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Giegue
2018-03-30, 08:35 PM
Foreward

While I like the necromancer wizard, the lack of Necromancy pet-master options in D&D 5e is sad to me. As it stands, the only way to be remotely good at undead pets is to be a wizard, and that makes me sad. As a result, I've created a new feat that lets other casters who gain access to animate dead (such as Death Domain Clerics, Divine Soul Sorcerers of Evil Deities, Circle of Spores Druids and even bards.) have minions comporable in power to a wizard's while not rendering the school of Necromancy obsolete. Additionally, due to help of my personal Skype friend who goes by Gatekeeper, I also am able to present two new archetypes for the Druid and Sorcerer that bring some old prestige classes from 3.5e into 5e.

The Deathshroud Sorcerer Origin is based loosely on the 3.5e Master of Shrouds PrC, being a master of incorporeal undead who gains both the ability to summon and bind them, as well as several features that mimic their health draining powers. The Circle of Blight druid, meanwhile, is the Blighter as a druid circle, gaining both greater access to necromantic magics than the spore druid and the blighter's iconic undead wildshape. Both of these archetypes, however, are VERY WIP, and likely way, WAY too broken. As a result, I'd like any and all help balancing them. I've also added a Bardic College with a necromantic/undead-theme, who gains support powers that not only debuff enemies and pry allies from death's clutches, but also one that lets them buff both their own undead and those of other necromances in their party at the same time. Finally, rather than make a Warlock necromancer archetype, I figured that Necromancy is something that any warlock should be able to be good at since Necromancy is very much in their wheelhouse. With all that out of the way, I now present options to let other casters play at Necromancy!



New Feats
Corpsecrafter

Prerequisites: Ability to cast Animate Dead.

Benefits: You have mastered the art of undead animation, gaining the ability to animate more undead than other spellcasters and empower the undead you raise. You gain the following benefits:

When you cast Animate Dead, you can target one additional corpse or bone pile and create one additional skeleton or zombie (as-applicable)
Undead you create with Necromancy spells (such as Animate Dead or Create Undead) increase their hit point maximums by 1/2 your level, if they would not increase their hit point maximums already.
Undead you create with Necromancy spells add your Spellcasting ability modifier to their weapon damage rolls. If you have more than one spellcasting class, you choose which class' spellcasting ability you add when you gain this feat, and cannot change your decision afterwards. If undead you create with necromancy spells would add your proficiency bonus to their weapon damage rolls, you add the higher of your spellcasting ability modifier and proficiency bonus to their weapon damage rolls, not both.


Bardic College of Dirges

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Macabre Secrects

Your intrest in the dreadful, depressing and disturbing causes you to seek out vile arcana normally not pursued by other bards. Starting at 3rd level, when your Spellcasting feature lets you select a Bard cantrip or Bard spell known of 1st level or higher, you may choose that spell from either the Bard spell list or all Necromancy spells. (That spell must still be of a level you can cast, as normal) Any spells you select that are not on the Bard spell list become Bard spells for you when you select them. Additionally, you learn the Chill Touch cantrip. For you, Chill Touch is a Bard cantrip, and does not count against your total cantrips known (as-per the Bard table)

Dreadful Dirge

Also at 3rd level, you learn how to use your music or oration to strike fear into the hearts of your enemies, making them lose their will to fight. As an action, you can spend a use of your bardic inspiration, rolling an inspiration die and targeting one creature you are aware of within 30ft that can hear your voice. When you do this, that creature makes a Wisdom saving throw against your Bard spell save DC. On a successful save, that creature is immune to this feature for 24 hours. On a failed save, that creature is frightened of you for a number of rounds equal to the result of your inspiration die roll, or until it takes damage. Creatures with immunity to the Charmed condition are immune to this feature.

Corpse Dance

Starting at 6th level, you can use your music or oration to bid the dead to rise for one last dance. As an action, you can spend one use of your Bardic Inspiration, rolling an inspiration die and expending a spell slot to animate a corpse you can see within 30ft as a skeleton or zombie under your control. When you do this, that corpse remains animated for a number of rounds equal to your inspiration die roll, or until you lose concentration (as-if concentrating on a spell.) When this duration ends that corpse crumbles to dust, leaving it unable to be reanimated again.

Unlike a normal skeleton or zombie, this undead does not use the base skeleton or zombie statblock; instead it uses the statistics of the creature it was in life altered by the Skeleton or Zombie NPC features (DMG pg. 282). The skeleton or zombie you create with this feature cannot have a CR greater than 1/2 the level of the slot expended to animate it. The skeleton or zombie animated with this feature acts immediately after your own initiative, and will obey your commands to the best of its ability while it remains animated.

