View Single Post

Thread: The Dread Necromancer: A Hero of Horror

  1. - Top - End - #4
    Bugbear in the Playground
     
    PaladinGuy

    Join Date
    Oct 2014
    Location
    East of the Rockies
    Gender
    Male

    Post Re: The Dread Necromancer: A Hero of Horror

    Latest Patch Notes:
    • Added a new spell to the spell list that lets you animate crawling claws
    • Reduced the max amount of dread call uses from 7 to 6. You now gain dread call at level 5.
    • Gain necrotic path features at later levels.
    • Removed the restriction that only let you benefit from tomb tainted soul when you don['t multi class into dread necromancer. Also cleared up some of the wording with tomb tainted soul.
    • Reduced length of controlling undead from rebuke undead down to 1 hour.
    • Added Scabrous Touch ability at level 9, boosts at level 15.
    • Added the spell "Conjure undead creature" to the spell list.

    Scholar latest patch notes.
    • Removed the improvements to undead you raise from the level 10 improvement.
    • Removed the ability to pierce immunity to necrotic damage from level 10 to level 15.
    • Changed the first ability. You gain one first level spell from the class that you choose, and only gain new spells when you get another ability from the class. Changed the ability to Advanced Learning.
    • Renamed the level 15 ability to Undying Mastery


    Infernalist latest patch notes
    • Altered the inferalist class to be somewhat more like the corpsecrafter feat tree from 3.5
    • Completely changed the capstone ability. Your undead now explode when they die, dealing fire and necrotic damage.
    • Undead now only start dealing fire damage at level 11, with the improvement coming at level 17.
    • Lowered the cost to cast planar binding down to 2 dread call uses
    • When you gain the vile death class feature, you can choose to give your undeaad a +2 bonus to either strength or dexterity, and they get + hit point per hit dice.
    • Undead you create get advantage on saving throws against being turned starting t level 17


    Dread Knight Latest Patch notes:
    • Removed Reapers Kiss
    • Added Fear Aura ability to Dark Vanguard
    • Replaced capstone with improvement to fear aura
    • Added Necrotic Bursts
    • Weightstrike is no longer upgraded to 2d8 damage, and no longer reanimates dead. Removed the 1/per round restriction on the necrotic damage.




    Older versions:

    Spoiler: First Draft: Dread Knight Necrotic Path.
    Show

    Dread Knight

    "Let the cowards hide behind there robes of silk and flashy spells. Real killers lead their armies."

    Dark Vanguard:
    You gain proficiency in medium armor, and you can choose a combat style available to any of the core PHB classes at first level.

    Extra attack:
    Starting at 6th level, when you use your action to attack, you may make two attacks.

    Reaper's Kiss:
    Starting at level 11, you can expend a use of rebuke undead to deal massive amounts of damage in one strike. When you hit an enemy with an attack made by a physical weapon, you can deal additional damage equal to 5+ twice your dread necromancer level in necrotic damage. In addition, you gain proficiency with heavy armor.

    Wightstrike:
    Starting at level 17, when you attack any creature with the martial weapon you choose to have proficiency in, you deal an additional 1d8 necrotic damage once per round. At level 20, this amount increases to 2d8 necrotic damage once per round. Any humanoid slain by your attacks attacks with your marital weapon of choice rises 1 hour later as a zombie with half of it's normal maximum hit point total under your control, unless the humanoid is restored to life or its body is destroyed.

    Necrotic Transformation.
    At level 20, once per long rest, you can turn into a undead creature of great power. While transformed, you gain the following benifits:

    • Casting any spell that normally takes an action only takes a bonus action.
    • You gain an aura of menace, identical to the paladin of vengeance from the player's handbook.

    These abilities last for 10 minutes. You can activate Necrotic Transformation once per day.


    Spoiler: First Draft: Infernalist Necrotic Path
    Show

    Infernalist

    "We're mixing the most powerful forces in the universe: Damned souls and undeath. What could possibly go wrong?"

    Dark Lore:
    Due to your extensive dealing with black magic of all varieties, you gain expertise on any religion or arcana checks dealing with fiends or necromancy. Furthermore, your knowledge of fiends has given you insight's on how to emulate their power. You gain fire resistance.

    Vile Death:
    Beginning at 6th level, all the undead you create are now infused with power from the lower planes, often in the form of a willing (or unwilling) fiend who's essence is merged with any undead created by the caster. All undead created by the spells animate dead or create undead now have resistance to fire and deal an additional 1d4 fire damage with each of their natural attacks. This damage increases to 1d6 fire damage once you reach level 15. You also gain the ability to summon an imp or quasit as your familiar. You learn the spell “find familiar” if you don’t already know it.

