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2017-01-22, 04:37 PM
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This is a homebrew tier 1 class for my game world. It is not following any particular rules for class creation strictly speaking. This content may be used by anyone for gaming (though I ask only that you give me credit when posting it elsewhere). This is built for 3.5 ed. Some DM's may consider this Gestalt. It uses some feats from Dragon Magazine. This was originally used to write up NPC's for one of my plotlines, but has been opened to players after that series.
(This post uses information owned by/(c) WoTC-all rights reserved; I claim no ownership or rights reserved by WoTC).
Deep Night Caster
The Deep Night Casters are necromantic specialists from the Lancers of the Arcane (from my own homebrew world). These casters are both Arcane & Divine (though they steal their divine spells as Ur-Priests do). They also gain limited eldritch abilities but have forsaken much of their counterpart's crafting and infusion abilities. Likewise, they have given up their choice of Tantric focus (replaced by Dread Focus) [an ability found in another homebrew class], along with associated free spell slots/progression (lost to gain Dread Focus), and instead gain many of the Dread Necromancer's abilities (though they have given up lichdom granted by that class via this route).
Deep Night Casters use wisdom for divine casting and charisma for arcane.
Spells: DNC's have access to all Sorcerer/Wizard/Beguiler spells available to their level. Further, at 6th level, the Dread Necromancer's spell list is added to yours. You know every spell at each level (as beguiler). You also begin with the Ur-Priest list of Divine spells (which increase each level as you do as Ur-Priest). These casters gain access to 2 domains at start-as cleric (unlike the Ur-Priest).
All spells, (see Song of the Dead) are considered Necromantic spells in addition to any other type. You gain +1 additional spell, per spell slot, per level; +1 Caster Level (one-time bonus),+2 one-time bonus to Knowledge: Spellcraft (necromancy) and are considered specialized in the school. DNC levels stack with Ur-priest and other Arcane classes.
Armor/wpns/shields: As beguiler
Skills: As wizard, beguiler, Ur-Priest.
Required feats at lvl 1: Spell Focus (necromancy), Song of the Dead, Theurgic Specialist.
Alignment: Any, though most are evil.
lvl BAB Fort Reflex Will Special
1 0 2 2 2 Lessons of the Lancers, Sum. Familiar, Bonus Feat:Research,
Tomb Tainted, Radiant resistance, Necromantic Specialty.
2 1 2 2 2 Spell Secret, scribe scroll
3 2 2 2 3 Create Potions, Craft Wonderous item
4 3 2 2 3 Eldritch lore, Craft Homunculus, Divine (only)SR15
5 4 3 3 4 Bonus Metamagic 1, SR10 (all), Craft Magic Arms & Armor,
Trackless Step.
6 5 3 3 4 Dread Focus, Charnal Touch, Rebuke Undead, Siphon Spell
Power, Spell Versatility.
7 6/1 3 3 5 Spell Secret, Craft Wand, Lich Body DR2, Bonus Feat:
Reserves of strength (Damage only option), Corpsecrafter
8 6/1 3 3 5 Sudden Epiphany, Negative Energy Burst 1/d, Divine SR20
9 7/2 4 4 6 Meta Scholar, Craft Rod, Advanced Learning, Mental
Bastion+2.
10 7/2 4 4 6 Improved Familiar, Bonus Meta magic, Fear Aura, Steal
Spell-like Ability
11 8/3 4 4 7 Spell Secret, Meta-magic Spell Completion, Scaberous
Touch 1/d, SR15 (all).
12 8/3 4 4 7 Morph Item, Craft Staff, Imbue Item, Lich Body DR4,
Bonus Feat: Bolster Resistance.
13 9/4 5 5 8 Imbue Familiar with spell ability, Advanced Learning,
Negative energy burst 2/d, Undead Mastery.
14 9/4 5 5 8 Adept of the Apocalypse, Craft Ring, Neg. energy Resist,
Bonus Feat: Deadly Chill
15 10/5 5 5 9 Spell Secret, Bonus Meta-magic, Light Fortification 25%,
SR20
16 10/5 5 5 9 Spell Duration 1, Augment wand, Craft Construct, Lich
body DR6, Scaberous touch 2/d, Bonus Feat: Hardened
Flesh.
