Spellharvest Necromancer (3.5e Class)
<-Spellharvest Necromancer->[edit]
The Spellharvest Necromancer is a unique and enigmatic class that combines the arts of necromancy and reaping to harness the power of the dead. They wield a formidable scythe, using it not only as a weapon but also as a tool to harvest the very essence of life and magic from their fallen foes. These individuals possess the uncanny ability to harvest spells from the dead by using a scythe as both a weapon and a conduit for stolen magic. Spellharvest Necromancers walk a fine line between life and death, drawing upon the energies of the deceased to cast powerful spells, manipulate the forces of the afterlife. They are masters of manipulating the life force, death's energies, and arcane power.
Making a Spellharvest Necromancer[edit]
Spellharvest Necromancer rely mainly on their scythe to deal damage, but use spells and their own natural abilities to command undead and fight alongside them.
Abilities: Strength is the most important ability for Spellharvest Necromancer. Most of their powers benefit from having a high Strength score. Charisma is a close second, since it grants more powerful spells and bonus spells. Dexterity is the next most important ability since Spellharvest Necromancer usually wear light armor. Constitution is also important, as it is with any martial class.
Races: Humans are the most likely race to become Spellharvest Necromancer as they have a good natural ability for things such as spellcasting. Races that have a strong affinity for the undead are also commonly Spellharvest Necromancer. However any race is able to become one if they wish.
Alignment: Any (except Lawful Good and Neutral Good).
Starting Gold: 6d10x10
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Spell Points | Maximum Spell Points Expended | Maximum Spell Level | ||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Rebuke Undead, Undead Minion, Enthralling Embrace | 3 | 4 | 1 | |||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Improved Create Undead, Bonus Feat | 5 | 5 | 1 | |||||||||||||||||||||||||||||||||
3rd | +1 | +3 | +1 | +3 | Necromatic Mastery, Soul Eater | 8 | 6 | 1 | |||||||||||||||||||||||||||||||||
4th | +2 | +4 | +1 | +4 | Aura of Desecration | 14 | 7 | 2 | |||||||||||||||||||||||||||||||||
5th | +2 | +4 | +1 | +4 | Bonus Feat, Cadaveric Visage | 19 | 8 | 2 | |||||||||||||||||||||||||||||||||
6th | +3 | +5 | +2 | +5 | Army of the Dead | 29 | 9 | 3 | |||||||||||||||||||||||||||||||||
7th | +3 | +5 | +2 | +5 | Spellstealer | 37 | 10 | 3 | |||||||||||||||||||||||||||||||||
8th | +4 | +6 | +2 | +6 | Bonus Feat | 51 | 11 | 4 | |||||||||||||||||||||||||||||||||
9th | +4 | +6 | +3 | +6 | 63 | 12 | 4 | ||||||||||||||||||||||||||||||||||
10th | +5 | +7 | +3 | +7 | Create Greater Undead | 81 | 14 | 5 | |||||||||||||||||||||||||||||||||
11th | +5 | +7 | +3 | +7 | 97 | 15 | 5 | ||||||||||||||||||||||||||||||||||
12th | +6/+1 | +8 | +4 | +8 | Army of the Slain | 115 | 17 | 6 | |||||||||||||||||||||||||||||||||
13th | +6/+1 | +8 | +4 | +8 | 131 | 18 | 6 | ||||||||||||||||||||||||||||||||||
14th | +7/+2 | +9 | +4 | +9 | Bonus Feat | 149 | 20 | 7 | |||||||||||||||||||||||||||||||||
15th | +7/+2 | +9 | +5 | +9 | 165 | 21 | 7 | ||||||||||||||||||||||||||||||||||
16th | +8/+3 | +10 | +5 | +10 | Bonus Feat | 183 | 23 | 8 | |||||||||||||||||||||||||||||||||
17th | +8/+3 | +10 | +5 | +10 | 199 | 24 | 8 | ||||||||||||||||||||||||||||||||||
18th | +9/+4 | +11 | +6 | +11 | Army of the Damned | 217 | 25 | 9 | |||||||||||||||||||||||||||||||||
19th | +9/+4 | +11 | +6 | +11 | 233 | 26 | 9 | ||||||||||||||||||||||||||||||||||
20th | +10/+5 | +12 | +6 | +12 | Necrofusion | 249 | 27 | 9 | |||||||||||||||||||||||||||||||||
Class Skills (2 + int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the necromancers.