Elegy of the Lich King

Starting at 14th level, you learn a foul performance that incites bloodlust in the undead. You can activate this performance as an action. When you do this, for one minute, or until you lose concentration (as-if concentrating on a spell), all frendly undead that can hear your voice gain the following additional benefits:

They gain temporary hit points equal to your Bard level + your Charisma modifier
They add your bardic inspiration die to their weapon damage rolls.
During the last round of this performance, they gain advantage on weapon attack rolls and treat any successful attack as a critical hit.
At any time after at least 1 round has passed, you can use your bonus action to have this performance end at the start of your next turn, making that round the last round of the performance. You can mantain concentration on this performance and your Corpse Dance feature at the same time, making one concentration check for both features.


Druid Circle of Blight

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Unnatural Secrets

Your delve into forbidden secrets and knowledge that the other Circles abhor. Starting at 2nd level, you can prepare one extra spell of each level of 1st level and higher to which you have access from any other class list, as long as it is a spell of the Necromancy school. These spells are considered Druid spells for you while they are prepared. Additionally, you learn the Chill Touch cantrip. For you, Chill Touch is a Druid cantrip, and does not count against your total cantrips known (as-per the druid table)

Undead Wildshape

Also at 2nd level, your delving into the darker arts of magic has warped your ability to wildshape. Whenever you use wildshape, the following effects occur:

Instead of changing to the beast type, you change to the undead type
You gain resistance to Necrotic damage
You gain immunity to Poison damage and the Poisoned condition
You choose if your wildshape is Rotting or Skeletal. If it is Rotting, you have disadvantage on all Dextarity saves and checks, but you gain Undead Fortitude. If you choose Skeletal, you gain resistance to piercing weapons but vulnerability to bludgeoning weapons. If you have the ability to cast spells while wildshaped, that ability only applies to spells of the Necromancy school.
Aura of Decay

At 6th level, when you enter your undead wildshape form, you can choose to exude an enervating aura that withers the bodies of your enemies. When you wildshape, you can emit an aura out to 15 feet that causes non-sentient plants to wither and die. Additionally, any creature within this aura has disadvantage on its attack and damage rolls. At 15th level, this aura increases to 30ft. This aura ends when you leave your undead wildshape.

Undead Wildshape Improvement

At level 10, the corruption that took hold of you further empowers your undead wildshape. When you wildshape, you can now choose up to beasts of CR 4 or lower (the rules for Undead Wildshape still apply) and you gain the options of making your undead shape Ghoulish or Mummified. If you choose Ghoulish, whenever you attack a creature with your one of your undead shape’s natural attacks, they must make a Constitution saving throw against your Druid spell DC or be paralyzed for 1 minute. They may re-attempt this saving throw at the start of their tuns to end this effect. If you choose Mummified, once in each of your turns you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your Druid spell save DC. (No action required) On a failed save, they are frightened for 1 round.

Decaying Strike

At 14th level, you have learned to enhance your attacks with the unnatural corruption welling within you. When you successfully land an attack while in your undead wildshape, your target must make a Constitution saving throw against your Druid spell save DC. On a successful save, they take half damage and suffer no additional effects. On a failed save, they take 6d6 necrotic damage. Additionally, they take 2d6 necrotic damage at the start of their turn every round for 1 minute, and you gain half of the damage dealt as temporary hit points. They also have disadvantage on all saving throws for the duration. The target may make additional Constitution save at the end of every round, and on a successful save the effect ends.


Master of Shrouds Sorcerer Origin
Divine Necromancy

As one marked by the forces of darkness, you have been blessed with the power to use divine magic. When you select a Sorcerer cantrip or Sorcerer spell known of 1st level or higher, you choose that spell from either the Sorcerer spell list, Cleric Spell list, or all Necromancy spells. (these spells must still be of a level you can cast, as normal) Any spell you select this way becomes a Sorcerer spell for you if it is not on the sorcerer spell list. When you select a cantrip or spell known from the Sorcerer spell list, it cannot be a spell of the Evocation school or a spell that deals acid, cold, fire, lighting, poison or thunder damage that is not of the Necromancy school. Additionally, you gain Cause Fear as a bonus spell known. For you, Cause Fear is a Sorcerer spell, and does not count against your total spells known (as-per the Sorcerer table.)

