Pure Necromancer (5e Class)

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Pure Necromancer[edit]

The Death blessed/cursed you! At sacrifice of more diversified arcane power, for one unequaled power over the unliving. You are a gravedigger with contact of the death constantly, or arcane student of necromancy, or you up to same it's died and recovered your old life with The Death power blessing/cursing you. Anyway she looks for you, either for good or for evil.

Pure Necromancer[edit]

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The Pure Necromancer Human

You are a necromancer in the most basic sense and only can use necrotic spells. Why The Death blessed/cursed you? She needs you to do something for her? Did she sympathize with your study? Is your character enamored with death? Is she rewarding your love? How do you raise the dead? Raise the dead it's out fascination? Do you regard the corpses with respect or ridicule, or even just the tools for your end? Did they have an experience with death that keeps their minds anchored on the subject?


Quick Build

You can make a Pure Necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit background.

Class Features

As a Pure Necromancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Undertaker's kit
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Perception .

Equipment

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

  • (a) A Light Crossbow and 20 bolts or (b) Any Simple Weapon
  • (a) An Undertaker's kit and a component pouch or (b) An Undertaker's kit and an arcane focus
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • Two Dagger and Leather Armor

Table: The Pure Necromancer

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Rise Undead, Spellcasting, Undead Armor 3 2
2nd +2 Death Bless, Necrotic Sense 3 3
3rd +2 Rise Undead 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Death Bless, Servants Undead, Rise Undead 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Death Bless 3 4 3 3 3 2
11th +4 3 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 3 3 3 2 1
13th +5 3 4 3 3 3 2 1 1
14th +5 Death Bless, Dominate Undead 3 4 3 3 3 2 1 1
15th +5 3 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 3 3 3 2 1 1 1
17th +6 3 4 3 3 3 2 1 1 1 1
18th +6 3 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 3 3 3 3 2 1 1 1
20th +6 King of Undead 3 4 3 3 3 3 2 2 1 1


Rise Undead[edit]

Your knowledge of life and death is so great than you get controlling the undead with servant. You gain an undead servant that accompanies you on your adventures. This feature creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton or zombie.

In combat, it rolls its own initiative and acts on its own turn. On each of your turns, you can use a bonus action to mentally or verbally command for the undead if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command. 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.

You can't have more than one skeleton or zombie at a time with this feature. The undead can't attack, but it can take other actions as normal.

If the undead dies, you can obtain another one by spending 1 hour performing a ritual.

At 3rd level you can use your action in your turn to mentally or verbally command the undead to take an Attack action. Additionally, it never requires your command to use its reaction, such as when making an opportunity attack.

In 6th level he counts as if he were conjured for animate undead spell.

Spellcasting[edit]

Cantrips

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

Preparing and Casting Spells

The Pure Necromancer table shows how many spell slots you have to cast your pure necromancer 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.

You prepare the list of pure necromancer spells that are available for you to cast, choosing from the pure necromancer spell list. When you do so, choose a number of pure necromancer spells equal to your Charisma modifier + your pure necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level pure necromancer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of pure necromancer spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Pure Necromancer spells. 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 Pure Necromancer spell you cast and when making an attack roll with one.

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

Spell attack modifier = Your proficiency bonus + Charisma modifier.

Ritual Casting

You can cast a Pure Necromancer spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Pure Necromancer spells.

Undead Armor[edit]

Beginning at 1st level, as long you have an active undead and he is 10 ft. from you, add your Charisma Mod to your AC. You do not gain the benefits of Undead Armor if you wear medium or heavy armor.

Death Bless[edit]

At 2nd level, you chose a Death Bless. Choose between Death Commander and Death Life, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Necrotic Sense[edit]

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Ability Score Increase[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.

Servants Undead[edit]

Starting at 6th level yours undead minions gained for features in this class and undeads gained from spells is more powerful, and your control has be more efficient. You add the animate dead spell to your spell prepared. Additionally you can cast animate undead once per long rest. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriat. Your undead gain those benefit:

- The creature's hit point maximum is increased by an amount equal to your pure necromante level.

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

Dominate Undead[edit]

At 14th level you can use your action to attempt to control undead you encounter within 60ft. The undead must succeed on an Wisdom saving throw or fall under your command. If the undead succeeds you can not use this ability on it again.

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.