Weapon and Armor Proficiency: A Spellharvest Necromancer is proficient with all simple weapons. They are proficient with light armors but not with shields. Starting at 2nd level, a Spellharvest Necromancer gains proficiency with scythes if they didn't have it already. Their attacks with a scythe deal additional damage equal to their Intelligence modifier.
Spells: A Spellharvest Necromancer casts both arcane and divine spells drawn from the wizard/sorcerer and cleric spell lists. The amount of arcane spells that a necromancer knows at first level are 5 0-level spells and 3 1st-level spells. The necromancer gains 2 additional spells per level from any level that he is capable of casting. The necromancer chooses cleric spells like a cleric (all spells available). All spells must be memorized ahead of time, and the necromancer is considered a prepared spell caster.
Enthralling Embrace: A Spellharvest Necromancer can cast a mesmerizing enchantment that allows the caster to weave a subtle web of influence around a chosen target, compelling them to feel an irresistible fondness and trust toward the caster. When this spell is cast, the caster utters soft incantations and makes subtle gestures, their fingertips tracing intricate patterns in the air.
Upon a successful casting, the target becomes temporarily enchanted, their eyes momentarily sparkling with an otherworldly allure. While under the effects of Enthralling Embrace, the target's disposition towards the caster undergoes a subtle shift. They become more amiable, open to conversation, and eager to assist in any way they can, as long as the requests do not conflict with their core values or beliefs. Enthralling Embrace should be used cautiously and responsibly, as the misuse of such enchantments can lead to distrust and consequences.
Soul Eater (Su): A Spellharvest Necromancer learns to harvest essence from the deceased. When they defeat an enemy with their scythe, they can choose to harvest the creature's magical essence. This essence can be converted into spell slots or used to heal themselves.
Rebuke Undead (Su): A Spellharvest Necromancer can rebuke or command undead creatures like a cleric. The turning level is his class level, and he may command a total of 4 hit dice worth of undead per level. The necromancers undead minion does not count against the total number of hit dice that he can control.
Undead Minion: A Spellharvest Necromancer commands an undead minion that acts as their bodyguard. The bond between the necromancer and the minion grants additional powers, making the undead stronger faster and hardier. If the undead minion is destroyed the necromancer must spend one day and 100 gp per character level to create a new one.
Improved Create Undead (Su): At 2nd level, the Spellharvest Necromancer has achieved mastery over the abilities to create undead. Instead of material components the necromancer may instead inflict hit points equal to the amount of hit dice of undead created during any Create Dead spell.
Bonus Feat: Upon reaching 2nd level the Spellharvest Necromancer gains a bonus feat from the list of [Magic] feats found in the Feats Revamped book. The necromancer gains an additional bonus feat upon reaching 5th, 8th, and 14th level.
Necromatic Mastery (Su): Beginning at 3rd level, a Spellharvest Necromancer’s dominion over death begins to become absolute. Whenever making a check influenced by level dealing with the undead (command, rebuke, create undead, etc) add 1/4 of the necromancers level (rounded up) to the result.
Aura of Desecration (Su): All undead creatures within 60 feet of you act as if under a desecration spell. In addition to the bonuses from the spell description all undead also receive a bonus to hit and damage equal to 1/4 of your necromancer level rounded down. This bonus damage is considered magical in nature and overcomes magic damage resistance.
Cadaveric Visage (Su): At 5th level, a Spellharvest Necromancer can Cadaveric Visage is a sinister and necromantic spell that allows a practitioner to harvest the skin and organs of recently deceased creatures and use them to alter the appearance of an undead minion. Upon casting the spell, the Spellharvest Necromancer extracts the vital components from the freshly deceased, such as skin, eyes, and other organs, and seamlessly grafts them onto the chosen undead servant. This gruesome transformation not only changes the outward appearance of the undead minion but can also imbue it with eerie lifelike features, including the ability to mimic expressions and gestures. Allowing the Spellharvest Necromancer to infiltrate societies, blend in with unsuspecting victims, or carry out covert missions with their altered undead servant.
Cadaveric Visage is favored by those who seek to manipulate and deceive, as it grants them a macabre disguise that can be used for nefarious purposes. However, the dark magic involved in this spell leaves a lingering aura of death and malevolence around the altered minion, making it a haunting presence even to the untrained eye. The use of Cadaveric Visage is considered a vile and unnatural act, drawing the ire of both the living and those who respect the delicate balance between life and death.
