Necromaster (5e Class)

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Vessel of Undeath[edit]

A Necromaster is a powerful spellcaster focused on summoning large hordes of undead monsters. Differently than Wizards, Sorcerers, Clerics or Warlocks, Necromasters are scholars that didn't focus on the various spells someone can cast to get them out of sticky situations, instead, they chose to deepen their knowledge of animating subordinates that can rescue them. Masters of undeath mostly differentiate among each other in their means of using the souls of the dead, some try to reanimate the largest amount of corpses possible, others choose to create a single behemoth of a beast, while there are even those who use the flesh of others to enhance themselves. Being a necromancer does not mean being evil, but showing the world you might not be a villain will always be harder than giving in to what they think of you.

Regardless of how a Necromaster achieved the power of necromancy, a Necromaster is an expert of the life and death, able to employ the ones who already passed away to help them one last time

Creating a Necromaster[edit]

346-3467037_novice-necromancer-d-d-dark-cultist.png
Necromancer
Quick Build

You can make a Necromaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom, Constitution or Charisma if you plan to take the Usurper allignment or the Spiritualist allignment, respectively. Second, choose the Criminal or the Sage background. Third, choose a Scimitar, a Dagger, a light crossbow and a quiver of 20 crossbow bolts.

Class Features

As a Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Necromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Necromancer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, scimitars and whips.
Tools: Shovels, alchemist’s supplies and poisoner's kit.
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Medicine, Nature, Religion, Arcana, Deception, Insight, Stealth, Animal Handling and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scimitar and a dagger or (b) a whip and a dagger or (c) any two melee simple weapons.
  • (a) a shortbow and a quiver of 20 arrows or (b) a light crossbow and a quiver of 20 crossbow bolts.
  • Leather armor, a shovel and a poisoner's kit.
  • If you are using starting wealth, you have 2d4 × 10 gp in funds.

Table: The Necromancer

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Channeler of Souls, Minor Necromancy
2nd +2 Grim Harvest, Necromaster Alignment
3rd +2 Spellcasting 3 2
4th +2 Ability Score Improvement, Soul Binding 4 3
5th +3 4 3
6th +3 Undead Reinforcement 4 3
7th +3 Necromaster Alignment Feature 5 4 2
8th +3 Ability Score Improvement 6 4 2
9th +4 Inured to Undeath 6 4 2
10th +4 Necromaster Alignment Feature 7 4 3
11th +4 8 4 3
12th +4 Ability Score Improvement 8 4 3
13th +5 Command Undead 9 4 3 2
14th +5 Necromaster Alignment Feature 10 4 3 2
15th +5 10 4 3 2
16th +5 Ability Score Improvement 11 4 3 3
17th +6 11 4 3 3
18th +6 11 4 3 3
19th +6 Ability Score Improvement 12 4 3 3 1
20th +6 13 4 3 3 1

Channeler of Souls[edit]

As a Necromaster, you learned to not only mess with the flesh, but also with the souls. A number of times equal to your proficiency bonus, you can use your action to overcharge the item you assigned as your mortal relic and cast any necromancy cantrip.

Minor Necromancy[edit]

Once per short rest, you can spend a minute to create an undead tiny creature. Choose a tiny pile of bones, a severed foot or a hand of a medium or small humanoid within 10ft. Your spell imbues the target with a filthy mimicry of life, raising it as an undead creature under your control. The target becomes a crawling claw or a stomping foot.

On each of your turns, you can use a reaction to mentally command any creature you made with this feature, if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

After 24 hours, the tiny servant decomposes and dies.

Grim Harvest[edit]

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a necromaster spell, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Necromaster Alignment[edit]

At 2nd level, you may choose a Necromaster Alignment, which represents your approach and objectives in your necromancy. A short description of each of the Necromaster Alignments follows:

  • The Horde-Raiser prioritizes quantity over quality, the more servants, the best.
  • The Butcher chooses to make fewer but better subordinates, butchering the corpses they find.
  • The Spiritualist prefers to summon the souls of the dead in a more ethereal than corporeal way.
  • The Usurper uses the flesh of the dead to enhance their own body and capabilities.
  • The Improviser focuses on animating the dead quickly and most often than not in the middle of battle.

Spellcasting[edit]

By 3rd level, you have learned to draw from the life force around you and cast deadly spells using your mortal relic.

Spell Slots

The Necromaster table shows how many spell slots you have to cast your necromaster spells of 1st level and higher. To cast one of these 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 1st Level and Higher

You know three 1st-level necromancy or illusion spells of your choice from any spell list.

The Spells Known column of the necromaster table shows when you learn more necromancy or illusion spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th 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 necromancy or illusion spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromaster spells. Your magic comes from the life force and souls that you capture with your mortal relic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromaster spell you cast and when making an attack roll with one.

   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
   Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soul Binding[edit]

As an extension of your Soul Channeling, you are now able to bind souls of other planes to corpses. At 4th level, you add the Animate Dead spell to your spellbook if it is not there already, and you are able to cast it an amount of times equals to your proficiency bonus, recharging its uses in a short rest.

Undead Reinforcement[edit]

Starting at 6th level, when you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

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 wizard level. The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath[edit]

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead[edit]

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Necromaster Alignment[edit]

The Horde-Raiser[edit]

The Horde-Raiser is a necromaster that prioritizes quantity over quality and hoards piles on piles of corpses. Typically, these scholars are masters of brute force and multitasking, having at least four undead servants at a time simply for mundane tasks such as moving or getting objects to their masters. While in combat, a Horde-Raiser acts as a sick and twisted version of a war commander, guiding their undead army in the battlefield.

Recycler of materials

At 2nd level, as many times as your proficiency bonus, using a medium-sized humanoid corpse, you can spend an hour animating it into two Lesser Zombies.

At 7th level

At 10th level

At 14th level

The Butcher[edit]

The Butcher chooses to make fewer but better subordinates, butchering the corpses they find.

At 2nd level

At 7th level

At 10th level

At 14th level

The Spiritualist[edit]

The Spiritualist prefers to summon the souls of the dead in a more ethereal than corporeal way.

At 2nd level

At 7th level

At 10th level

At 14th level

The Usurper[edit]

The Usurper uses the flesh of the dead to enhance their own body and capabilities.

At 2nd level

At 7th level

At 10th level

At 14th level

The Improviser[edit]

The Improviser focuses on animating the dead quickly and most often than not in the middle of battle.

At 2nd level

At 7th level

At 10th level

At 14th level