Necromancer

Necromancers channel the cold energy of death to steal the life force of others or manipulate the unnatural creations of undeath. Their affinity for the darker aspects of magic leads many to assume ill-intent though it must be stated that not all necromancer are inherently evil. Necromancer's ability to seal the life force of others gives them an edge to outlast opponents.  

Class Stats:

Hit Points
  • Hit Dice: 1d6 per Necromancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Necromancer level after 1st
Proficiencies
Armor: Light
Weapons: Simple and Martial Weapons
Class Skills: Alchemy, Arcana, Stealth

Creating a Necromancer:

Charisma is your spellcasting stat, so you will want your Charisma score to be your highest stat. Next highest should be Strength or Dexterity.   The Gloom Strider specialization is the most straightforward and dependable option.
 
Necromancer Level
Base Attack Bonus
Saving Throw Bonus
Cantrips Known
Spell Points
Max Spell Level
Features
1
+0
Dex +2, Cha +2
3
3
1st
Spellcasting, Feat, Theme Benefit
2
+1
Dex +2, Cha +2
3
4
1st
School Specialty
3
+1
Dex +2, Cha +2
3
9
2nd
Feat
4
+2
Dex +3, Cha +3
4
11
2nd
Ability Score Increase, Dual Credit
5
+2
Dex +3, Cha +3
4
19
3rd
Feat, Specialty Ability
6
+3
Dex +3, Cha +3
4
22
3rd
Dual Credit, Theme Benefit
7
+3
Dex +3, Cha +3
4
26
4th
Feat
8
+4
Dex +4, Cha +4, Int +2
5
30
4th
Ability Score Increase, Dual Credit
9
+4
Dex +4, Cha +4, Int +2
5
39
5th
Feat
10
+4
Dex +4, Cha +4, Int +2
6
44
5th
Dual Credit, Specialty Ability
11
+4
Dex +4, Cha +4, Int +2
6
50
6th
Feat
12
+5
Dex +5, Cha +5, Int +3
6
50
6th
Ability Score Increase, Dual Credit, Theme Benefit
13
+5
Dex +5, Cha +5, Int +3
6
57
7th
Feat
14
+5
Dex +5, Cha +5, Int +3
6
57
7th
Dual Credit
15
+5
Dex +5, Cha +5, Int +3
6
71
8th
Feat, Specialty Ability
16
+5
Dex +6, Cha +6, Int +4
6
71
8th
Ability Score Increase, Dual Credit
17
+6
Dex +6, Cha +6, Int +4
6
87
9th
Feat
18
+6
Dex +6, Cha +6, Int +4
6
92
9th
Ability Score Increase, Dual Credit, Theme Benefit
19
+6
Dex +6, Cha +6, Int +4
6
110
10th
Feat
20
+6
Dex +7, Cha +7, Int +4
6
116
10th
Grim Reaper

Class Features

As a necromancer you gain the following features and abilities.  

Spellcasting

You have the ability to channel the powers of the magical essense of the universe. See the Magics of the Archipelago page for the rules of spellcasting.  

Cantrips

At 1st level, you know three cantrips of your choice from the Death Magic Spells or General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Necromancer table.  

Spell Points

Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.   You cannot cast a spell at above the level indicated in the Necromancer table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.  

Spells Known of Rank 1 and Higher

At 1st level, you know two Rank 1 spells of your choice from the Death Magic Spells page and one Rank 1 spell of your choice from the General Magic Spells page.   When gaining a level in this class, you learn 2 spells of your choice from either the Death Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Death or Universal spell you know and replace it with another from either of these two lists.  

Spellcasting Ability

Charisma is your spellcasting ability as you battle the will of your enemies and overwhelm them with your necrotic magic.   When you cast a spell that requires an attack roll, you add your base attack bonus to the roll.   Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Cha Modifier + half the Spell's Rank (rounded down; minimum of 1) when cast.  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your theurgist spells.

School Specialty

Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.