Army of the Dead (Su): At 6th level, a Spellharvest Necromancer may release their innate negative energy and let it lash about themselves. This energy reanimates every corpse within 30 feet and places all undead created under the necromancers control. These newly created undead do not count against the necromancers rebuke total. The newly reanimated skeletons last for 1 round per class level and may be used 1/day for every 6 levels the necromancer possesses.
Create Greater Undead (Su): At 6th level, a Spellharvest Necromancer is able to create undead even more efficiently. From this point forward the necromancer only need to take one point of damage per creature that is being created.
Spellstealer (Su): At 7th level, a Spellharvest Necromancer's mastery over spell harvesting reaches its zenith. They can now harvest spells without making a killing blow. Instead, they can attempt to steal a spell whenever they successfully damage a spellcaster with a scythe attack.
Army of the Slain (Su): At 12th level the Army of the Dead ability is upgraded to the Army of the Slain. Instead of the ability turning each creature into skeletons the Spellharvest Necromancer may now option between skeletons, zombies and ghouls for the reanimation ability. These reanimated creatures still only last for 1 round per character level.
Army of the Damned (Su): At 18th level a Spellharvest Necromancer's wish is absolute over the slain. An upgrade to the Army of the Dead the undead now can be made up of any type of lesser undead. Further after using this ability the necromancer may choose a single minion created to continue existing under his command, though this minion will count against the total amount of hit dice rebuked.
Necrofusion (Su): Upon reaching 20th level a Spellharvest Necromancer can use the Necrofusion spell. Necrofusion is a dark and forbidden necromantic spell that delves into the macabre art of reanimation by fusing the remains of multiple undead creatures together. When cast, this profane magic weaves together the dismembered limbs, bones, and rotting flesh of undead beings, creating a grotesque, amalgamated abomination. This newly formed undead monstrosity inherits the strengths and abilities of its component corpses, making it a formidable and unpredictable foe. However, controlling such a creature is a perilous task, as the unholy energies that sustain it often resist the caster's commands, making Necrofusion a last resort for desperate necromancers seeking to bolster their undead armies or unleash terror upon their enemies. The creation of such abominations is widely reviled, and the use of Necrofusion is considered a vile and abhorrent act even among practitioners of dark magic.
A Spellharvest Necromancer's Undead Minion[edit]
A necromancer’s undead minion is empowered by the necromancer, making it unlike normal undead of its kind in many ways. A Spellharvest Necromancer’s undead minion is superior to a normal undead of its kind and has special powers, as described below.
Class Level |
Bonus HD |
Natural Armor Adj. |
Str/Dex Adj. |
Special |
---|---|---|---|---|
1st–2nd | +0 | +2 | +0 | Intelligent, Slaughter Fiend |
3rd–5th | +3 | +4 | +1 | Evasion |
6th–8th | +5 | +6 | +2 | Hard to Kill |
9th–11th | +8 | +8 | +3 | Multiattack |
12th–14th | +10 | +10 | +4 | |
15th–17th | +13 | +12 | +5 | Improved Evasion |
18th–20th | +15 | +14 | +6 |
Undead Minion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s necromancer level. The necromancer class levels are the base for determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra twelve-sided (d12) Hit Dice. In addition to the extra hit points the Base Attack Bonus of the undead minion is equal to the necromancers class level. Undead minions use the saving throws of the necromancer.
Natural Armor Adj.: The number noted here is an improvement to the undead minions existing natural armor bonus.
Str/Dex Adj.: Add this value to the undead minions Strength and Dexterity scores.
Intelligent: The Spellharvest Necromancer minion has an intelligence score 3 less than the necromancer.
Link (Ex): A Spellharvest Necromancer can give orders to his undead companion as a free action. undead companion understands any languages that his master speaks and obeys him as best as it can.
Slaughter Fiend (Su): The undead minion is capable of healing itself through dark powers. Whenever an opponent that the minion has damaged dies the minion regains hit points equal to one half of the damage it inflicted. This healing cannot take the minion over its maximum hit points.
Evasion (Ex): If an undead companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Hard to Kill (Ex): The undead minion gains 2 hit points per hit die and DR 5/-.
Multiattack: An undead companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the undead companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an undead companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
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