17 11/6/1 6 6 10 Dual Familiar (Augmented), Advanced Learning, Enervating
Touch.
18 11/6/1 6 6 10 Augment Rod, Craft Contingent Spell, Neg. Energy Burst 3/d
Bonus Feat: Nimble Bones
19 12/7/2 6 6 11 Spell Secret, Mental Bastion +4
20 12/7/2 6 6 11 Augment Staff, Bonus Meta-magic, Lich Body DR8, Bonus
Feat: Destruction Retribution, SR 25.
Note: Some abilities follow existing ones--these will not be described here.
Lessons of the Lancers: Gain 1 Feat from the list below every other level (NPC's gain 1/lvl):
(Any pre-requisites still apply)
1. Practiced Spellcaster 6. Energy Admixture 11. Maximize Spell 16.Split Ray
2. Innate Spell 7. Born of three thunders 12. Enlarge Spell 17.Persistent spell
3. Extra slot 8. Delay Spell 13.Trans-dimensional spell 18.Communicator
4. Chain Spell 9. Explosive Spell 14.Twin Spell 19.Empower
5. Energy Substitution 10.Extend Spell 15.Repeat Spell 20.Arcane Mastery
Tomb Tainted: Gain the Tomb Tainted Soul Feat, if desired, (not required by good casters though they cannot replace this feat with another). If selected, this feat may also apply to your familiar(s). If you become undead for any reason, this feat may immediately be traded for another feat (though your familiar(s) retain this ability. You gain +1 CL per ECL cost of the undead template acquired.
Necromantic Specialty: You cast Necromantic spells as a specialist wizard, with associated benefits; do not lose access to schools (see Song of the Dead).
Spell Secret: As per Wu Jen class; Complete Arcane, pg. 15.
Eldritch Lore: You gain the Eldritch Blast ability of Warlocks (you do not, however, gain Invocations, with the exception of eldritch spear).
Trackless Step: As Druid, in natural or underground settings.
Dread Focus: You begin gaining many of the Dread Necromancer's (Hero's of Horror [(c)Wotc]) special abilities (not lichdom).
Siphon Spell Ability: As Spellthief
Spell Versatility: As Geomancer
Sudden Epiphany: All your Meta-magic feats are now "Sudden" as well (no additional cost).
Meta-scholar: Meta-magic feats now lowered in slot cost by 5 (cannot reduce below 0).
Radiant Resistance: You gain resistance to Sunlight, light effects, and light SLA's or spells equal to your SR. Each time you succeed on this save, you are not required to save again (or apply SR to the effect) for (1+Chr mod) in rounds later. This effect applies even if you are undead of any kind and supercedes negative effects applied to you by light effects. A failed SR check is handled normally. (DM must adjudicate prolonged natural sunlight exposure normally).
Improved Familiar: In addition to the feat's normal benefits, Deep Night Casters may also summon, as a familiar, a Greater Fihyr (not destroyed by sunlight), or a lesser Vasuthaunt, or Ghostly Visage. Further, your new familiar may gain the Fiendish Template (if evil), within level limitations, if desired. In all cases, it will begin with at least 1/2 the Caster's HD, before applying Familiar benefits.
Meta-magic Spell Completion: Your spells gain free meta-magic "slots" = to 1/4 your level. You may augment your spells with these "virtual" spell slots, at no cost. (used to lower Meta-magic costs).
Morph item: Change one item into another type; abilities remain the same. You must succeed at a UMD of 25-armor/weapons, 30-wand, 35-rod, 40-staff or 45 for other items & follow with a Know: Arcana DC 25 to succeed. This ability would allow, for example, to change a staff into a ring.
Augment "X" (rod, staff, wand, etc):Items you create always use your maximum CL.
Adept of the Apocalypse: Evocation spells are all heightened and maximized without additional slots.
Dual Familiar: Gain a second familiar equal in power to a Cohort (with familiar abilities). As long as one of your two familiars survive, you will not suffer ill affects from loss of one. If at least one survives, you may call another the next round, if desired, without penalties. (Note: deliberate destruction of your familiar(s) will cause (2X the penalties) X the (# of familiars destroyed.) You lose the Familiar ability or the ability to call one again, if deliberate & not under duress.
