"Ugh, another one" "I doubt I'll get use to this anytime soon" "Eugh, and this smell, what do you reckon?" "Hmm. Two weeks, 3 at most" "Good, I doubt they're still her-" *Snap* "What was that?" "Nothing, let's continue. I think that house over there has something of worth" "I think we should leave, I got a bad feeling about this" "Nonsense, we're this place hasn't been ransacked yet, here help me with this- GAHH!" "Oh ho ho what a fine piece you'll make to my collection, ALL RISE!"
You have been granted your powers since birth through unknown means, was it a gift from the gods? A curse from the gods? Or maybe even an incredibly coincidence. Either way, your understanding of how your abilities work is limited but that does not mean you don't know how to utilize it.
Intelligence is your spell casting ability. You have an understanding of how to skirt between the border between life and death and how to keep your own servants unwavering loyal yet restrained.
You have the ability to reanimate the dead to become your loyal servants. As a necromancer, you learn new spells through study, although easier said than done, necromancy is widely regarded as taboo. Necromancers and any who dare study the arts are shunned and caste out of society.
Astute follower of the Great general Ka'ceuas' teachings.With your loyal followers who will never question your commands, they only await your orders.
As a Bonus Action, you can control any or all of your undead to perform the same task, such as attacking a creature, moving, guarding. etc. Your undead will continue until the task is done or have been issued a new command.
As an Action, you can fully control any or all of your undead to have them perform different tasks, you also have full control on your undead's movement.
A curious undead ball of light. Your wisp will accompany you wherever you go. Although this one in is very insistent on having a vessel of its own (particularly skulls).
Your wisp understands any language it itself knows, but can not verbally communicate beyond ghastly wails.
In combat, your wisp will act during your turn, you can issue it any commands as a free action.
Whenever you or an undead under your control, deals damage to a living creature, that creature is afflicted with Doom.
You can group your undead to act as one unit, growing in size and creating a horde. Members of a horde share the same Movement and Hit Points. Hordes can not be divided or created during combat.
At 3rd level, Choose between which occult to specialize in as a Necromancer. At levels 7, 11, and 15, you are granted feats of your chosen path.
At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.
At 1st level, whenever a hostile creature that you can see that is afflicted with Doom is reduced to 0 Hit Points, you can use your Reaction to capture that creature's dying breath, you gain Temporary Hit Points equal to that creature's Constitution modifier (minimum of 1 temporary Hit Point)
At 2nd level, you gain new commands to order to your wisp.
Crash: Order your wisp to fly headfirst towards a target. The target must make a Dexterity saving throw DC: 12 to dodge the attack, on failure your wisp crashes into the target, dealing 1 bludgeoning damage per 5 ft. of movement traveled. This will destroy your wisp's current vessel. This order can also be used to deliver a spell with a range of "touch".
Annoy: Order your wisp to orbit around a target. The target must succeed in a Wisdom saving throw against your spell save DC, on failure the creature loses any concentration, and must use their turn to attack your wisp if there is no closer available target.
Haunt: Order your wisp to haunt any remains, your wisp will attempt to haunt a skull and gain a new vessel. You may also order your wisp to haunt any of your controlled undead, but this will kill the undead.
At 5th level, you may now cast the "Animate Dead" spell as an Action during combat. You may target a location, any corpses or piles of bones will animate as a Shambler under your control. Any remains buried will attempt to dig out of the ground.
Shamblers will be under your control for an Hour afterwards they will collapse into lifeless remains. Shamblers will not count towards the amount of undead under your control, but a collapsed Shambler can not be reanimated into a Shambler again.
At 6th level, you may cast the "Create Undead" spell as a ritual to instead create a Ghoul. The ritual requires both a Skeleton and a Zombie or a corpse and a pile of bones (interchangeable).
A Ghoul is an undead creature that capable of regenerating as long as they're fed.
At 10th level, you may cast the "Animate Dead" spell on a creature's remains to animate it as a Major Undead. Major Undead will use its own stats, except it is now also undead. The creature loses its Legendary Actions, and Legendary Resistances. You may only animate a Major undead up to Huge sizes.
Major Undead may retain memories from their past life, they understand their necromancer and any language they themselves know.
Skeletal: Strength and Constitution scores capped at 7, Dexterity, Wisdom, Intelligence and Charisma capped scores at 9. Creature gains vulnerability to Bludgeoning and Radiant Damage. The creature gains the Adept trait.
Zombified: Dexterity, Wisdom, Intelligence and Charisma capped scores at 7, Strength and Constitution scores capped at 9. Creature gains vulnerability to Radiant Damage. The creature gains the Undead Fortitude trait.
You can only control one Major Undead at a time, however you can use this feature again on an existing Major Undead you control to reassert your control over it. Once you use this feature, you must complete a long rest before you can use it again.
At 14th level, the cap for scores is increased by 2
At 18th level, the cap for scores is increased by 2
I've been cut, I've been crushed, I've lived, I've died , I've been better, I've been worse, I've been rich, I've been poor and I realized that I'd rather be rich.
Imma be fr with you, coming up with subclass ideas takes up most of the grunt work here. I essentially need to make 3 exclusive and viable extra play styles, and you can only pick ONE. So I make a bunch of stuff and only for 1/3 of it to ever be used. The other classes are fine for the most part on this problem.
This class seems bare bones at first (pun intended) but this doesn't include any of the spells ofc, and none of the extra wacky crazy undead. The undead you wish to make and have are the sub classes themselves.
As with the other classes but this one especially, this sheet doesn't include all of the extra mechanics/abilities that are left out to be found during the game.
1 | Soul Harvest |
|---|---|
2 | Wisp Improvement |
3 | Animate Undead, Class Specialization |
4 | Ability Score Improvement |
5 | Raise Shamblers |
6 | Create Undead, Create Ghoul |
7 | Class Specialization |
8 | Ability Score Improvement, |
9 | - |
10 | Animate Major Undead |
11 | Class Specialization |
12 | Ability Score Improvement |
13 | - |
14 | Animate Major Undead Improvement |
15 | Class Specialization |
16 | Ability Score Improvement |
17 | - |
18 | Animate Major Undead Improvement |
19 | Ability Score Improvement |