King of Undead[edit]

Once you reach 20th level, as long half of yours total servants is alive, you can't die instantly and gain damage resistance to: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks; and gain damage immunitie to: necrotic, poison.

Death Commander[edit]

<!-For subclasses introduce this class option here->

Commander Smite

Starting at 2rd level in addition to the spell damage or weapon damage with reaction you can give yourself, a single undead or companion within 60 ft. a bonus for damage necrotic equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st.

Tactician

Starting at 6rd level, you can controlling the battlefield more precisely with your undead. You can use your action to channel a stronger link to your minions, increasing their focus and your control. In 150 foot range, you have:

With your action: you can command an undead for attack OR end the link of Tactician.

With your bonus action: you can choose a number of undead equal your Charisma modifier for gain 1d4 in your attack roll or saving throw OR command one undead to move.

With your reaction: you can give advantage in one opportunity attack made by one undead you control OR command an undead at 10 feet of you to receive an attack targeted for you.

You need concentration for maintain the link and if you receive damage while you concentrates, you must realize one concentration saving throw, in fail, the Tactician ends and you stay stunned by 1 round. If all your undead die then Tactician ends. The Tactician lasts 1 minutes. You can use this ability a twice for long rest.

Commander Blessing

Starting at 10th level, you can use your bonus action and choosen creatures up to Charisma mod. within 60 feet of you. These creatures cause 1d6 necrotic damage in yours weapon attack for 1 minute. Once you use this feature, you must finish a long rest before you can use it again.

Death Commander

At 14th level your undead have resistance for radiant and necrotic damage. Additionally you can use Create Undead without component materials twice per long rest.

Death Life[edit]

<!-Introduce this subclass here->

Necrotic Life

Starting at 2nd leve the ability of concentration the necrotic enegergy is greatin in you. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals pure necromancer level.

As a bonus action, you can heal one creature you can see within 120 feet of you, spending dice from the pool. The maximum number of dice you can spend at once number is equal to half your pure necromancer level. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

Your pool regains all expended dice when you finish a long rest.

Steal Life

At 6th level, you can manipulate the necrotic damage that your spells cause, for your fortify. When you cast a spell that necrotic damage, you gain temporary hit points equal to half necrotic damage caused.

Life Harvest

Starting at 10th level, you're able to reach out and harvest part of your enemies' souls you defeat. Whenever you or your undead killed one creatures, gain temporary hit points equal Charisma + Pure Necromancer level. You can choose you and/or any number of minions for distribute these temporary hit points. You don't gain this benefit for killing constructs or undead.

Death Life

At 14th level, you are a transcendental. Your soul has many powers of death and life that you can even distribute with your undead and companions whenever your limit of life is reach. You have advantage to Death saving throw and have necrotic and radiant damage resistance.

Additionally, once per long rest, if a attack would reduce your hit points to 0, you drop to 1 hit point instead and cause a necrotic explosion with 30 feet of radius centred in you. Each creature in 10 feet from this range is pushed 10 feet for away from you. And you gain temporary hit points equal your Pure Necromancer level + Charisma modifier, and up to three creatures of your choose within 30 feet gain temporary hit points equal to half your Pure Necromancer level + Charisma modifier.

Pure Necromancer Spell List[edit]

This is the Pure Necromancer Spell List


Cantrip

Chill Touch

Spare the Dying

Toll the Dead

1st Level

False Life

Inflict Wounds

Ray of Sickness

Cause Fear

2nd Level

Blindness/Deafness

Gentle Repose

Ray of Enfeeblement

3rd Level

Animate Dead

Bestow Curse

Feign Death

Life Transference

Revivify

Speak with Dead

Vampiric Touch

4th Level

Blight

Shadow of Moil

5th Level

Contagion

Danse Macabre

Enervation

Negative Energy Flood

Raise Dead

6th Level

Circle of Death

Create Undead

Eyebite

Harm

Magic Jar

Soul Cage

7th Level

Finger of Death

Resurrection

8th Level

Abi-Dalzim's Horrid Wilting

Clone

9th Level

Astral Projection

True Resurrection

Initial Wealth[edit]

Table: Initial Wealth for Undead Summoner
Class Initial Wealth
Undead Summoner 3d4x10 PO

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the undead summoner class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the undead summoner class, you gain the following proficiencies: simple weapons, light armor, undertaker's kit



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