This is a homebrew tier 1 class for my game world. It is not following any particular rules for class creation strictly speaking. This content may be used by anyone for gaming (though I ask only that you give me credit when posting it elsewhere). This is built for 3.5 ed. Some DM's may consider this Gestalt. It uses some feats from Dragon Magazine. This was originally used to write up NPC's for one of my plotlines, but has been opened to players after that series.
(This post uses information owned by/(c) WoTC-all rights reserved; I claim no ownership or rights reserved by WoTC).
Deep Night Caster
The Deep Night Casters are necromantic specialists from the Lancers of the Arcane (from my own homebrew world). These casters are both Arcane & Divine (though they steal their divine spells as Ur-Priests do). They also gain limited eldritch abilities but have forsaken much of their counterpart's crafting and infusion abilities. Likewise, they have given up their choice of Tantric focus (replaced by Dread Focus) [an ability found in another homebrew class], along with associated free spell slots/progression (lost to gain Dread Focus), and instead gain many of the Dread Necromancer's abilities (though they have given up lichdom granted by that class via this route).
Deep Night Casters use wisdom for divine casting and charisma for arcane.
Spells: DNC's have access to all Sorcerer/Wizard/Beguiler spells available to their level. Further, at 6th level, the Dread Necromancer's spell list is added to yours. You know every spell at each level (as beguiler). You also begin with the Ur-Priest list of Divine spells (which increase each level as you do as Ur-Priest). These casters gain access to 2 domains at start-as cleric (unlike the Ur-Priest).
All spells, (see Song of the Dead) are considered Necromantic spells in addition to any other type. You gain +1 additional spell, per spell slot, per level; +1 Caster Level (one-time bonus),+2 one-time bonus to Knowledge: Spellcraft (necromancy) and are considered specialized in the school. DNC levels stack with Ur-priest and other Arcane classes.
Armor/wpns/shields: As beguiler
Skills: As wizard, beguiler, Ur-Priest.
Required feats at lvl 1: Spell Focus (necromancy), Song of the Dead, Theurgic Specialist.
Alignment: Any, though most are evil.
lvl BAB Fort Reflex Will Special
1 0 2 2 2 Lessons of the Lancers, Sum. Familiar, Bonus Feat:Research,
Tomb Tainted, Radiant resistance, Necromantic Specialty.
2 1 2 2 2 Spell Secret, scribe scroll
3 2 2 2 3 Create Potions, Craft Wonderous item
4 3 2 2 3 Eldritch lore, Craft Homunculus, Divine (only)SR15
5 4 3 3 4 Bonus Metamagic 1, SR10 (all), Craft Magic Arms & Armor,
Trackless Step.
6 5 3 3 4 Dread Focus, Charnal Touch, Rebuke Undead, Siphon Spell
Power, Spell Versatility.
7 6/1 3 3 5 Spell Secret, Craft Wand, Lich Body DR2, Bonus Feat:
Reserves of strength (Damage only option), Corpsecrafter
8 6/1 3 3 5 Sudden Epiphany, Negative Energy Burst 1/d, Divine SR20
9 7/2 4 4 6 Meta Scholar, Craft Rod, Advanced Learning, Mental
Bastion+2.
10 7/2 4 4 6 Improved Familiar, Bonus Meta magic, Fear Aura, Steal
Spell-like Ability
11 8/3 4 4 7 Spell Secret, Meta-magic Spell Completion, Scaberous
Touch 1/d, SR15 (all).
12 8/3 4 4 7 Morph Item, Craft Staff, Imbue Item, Lich Body DR4,
Bonus Feat: Bolster Resistance.
13 9/4 5 5 8 Imbue Familiar with spell ability, Advanced Learning,
Negative energy burst 2/d, Undead Mastery.
14 9/4 5 5 8 Adept of the Apocalypse, Craft Ring, Neg. energy Resist,
Bonus Feat: Deadly Chill
15 10/5 5 5 9 Spell Secret, Bonus Meta-magic, Light Fortification 25%,
SR20
16 10/5 5 5 9 Spell Duration 1, Augment wand, Craft Construct, Lich
body DR6, Scaberous touch 2/d, Bonus Feat: Hardened
Flesh.