    Expert Summoner:
    Starting at level 11, you may cast planar binding using 3 of your dread call uses. You still have to provide the material component for the spell. It is cast as a level 5 spell. At level 20, you can cast it as a level 6 spell.

    Infernal Tongue:
    Starting at level 17, you become an expert at dealing with infernal entities. You gain double your proficiency bonus on persuasion, deception, and intimidation checks against fiends. Furthermore, any costs associated with spells such as planar binding or planar ally are halved when you are dealing with fiends. You also learn to speak infernal and abyssal.

    Fiendish Transformation
    Starting at level 20, once per long rest, you can transform into a Glabrezu, a horned devil, or an ultraloth for 1 minute. You gain all the stats and abilities of that creature while you are transformed, but you keep your health score. You may still cast spells while transformed.


    Spoiler: Third Draft: Main Class
    Show

    Dread Necromancer

    Latest Patch Notes:
    • Added Fear to the class spell list. It should have been on there to start with.
    • Renamed 'animation points" into "dread call uses"
    • Reduced the amount of dread call uses from 10 to 7 (1/3rd of class level instead of 1/2)
    • Using dread call for metamagic now only takes up half of a dread call point.
    • If you take the dread call option to gain the ability to cast create undead, you can increase the level you cast the spell at by spending more dread call uses.



    "I have not only witnesssed horrors beyond your darkest nightmares, I have COMMANDED those horrors and bent them to my will! And you have the arrogance to think you can defeat me?"

    Level Proficiency Bonus Dread Call Uses Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 - Spellcasting, Taint of the Tomb, Necrotic Path 2 2 2 - - - - - - - -
    2nd +2 1 Dread Call 2 3 3 - - - - - - - -
    3rd +2 1 Rebuke Undead (1/per long rest) 2 4 4 2 - - - - - - -
    4th +2 1 Ability Score Improvement 3 5 4 3 - - - - - - -
    5th +3 2 Necrotic Path Feature 3 6 4 3 2 - - - - - -
    6th +3 2 3 7 4 3 2 - - - - - -
    7th +3 2 3 8 4 3 3 1 - - - - -
    8th +3 3 Dread Call Improvement, Ability Score Improvement 3 9 4 3 3 2 - - - - -
    9th +4 3 - 3 10 4 3 3 3 1 - - - -
    10th +4 3 Necrotic Path Feature 3 11 4 3 3 3 2 - - - -
    11th +4 4 4 12 4 3 3 3 2 1 - - -
    12th +4 4 Ability Score Improvement 4 12 4 3 3 3 2 1 - - -
    13th +5 4 Rebuke Undead (2/per long rest) 4 13 4 3 3 3 2 1 1 - -
    14th +5 5 Greater Dread Call Improvement 4 13 4 3 3 3 2 1 1 - -
    15th +5 5 Necrotic Path Feature 4 14 4 3 3 3 2 1 1 1 -
    16th +5 5 Ability Score Improvement, 4 14 4 3 3 3 2 1 1 1 -
    17th +6 6 - 4 15 4 3 3 3 2 1 1 1 1
    18th +6 6 Lich Body 4 15 4 3 3 3 3 1 1 1 1
    19th +6 6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
    20th +6 7 Necrotic Path Feature 4 15 4 3 3 3 3 2 2 1 1

    CLASS FEATURES
    As a dread necromancer, you gain the following class features.

    Hit Points:
    Hit Dice:1d8 per dread necromancer level
    Hit Points at 1st Level: 8+ your constitution modifier.
    Hit Points at Higher Level:1d8(or 5) + your Constitution modifier per dread necromancer level after 1st.

    Proficiencies:
    Armor: Light
    Weapons: All simple weapons, and 1 martial weapon of your choice
    Tools: None
    Saving Thows: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, Intimidation, Persuasion, Religion, and Stealth.

    Equipment:
    You start with the following equipment, in addition to the equipment granted by your background.
    • The martial weapon you choose proficiency in
    • (a) A component pouch or (b) an arcane focus
    • (a) A light crossbow and 20 bolts or (b) a simple weapon of your choice
    • (a) an explorer's Pack, (b) a scholar's pack, or (c) a dungeoneer's pack


    Spoiler: Spellcasting; Identical to Sorcerer Casting in Every way except that the word "Sorcerer" is replaced with "Dread Necromancer". TL;DR skip this part.
    Show

    Spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spell casting. The dread necromancer spell list is provided below.

