Necrosomner (5e Subclass)
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School of Necrosomny[edit]
Wizard Subclass
As a Necrosomner, you have learned the arcane arts manipulating life and death, but in opposition to normal necromancy, your intentions are to use this knowledge not to raise the dead, but to lay them to rest. As such, your focus is on slaying or releasing the spirits of the undead. Necrosomners also believe that the undead deserve as much compassion as the living, and as such the banishment or exorcism of spirits in a violent manner is not their preference, though they will take up more violent methods when it is needed.
- Lay to Rest
At 2nd level, you learn how to release the trapped soul of a disrespected creature. As a bonus action through touch, or upon defeating an undead creature with an attack or spell, you may release the spirit from its mortal body. When you do this, the body of the creature crumbles to dust, leaving objects it was carrying or clothes it was wearing.
- Protect the Living
When you select this school at 2nd level, you learn the Spare the Dying cantrip. The cantrip doesn’t count against your number of cantrips known.
- Ease the Dead
Beginning at 2nd level, your study of Necrosomny allows you to be understood by the undead, regardless of their intelligence or known languages. As an action, you may attempt to ease the souls of a number of undead creatures you choose equal to or less than your wizard level you can see within 60ft. These undead must make a wisdom saving throw against your spell save DC. If the undead creature succeeds, you can’t use this feature on it again. If the creature fails, it takes 2d12 psychic damage as its mortal soul struggles against undeath. This increases to 3d12 at 8th level, and 4d12 at 14th level. Any corporeal undead reduced to 0 hit points does not immediately die: instead, it ceases activity and awaits you to lay it to rest. Incorporeal undead simply vanish. Any creature that chose undeath willingly ignores you, requiring no saving throw and taking no damage. You may use this feature on a total number of undead creatures equal to twice your wizard level before completing a long rest.
- Spare the Wizard
At 6th level, you replenish your energy from laying the dead to rest. Upon laying any creature to rest, you gain temporary hit points equal to 1d6 + your intelligence modifier (minimum of +1).
- See the Spirit
From 10th level, you can see into the ethereal plane within 120ft of you. You can also see through the disguise of any undead creature hiding its appearance by magical means.
- Pay the toll
Starting at 14th level, your experience in manipulating the energies if undeath allows you to redirect necrotic energy at your foes. When you take necrotic damage, you may, as a reaction, attempt to redirect the attack. Take a constitution saving throw of DC10, or half the damage you took, whichever is higher. If you fail, take damage as normal. If you succeed, you gain resistance to necrotic damage until the end of your next turn, and immediately return a ray of radiant energy. Make a ranged spell attack against the creature that damaged you. On a hit, the target takes 3d8 radiant damage.
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