17 11/6/1 6 6 10 Dual Familiar (Augmented), Advanced Learning, Enervating
Touch.
18 11/6/1 6 6 10 Augment Rod, Craft Contingent Spell, Neg. Energy Burst 3/d
Bonus Feat: Nimble Bones
19 12/7/2 6 6 11 Spell Secret, Mental Bastion +4
20 12/7/2 6 6 11 Augment Staff, Bonus Meta-magic, Lich Body DR8, Bonus
Feat: Destruction Retribution, SR 25.
Note: Some abilities follow existing ones--these will not be described here.
Lessons of the Lancers: Gain 1 Feat from the list below every other level (NPC's gain 1/lvl):
(Any pre-requisites still apply)
1. Practiced Spellcaster 6. Energy Admixture 11. Maximize Spell 16.Split Ray
2. Innate Spell 7. Born of three thunders 12. Enlarge Spell 17.Persistent spell
3. Extra slot 8. Delay Spell 13.Trans-dimensional spell 18.Communicator
4. Chain Spell 9. Explosive Spell 14.Twin Spell 19.Empower
5. Energy Substitution 10.Extend Spell 15.Repeat Spell 20.Arcane Mastery
Tomb Tainted: Gain the Tomb Tainted Soul Feat, if desired, (not required by good casters though they cannot replace this feat with another). If selected, this feat may also apply to your familiar(s). If you become undead for any reason, this feat may immediately be traded for another feat (though your familiar(s) retain this ability. You gain +1 CL per ECL cost of the undead template acquired.
Necromantic Specialty: You cast Necromantic spells as a specialist wizard, with associated benefits; do not lose access to schools (see Song of the Dead).
Spell Secret: As per Wu Jen class; Complete Arcane, pg. 15.
Eldritch Lore: You gain the Eldritch Blast ability of Warlocks (you do not, however, gain Invocations, with the exception of eldritch spear).
Trackless Step: As Druid, in natural or underground settings.
Dread Focus: You begin gaining many of the Dread Necromancer's (Hero's of Horror [(c)Wotc]) special abilities (not lichdom).
Siphon Spell Ability: As Spellthief
Spell Versatility: As Geomancer
Sudden Epiphany: All your Meta-magic feats are now "Sudden" as well (no additional cost).
Meta-scholar: Meta-magic feats now lowered in slot cost by 5 (cannot reduce below 0).
Radiant Resistance: You gain resistance to Sunlight, light effects, and light SLA's or spells equal to your SR. Each time you succeed on this save, you are not required to save again (or apply SR to the effect) for (1+Chr mod) in rounds later. This effect applies even if you are undead of any kind and supercedes negative effects applied to you by light effects. A failed SR check is handled normally. (DM must adjudicate prolonged natural sunlight exposure normally).
Improved Familiar: In addition to the feat's normal benefits, Deep Night Casters may also summon, as a familiar, a Greater Fihyr (not destroyed by sunlight), or a lesser Vasuthaunt, or Ghostly Visage. Further, your new familiar may gain the Fiendish Template (if evil), within level limitations, if desired. In all cases, it will begin with at least 1/2 the Caster's HD, before applying Familiar benefits.
Meta-magic Spell Completion: Your spells gain free meta-magic "slots" = to 1/4 your level. You may augment your spells with these "virtual" spell slots, at no cost. (used to lower Meta-magic costs).
Morph item: Change one item into another type; abilities remain the same. You must succeed at a UMD of 25-armor/weapons, 30-wand, 35-rod, 40-staff or 45 for other items & follow with a Know: Arcana DC 25 to succeed. This ability would allow, for example, to change a staff into a ring.
Augment "X" (rod, staff, wand, etc):Items you create always use your maximum CL.
Adept of the Apocalypse: Evocation spells are all heightened and maximized without additional slots.
Dual Familiar: Gain a second familiar equal in power to a Cohort (with familiar abilities). As long as one of your two familiars survive, you will not suffer ill affects from loss of one. If at least one survives, you may call another the next round, if desired, without penalties. (Note: deliberate destruction of your familiar(s) will cause (2X the penalties) X the (# of familiars destroyed.) You lose the Familiar ability or the ability to call one again, if deliberate & not under duress.