Summon Spirits

As a master of shrouds, you have been granted dominion over the souls of the dead by the deity who bestowed your powers. As an action, you can expend a Sorcerer spell slot to summon a single incorporeal undead to an unoccupied space within 30ft that you can see. For this feature, any undead with the Incorporeal Movement quality is considered an "incorporeal undead." The undead you summon must have a CR no higher than 1/2 the slot's level, and remains summoned for 1 hour, after which it discorporates. Regardless of how many times you use this feature, you can only control undead summoned with it whoes total combind CRs do not exceed 1/2 your Sorcerer level. Any undead you summon with this feature that have the power to create other undead lose that power while under your control. Also, any creature that would instantly die from an attack by an undead summoned with this feature instead simply falls unconscious and must roll to stabilize or start making death saves, until the ability score reduction, maximum hit point reduction or other condition that would cause it to die normally is removed (It can still be coup' de graced as normal for an unconscious creature)

Undead you summon this way act immediately after your initiative and must be commanded by you to move or take any kind of action which requires using an action or bonus action. You cannot use the same bonus action or action to command an undead summoned with this feature to move and attack. (So if you wanted a Shadow you summoned with this feature to move and attack in the same turn you would have to use a bonus action to have it move and an action to have it attack, or vice-versa.) You can, however, use the same action or bonus action. To command multiple undead summoned through this feature. (So if you where in control of two shadows summoned with this feature, you could command them both to move with the same bonus action.)

Bind Spirit

At 6th level, you gain the power to permanently bind the spirits you summon to your service with a 10 minute ritual. This ritual requires materal components worth 100 gp per-hit die of the undead to be bound. When the ritual is complete, you attune yourself to that undead, consuming an attuenment slot as-if that undead was a magical item that required attunement. You can only bind undead created with your Summon Spirit feature to yourself this way, and cannot bind an undead with a CR above 1. As long as you are attuned to a bound undead, it does not count against the control limit of your Summon Spirits feature and remains summoned as long as you remain attuned to it, instead of for one hour. Additionally, any undead you have attuned to gains the following additional benefits: '

It loses the ability to create other undead if it has it normally.
Any creature that would instantly die from one of its attacks instead simply falls unconscious and must roll to stabilize or start making death saves, until the ability score reduction, maximum hit point reduction or other condition that would cause it to die normally is removed (It can still be coup' de graced as normal for an unconscious creature)
You do not have to command it using the rules of your Summon Spirits feature. Instead it acts on its own initiative, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your attuned undead acts on its own.
It uses your proficiency bonus in place of its own.
It adds your proficiency bonus to its AC and damage rolls.
It gains an amount of additional hit dice (and an increase in hit points accordingly) equal to your Sorcerer level - its own hit dice.
For each instance of the "Ability Score Improvement" feature you have from the Sorcerer class, it increases 1 ability score by 2 or two ability scores by 1, to a maximum of 20 in any given score.
(Your GM witholds the right to bar you from binding too many incorporeal undead to your service.)

Mend Ectoplasam

Starting at 14th level, you learn how to use the life force of others to heal incorporeal undead. (For this feature's effects, any undead with the Incorporeal Movement quality count as "incorporeal undead.") You gain Vampiric Touch as a bonus spell known. For you, Vampiric Touch is a Sorcerer spell, and does not count against your total Sorcerer spells known (as-per the Sorcerer table). If you already know the Vampiric Touch spell when you gain this feature, you can immediately exchange it for any spell you could select normally (including spells that your Divine Necromancy feature lets you select). Whenever you would make a melee spell attack with the Vampiric Touch spell, you can instead make a ranged spell attack with a range of 30ft. When you do this, you may divide the healing you would receive normally among yourself and any incorporeal undead within 30ft of the target of that attack.

Bind Wraith

At 18th level, you learn how to bind a paticularly powerful incorporeal undead to your service. You can spend 1 hour to call a Wraith and bind it to you, as-per your Bind Spirits feature. If you have no available attunement slots to do so, you can release a bound undead to be able to bind this wraith to you. A bound wraith gains all the same benefits as any other undead you are attuned to through your Bind Spirits feature, and still costs an attunement slot as normal. Regardless of how many attunement slots you have open, you can only ever attune yourself to one wraith.


Pale Mastery Arcane Tradition

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Macabre Lore

Starting at 2nd level, and at every other level after, instead of choosing two spells from the wizard spell list when leveling up, you may instead choose 1 spell from the wizard spell list and 1 Necromancy spell of your choice that you can cast from any spell list. These spells become Wizard spells for you if you select them.

Bone Skin

You fascination with the undying has led you to conduct horrible experiments on yourself, which toughens your skin to a bone like texture. Starting at 2nd level, your AC equals 15 + your Dexterity modifier as long as you are wearing no armor and carrying no shield.

Undead Graft

At 6th level you undergo a horrific procedure that replaces one of your arms with an undead graft. This graft’s appearance can be skeletal, rotting, or mummified (your choice). Your graft increases your physical strength; you increase your Strength score by 1, to a maximum of 20. Additionally, this graft also grants you a special touch attack. As an action, you can make a melee attack with your undead arm, adding your proficiency bonus to that attack if you would not normally. If the attack hits, it deals Necrotic damage equal to ½ your Sorcerer level level of d6’s + your Intelligence modifier. Any size medium humanoid that dies as a result of this touch attack rises as a zombie under your control. Once you use this feature, you cannot do so again until you finish a short or long rest.