    Cantrips:

    At 1st level, you know two cantrips of your choice from the dread necromancer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots:
    The dread necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

    Spells Known of First Level and Higher:

    You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the dread necromancer table shows when you learn more dread necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the dread necromancer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability:

    Charisma is your spellcasting ability for your dread necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus:
    You can use an arcane focus (found in chapter 5) as a spell casting focus for your dread necromancer spells.



    Taint Of The Tomb:
    The dark magic coursing through your body causes significant changes to your organic structure. If you took the first level of dread necromancer at the same time you took your first character level, you take radiant damage whenever you are the target of a healing spell. You may make a Charisma save to half the damage the spell deals to you. However, if you are the target of a spell that deals necrotic damage, you take no damage and instead heal an amount equal to the damage that would have normally been dealt. You may target yourself with spells that deal necrotic damage, such as inflict wounds) to heal yourself.

    Furthermore, undead under your control can heal from necrotic damage from your spells, but not the spells of enemies.

    Necrotic Path:
    When you take your first level in the Dread Necromancer class, you must choose your Necrotic Path. More details about the available necrotic paths are detailed below.

    Dread Call:
    Starting at second level, you gain an amount of dread call uses equal to half your dread necromancer class level rounded down. You can expend one of these uses to cast the spell animate dead as if you were casting it as a third level spell. Dread Call uses regenerate after every long rest.

    Rebuke Undead:
    At level 3, as an action, you shout vile utterances of the primal language that all undead know. Each undead that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is rebuked for 1 minute. While a creature is rebuked, it stops and cowers in place, not taking any actions. Attack roles against rebuked creatures have advantage. A creature stops being rebuked once it takes damage.

    Additionally, if the challenge rating of the undead rebuked is low enough and it fails it's saving throw, it falls under your control and you can command it as a bonus action. It remains under your control for 24 hours. It's actions towards you afterwards depend on the creature's intelligence (or lack their off) and how it was treated while under your command. If you merely asked it to fight along side you, it will likely be indifferent to you. If you used it as bait or cannon fodder, it may turn on you once it is free of your control.

    Command Undead
    Dread necromancer Level command Undead of CR
    5th : 1/2 or lower
    8th : 1 or lower
    11th : 2 or lower
    14th : 3 or lower
    17th : 4 or lower

    You can only use rebuke undead once per long rest up until level 13. At level 13, you can use it up to twice per long rest.


    Dread Call Improvement:
    Starting at Level 8, you can gain one of the following two improvements to your Dread call uses.

    Greater Necromancy: By expending three dread call uses you can cast Create Undead on a corpse as if casting the spell at 6th level. For every additional dread call usage you expend, you cast the spell at a higher level. At level 14, you only need to expend two dread call uses to use this feature.

    Metamagic: You select one metamagic option form the sorcerer's list of metamagic from the player's handbook (P. 102). You can use dread call uses to fuel metamagic in the same way a sorcerer can. At level 14, you can select a second metamagic option.

    Lich Body:
    Once you take your 18th level of dread necromancer, your body further alters to reflect the nature of the necromantic magic you practice. You gain resistance to one of the following damage types of your choice: slashing, bludgeoning, or piercing. This resistance can be overcome by any magic weapon.





    Spoiler: First Draft: Scholar Necrotic Path
    Show

    Scholar

    "Knowledge is power. Specifically, the power to kill you."

    Undying Study:
    Choose a class, wizard or cleric. You may not change this choice later. You can add 1st level spell of your choice from the class you have selected to the spells you have known. Every time you gain a new spell level, you gain a new spell from the spell list of the class you chose at level 1.

    Death Rituals:
    At level 5, you gain the effects of the ritual caster feat based on the class you choose at level 1. In addition, when you drop an enemy to zero hit points with a spell, you gain hit points equal to two times the level the spell was cast at. If the spell was from the necromancy school, you gain three times the level of the spell.

    Deadly Knowledge:
    At level 10, you overcome all resistance and immunity to necrotic damage. Whenever you roll a 1 or two on a damage dice when dealing necrotic damage, you can re-roll that dice one time. You must abide by the result of the second roll.

    Additionally, whenever you create an undead using a necromancy spell, it has additional benefits:
    * The creature’s hit point maximum is increased by an amount equal to your dread necromancer level.
    * The creature adds your proficiency bonus to its weapon damage rolls.
    * The creature is able to wield the marital weapon you are proficient in.

    Unyielding Mastery:
    At level 15, undead you create are always under your command until they or you die.

    Eternal Knowledge:
    Sometime upon reaching level 20, you gain the knowledge of one of two rituals. You can preform these rituals on yourself to gain immense benefits.