Dual Credit

Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.   These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Death. You may treat spells not of your associated school as cryomancer spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.

Grim Reaper

At 20th level, your magic is matched by only a very rare few. You gain DR (Necrotic) 20. Additionally, choose one Necromancer level 2 or lower spell and one level 6-7 Necromancer spell. You can now cast the lower level spell at will without needing any spell points. For the higher level spell, you ignore the limitation of casting spells at that level when you are casting this spell.

Specialties

Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Death Mage unique. Your choice grants you special abilities at different levels as indicated below.  

Grave Warden

You know that the fear of death is illogical and pointless. All things die in time. Your job is to study the power of death and watch as the cycle continues or intervene when necessary to delay the grip of death.
Cthonic Mediator (Level 2)
When a creature within 30ft of you is at 0HP or below, you may spend a Swift Action on your turn to automatically stabilize them without needing to be right beside them. This does not provoke opportunity attacks.
Sentinel of Death (Level 5)
You gain proficiency in medium armor. Additionally, as a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Grim Harvest (Level 10)
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to three times the spell’s level. You don’t gain this benefit for killing constructs or undead.
Reaper (Level 15)
When a spell would normally only be able to target 1 creature, you may instead target up to 3 creatures so long as each creature is within 10ft of one of the others. If the spell would consume a component, you must have enough for each target as if the spell was cast separately for each target.

Shadow Knife

You have fully exposed yourself to the cold energies between the Frost and Tempest Primals. This exposure has left you changed and able to manifest this energy as blades of darkness that you use to end your foes.
Deft of Blade (Level 2)
Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   This damage increases to 2d8 at 5th level, 3d8 at 10th level, and 3d10 at 15th level.
Blades of Shadow (Level 5)
You can manifest your dark power as black, hazy blades of necrotic energy. You may make an Attack Action by manifesting a shadow blade in a free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals necrotic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.   After you attack with the blade, you can make a melee or ranged weapon attack with a second shadow blade as a swift action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Grave Wail (Level 10)
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Deft of Blade damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. That creature takes necrotic damage equal to half the damage you dealt (rounded down) to the first target with your Deft of Blades ability, as wails of the dead sound around them for a moment.   You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Nightmare Rend (Level 15)
You can sweep your Blades of Shadow directly through a creature’s mind. When you use your Blades of Shadow to deal Deft of Blade damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 5 + your Cha Mod + half your Necromancer level). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gloom Strider

Your tools of death are more distant and precise. Poisons, potions, and alchemical substances are your specialty. Be it discreet dosing or battlefield control with Alchemist's fire, you use your knowledge of chemicals and reagents to alter the battle in ways no one expects.
Whispers of Death (Level 2)
When you make a skill check you may add 1d6 to the roll as whispers of those beyond guide you in your efforts. You may do this up to 3 times and regain spent uses after completing a long rest.
Unseelie (Level 5)
Nature itself is deadly and perilous. No one knows this better than you. While some would call upon fey beings to bring life and happiness, you do not trifle with these fey. Instead, you make deals with the unseelie to draw more power.   You learn two spells of your choice from the Life Magic page. At level 10 you learn 2 additional spells, and finally 2 more at level 15. You also learn a unique enchantment spell: Unseelie (see the Death Magic Spells).
Master of Poison (Level 10)
You have advantage on Saving Throws against being poisoned or contracting a disease. You also gain resistance to Poison damage.
Aura of Decay (Level 15)
Your dealings with the unseelie have granted a boon where upon maturing you age half as quickly.   To balance out this boon, the unseelie demand the life energy of your foes in return. As a Standard Action, you may radiate an aura of decay with a radius of 30ft, and any creature of your choice in range must make a CON saving throw or take Necrotic damage equal to your Necromancer Level + Your Charisma Modifier or half as much on a success. This aura lasts for 1 minute and you can force this save again on subsequent turns as a Swift Action.   You must complete a long rest before using this ability again.

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