiel
2014-03-15, 05:38 PM
First of all let me tell you that I really like the idea behind this and I love the general design.

I have a few suggestion thou:

- You could add minor illusion to the spell list, you know because of the hole "ghost sounds" issue, and fear and stuff.

- I love skeletons, there are rather no skeletons here. You could make it so the lvl 1 create undead reads "Zombie or Skeleton". I see no harm there.

- The action use is hard to understand. Do I need to use my action to make it attack? I personally think this kinda blows the hole idea behind summoning. The animate dead mage spell lets you summon skeletons that don't need the use of an action to attack and are as powerful as the ones you summon with lower levels of create undead.

- I'd like something like the undead servitor from 4e i.e.: an undead not battle oriented servitor. Like a familiar.

- There's a typo under channel necromancy: " When you use your Channel Necromancy, you choose which effect to create. You must then complete a short rest or a long rest to use your Channel Divinity again."

CryWolfCorrupt
2014-03-16, 10:46 AM
I will look into those and fix some typos! This was for a friend of mine, I'm glad you like it! I will do some touch ups sometime this week!