    Lichdom: Become a full fledged undead through a profane ritual. This ritual must involve some extraordinarily evil act (such as the sacrifice of a good aligned child or celestial, for example). After the ritual's completion, you gain the following benefits.
    • Damage Resistances cold, lightning,
    • Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
    • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
    • You gain a phylactery. If your body is destroyed, you reform, regaining all of your hit points and becoming active again. The new body appears within 5 feet of the phylactery.
    • You are considered an undead for any conditions or effects that effect undead.

    Necortic Purge: Remove the taint of undeath from your soul. After you preform the ritual, which takes a week to preform, you gain the following benefits:

    • You loose both the benefits and drawbacks of the tomb tainted soul class feature
    • Your body is infused with life giving energy. You restore one hit point every turn, up to your hit point maximum.
    • All instances of create undead and animate dead are removed from your spell list, and are replaced with a spell of the same level of your choice.
    • You loose your dread call uses and gain 14 sorcerer points You gain one metamagic ability. You can use these sorcerer points for anytbhing a sorcerer can use sorcerer points for.
    • Your body is still marked by it's frequent counters with undeath. You gain immunity to necrotic damage.



    Spoiler: Second Draft Main classt:
    Show

    Latest Patch Notes:
    • Removed charnel touch entirely. Farewell, infinate healing
    • Moved lich body from level 4 to level 18, and removed greater lich body entirely.
    • Added the ability to heal undead with necrotic energy from spells you cast on them.



    Dread Necromancer


    "I have not only witnesssed horrors beyond your darkest nightmares, I have COMMANDED those horrors and bent them to my will! And you have the arrogance to think you can defeat me?"

    Level Proficiency Bonus Animation Points. Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 - Spellcasting, Taint of the Tomb, Necrotic Path 2 2 2 - - - - - - - -
    2nd +2 1 Animation Points 2 3 3 - - - - - - - -
    3rd +2 1 Rebuke Undead (1/per long rest) 2 4 4 2 - - - - - - -
    4th +2 2 Ability Score Improvement 3 5 4 3 - - - - - - -
    5th +3 2 Necrotic Path Feature 3 6 4 3 2 - - - - - -
    6th +3 3 3 7 4 3 2 - - - - - -
    7th +3 3 3 8 4 3 3 1 - - - - -
    8th +3 4 Animation Points Improvement, Ability Score Improvement 3 9 4 3 3 2 - - - - -
    9th +4 4 - 3 10 4 3 3 3 1 - - - -
    10th +4 5 Necrotic Path Feature 3 11 4 3 3 3 2 - - - -
    11th +4 5 4 12 4 3 3 3 2 1 - - -
    12th +4 6 Ability Score Improvement 4 12 4 3 3 3 2 1 - - -
    13th +5 6 Rebuke Undead (2/per long rest) 4 13 4 3 3 3 2 1 1 - -
    14th +5 7 Greater Animation Point Improvement 4 13 4 3 3 3 2 1 1 - -
    15th +5 7 Necrotic Path Feature 4 14 4 3 3 3 2 1 1 1 -
    16th +5 8 Ability Score Improvement, 4 14 4 3 3 3 2 1 1 1 -
    17th +6 8 - 4 15 4 3 3 3 2 1 1 1 1
    18th +6 9 Lich Body 4 15 4 3 3 3 3 1 1 1 1
    19th +6 9 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
    20th +6 10 Necrotic Path Feature 4 15 4 3 3 3 3 2 2 1 1

    CLASS FEATURES
    As a dread necromancer, you gain the following class features.

    Hit Points:
    Hit Dice:1d8 per dread necromancer level
    Hit Points at 1st Level: 8+ your constitution modifier.
    Hit Points at Higher Level:1d8(or 5) + your Constitution modifier per dread necromancer level after 1st.

    Proficiencies:
    Armor: Light
    Weapons: All simple weapons, and 1 martial weapon of your choice
    Tools: None
    Saving Thows: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, Intimidation, Persuasion, Religion, and Stealth.

    Equipment:

    You start with the following equipment, in addition to the equipment granted by your background.
    • The martial weapon you choose proficiency in
    • (a) A component pouch or (b) an arcane focus
    • (a) A light crossbow and 20 bolts or (b) a simple weapon of your choice
    • (a) an explorer's Pack, (b) a scholar's pack, or (c) a dungeoneer's pack


    Spoiler: Spellcasting; Identical to Sorcerer Casting in Every way except that the word "Sorcerer" is replaced with "Dread Necromancer". TL;DR skip this part.
    Show

    Spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spell casting. The dread necromancer spell list is provided below.

