One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.

-NOTE- The dread necromancer is largely unchanged as it's pretty much agreed to be a perfectly good class for the range I am going for. I will modify the spell list slightly and added 0 level spells.

Dread Necromancer
(Inspiration: Dread Necromancer)

Dread Necromancers have the following game statistics.
Alignment: Any evil, neutral, chaotic neutral or chaotic good
Hit Die: d6
Starting Age: As Dread Necromancer
Starting Gold: As Dread Necromancer

Class Skills: As Dread Necromancer

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Charnel Touch, Rebuke Undead 6 3 - - - - - - - -
2nd +1 +0 +0 +3 Lich Body DR 2 6 4 - - - - - - - -
3rd +1 +1 +1 +3 Advanced Learning, Negative Enery Burst 1/day 6 4 3 - - - - - - -
4th +2 +1 +1 +4 Mental Bastion +2 6 5 4 - - - - - - -
5th +2 +1 +1 +4 Fear Aura 6 5 4 3 - - - - - -
6th +3 +2 +2 +5 Advanced Learning, Scabrous Touch 1/day 6 5 5 4 - - - - - -
7th +3 +2 +2 +5 Lich Body DR 4, Undead Minion 6 6 5 4 3 - - - - -
8th +4 +2 +2 +6 Negative Energy Burst 2/day, Undead Mastery 6 6 5 5 4 - - - - -
9th +4 +3 +3 +6 Advanced Learning, Negative Energy Resistance 6 6 6 5 4 3 - - - -
10th +5 +3 +3 +7 Light Fortification 25% 6 6 6 5 5 4 - - - -
11th +5 +3 +3 +7 Lich Body DR 6, Scabrous Touch 2/day 6 6 6 6 5 4 3 - - -
12th +6/+1 +4 +4 +8 Advanced Learning, Enervating Touch 6 6 6 6 5 5 4 - - -
13th +6/+1 +4 +4 +8 Negative Energy Burst 3/day 6 6 6 6 6 5 4 3 - -
14th +7/+2 +4 +4 +9 Mental Bastion +4 6 6 6 6 6 5 5 4 - -
15th +7/+2 +5 +5 +9 Advanced Learning, Lich Body DR 8 6 6 6 6 6 6 5 4 3 -
16th +8/+3 +5 +5 +10 Scabrous Touch 3/day 6 6 6 6 6 6 5 5 4 -
17th +8/+3 +5 +5 +10 Enervating Touch, Light Fortification 50% 6 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +11 Advanced Learning, Negative Energy Bust 4/day 6 6 6 6 6 6 6 5 5 4
19th +9/+4 +6 +6 +11 Craft Wondrous Item 6 6 6 6 6 6 6 6 5 4
20th +10/+5 +6 +6 +12 Lich Transformation 6 6 6 6 6 6 6 6 5 5


Class Features:All of the following are class features of the dread necromancer.

Weapon and Armor Proficiencies: A dread necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed. Dread necromancers are also proficient with light armor, but not with shields. A dread necromancer may cast spells in light armour without any arcane spell failure.

Spells: A dread necromancer casts arcane spells, which are drawn from the dread necromancer's spell list (see page 87). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer's spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a dread necromancer's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day.

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

Rebuke Undead:A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body.

Lich Body:Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Advanced Learning:At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the necromancy school and of a level no higher than that of the highest-level spell you already know or a universal or divination spell of one level lower than the highest level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

Negative Energy Burst:Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).

Mental Bastion:Scabrous Touch (Su): Starting at 6th level, once per day a dread necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player's Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted; see page 292 of the Dungeon Master's Guide for details.
Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance.
A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.

Undead Minion:A 7th level dread necromancer can summon an undead minion (a human skeletal warrior described in the monster manual). Obtaining this minion takes 24 hours and uses magical materials that cost 100 gp.
This creature is a loyal servant that follows the dread necromancer's commands. If it is destroyed, the dread necromancer suffer no ill effects and may immediately summon a new familiar be performing a ceremony identical to the previous one.
The skeleton has a number of hit die equal to the dread necromancer's class levels. Add one-half the dread necromancer's class level as a natural armour bonus and one-third to the skeleton's strength and dexterity.

Undead Mastery: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. This benefit is also granted to your undead minion.
In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell).
Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Negative Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Light Fortification: Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master's Guide. At 17th level, this fortification increases to 50%.

Enervating Touch: When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier.
Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.
A dread necromancer can use the spectral hand spell to deliver this attack from a distance.
Beginning at 17th level, the number of negative levels a dread necromancer can bestow per day increases to equal her class level.

Craft Wondrous Item: At 19th level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a lich.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.