Deathless Vigor

At 10th level you further corrupt your body with your macabre experiments, becoming even more like an undead creature. You gain immunity to poison damage and the poisoned condition. Additionally, you gain proficiency in Constitution saving throws.

Undead Cohort

At 14th level your mastery over the macabre arts has given you the ability to call a far more powerful undead servant to your side. You may perform a special ritual that takes 8 hours to complete and requires 50 gp worth of components (incense and special gravedust). Once completed, a loyal undead cohort appears to serve you. The cohort follows your orders to the best of your ability and has its own initiative. The undead cohort can be any undead you can create. The cohort gains the following benefits:

Your undead cohort gains additional hit die equal to half of your Sorcerer level
Your cohort adds your proficiency bonus to its saving throws, attack, and damage rolls
Your cohort gains the Turn Resistance feature if it didn’t already
You can increase all of its ability scores by 1, three of its ability scores by 2, or two of its ability scores by 3.
Additionally, your cohort can use its reaction to inflict disadvantage on a foe that targeted you or it for an attack on its last turn. You may only have one cohort at any given time. If you raise another cohort while you have a functioning one, then it vanishes and reappears in the spot you’ve finished the ritual in at full health. If your cohort is destroyed, you can perform the same ritual for half of the time and for half of the cost, and it rises in a space next to you at full health after you complete the ritual.


Warlock Pact of the Grave + Necro-Invocations

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New Pact Boon: Pact of the Grave

Once per-long rest, you can raise a single skeleton with the following benefits as a bonus action:

Its hit points (and hit point maximum) equal 2 x your proficiency bonus d8 + your Warlock level.
It adds your proficiency bonus to its weapon damage rolls.
You can command skeletons you create this way as if they where created by an Animate Dead spell cast by you, and they remain reanimated for 24 hours, or until you finish a long rest (whichever comes first) Starting at 4th level, you can raise a number of skeletons equal to your proficiency bonus when you use this feature instead. However, when you do this, they gain none of the additional benefits this feature grants normally. (So their hit points are not increased and they do not recieve a damage bonus).

New Invocations

Dominate the Dead
Prerequisites: Pact of the Grave, 3rd level
Benefits: As an action, you target one undead you can see within 30ft and invoke your patron’s authority over it. It must make a Charisma saving throw. On a failed save, it must obey your commands for the next 24 hours, or until you use this Invocation again. Undead who's CR are equal to or greater than your Warlock level are immune to this Invocation. Once you use this invocation, you cannot do so again until you finish a short or long rest.

The Dead Walk
Prerequisites: Pact of the Grave, 5th level
Benefits: You can use your warlock spell slots to cast Animate Dead once per long rest. When you cast Animate Dead this way, it can target 1 additional corpse or bone pile and create 1 additional skeleton or zombie. Additionally, undead you create with this Animate Dead spell, Warlock spells and Mystic Arcanum add your Warlock level to their hit point maximums and use your proficiency bonus in place of their own on weapon attack rolls.

Undead Mastery
Prerequisites: The Dead Walk, 7th level
Benefits: Once after each long rest, you can reassert control over undead created by a single Animate Dead spell you cast using a Warlock spell slot without re-casting that spell. (So you will never re-assert control of the undead created by more than one Animate Dead spell this way.) You can still reassert control over any undead beyond this limit by re-casting the spells that created them as normal.

Ghoulcaller
Prerequisites: Pact of the Grave, 11th level
Benefits: You can use your mystic arcanum to cast undead creation spells. You can expend a mystic arcanum of at least 6th level to cast Create Undead at the level of the expended mystic arcanum. (when you do this, the you do not also cast the mystic arcanum you expended.) You can also cast Create Undead this way to reassert control over undead created by Create Undead spells you cast in this way. (Including ones cast at levels higher than 6th.)

EDIT: The Deathshroud Sorcerer proved too difficult to balance, and with the shadow sorcerer being thematically similar I decided instead to use the pale master port Gatekeeper and I worked on and apply it to the Sorcerer class. Thoughts would be appreciated!

SemiNoodle
2018-04-01, 04:55 AM
Have you seen the Dark Arts Players Companion? It contains some ideas similar to your own, especially the necromantic sorcerer. If you are worried about balancing your archetypes I would suggest checking it out.

Have you considered necromantic sub-classes for classes such as Fighter? A Death Knight sub-class would be kinda fun.

Giegue
2018-04-01, 07:32 AM
The sorcerer in the dark arts player's companion is distinctly NOT pet-based, though. They are not good at undead pets at all and I want a pet-focused sorcerer. Also, yes, I have a fighter archetype planned, but just haven't posted it yet. Same with the rogue archetype thats based loosley on the 3.X Nightstalker base class. Anyway, I'd still appreciate any/all balance help with these since I know a few of them are likely way too strong. So if you have any advice on how to tone down/fix them I'd appreciate it!