    Cantrips:

    At 1st level, you know two cantrips of your choice from the dread necromancer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots:
    The dread necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

    Spells Known of First Level and Higher:

    You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the dread necromancer table shows when you learn more dread necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the dread necromancer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability:

    Charisma is your spellcasting ability for your dread necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus:
    You can use an arcane focus (found in chapter 5) as a spell casting focus for your dread necromancer spells.



    Taint Of The Tomb:
    The dark magic coursing through your body causes significant changes to your organic structure. If you took the first level of dread necromancer at the same time you took your first character level, you take radiant damage whenever you are the target of a healing spell. You may make a Charisma save to half the damage the spell deals to you. However, if you are the target of a spell that deals necrotic damage, you take no damage and instead heal an amount equal to the damage that would have normally been dealt. You may target yourself with spells that deal necrotic damage, such as inflict wounds) to heal yourself.

    Furthermore, undead under your control can heal from necrotic damage from your spells, but not the spells of enemies.

    Necrotic Path:
    When you take your first level in the Dread Necromancer class, you must choose your Necrotic Path. More details about the available necrotic paths are detailed below.

    Animation Points:
    Starting at second level, you gain an amount of animation points equal to half your dread necromancer class level rounded down. You can expend one of these points to cast the spell animate dead as if you were casting it as a third level spell. Animation points regenerate after every long rest.

    Rebuke Undead:
    At level 3, as an action, you shout vile utterances of the primal language that all undead know. Each undead that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is rebuked for 1 minute. While a creature is rebuked, it stops and cowers in place, not taking any actions. Attack roles against rebuked creatures have advantage. A creature stops being rebuked once it takes damage.

    Additionally, if the challenge rating of the undead rebuked is low enough and it fails it's saving throw, it falls under your control and you can command it as a bonus action. It remains under your control for 24 hours. It's actions towards you afterwards depend on the creature's intelligence (or lack their off) and how it was treated while under your command. If you merely asked it to fight along side you, it will likely be indifferent to you. If you used it as bait or cannon fodder, it may turn on you once it is free of your control.

    Command Undead
    Dread necromancer Level command Undead of CR
    5th : 1/2 or lower
    8th : 1 or lower
    11th : 2 or lower
    14th : 3 or lower
    17th : 4 or lower

    You can only use rebuke undead once per long rest up until level 13. At level 13, you can use it up to twice per long rest.


    Animation Points Improvement:
    Starting at Level 8, you can gain one of the following two improvements to your Animation Points.

    Greater Necromancy: By expending three animation points, you can cast Create Undead on a corpse as if casting the spell at 6th level. At level 14, you only need to expend two animation points to use this feature.

    Metamagic: You select one metamagic option form the sorcerer's list of metamagic from the player's handbook (P. 102). You can use animation points to fuel metamagic in the same way a sorcerer can. At level 14, you can select a second metamagic option.

    Lich Body:
    Once you take your 18th level of dread necromancer, your body further alters to reflect the nature of the necromantic magic you practice. You gain resistance to one of the following damage types of your choice: slashing, bludgeoning, or piercing. This resistance can be overcome by any magic weapon.

    A note on balance:
    Yes, I am aware that this class needs to be balanced more. That's where I need your help. This is my first time designing a class all on it's own (as opposed to my warlock patron subclasses). I'm mainly building this class so I can continue playing as my current player once my party switches from 3.5 to 5.




    Other Notes:

    I had a very simple reason for designing this class. My favorite IRL campaign is going to be switching over from 3.5 to 5th edition sometime in the very near future. I have a dread necromancer in that campaign. Now, I could have tried to just make some small sorcerer origin homebrew, and just go from there, but what fun would that be?

    I tried to capture as many of the possibilities that the original 3.5 dread necromancer offered. I'm worried I might have made this class too powerful, but I'm hoping it's limited spell list will balance that out. I don't have it posted yet, but it shouldn't surprise you to find out that it consists of little else besides necromancy spells.


    As of now, here are the biggest questions I would like you all to answer about this class (of course, if you have any other ideas, by all means post them).

    • Is rebuke undead balanced?
    • Does the spell list need any changes?
    • Should I improve the infernalist class, or is it good as is?
    • I know dread knight needs improvements. Anyone have suggestions for alternate features?
    • Is scholar balanced now?


    Special Thanks:
    Thank you Startouched and Flashy for providing me with so much help throughout the design process.
    Last edited by Michael7123; 2015-08-19 at 04:38 PM.