Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of Poisoned darts.

5E Starting PCs at a higher level, how should I handle Magic items? Archived 5E Starting PCs at a higher level, how should I handle Magic items? Hello everybody! I run a homebrew campaign in 5th edition, or at least I did. According to the DMG, level 5 is. The problem with this is that the PCs are going to be 15-17th level by the time they are up against him, and the maximum level for characters is 20th, which would be where he's at with the rules in 5e. My only current idea is to create a few extra-powerful custom spells for him, but I'm not too sure how that will play out at all. My first thought was to treat 'level' the same as 'challenge rating', except that a level 5 non-magic-user is no threat to my party of three level 5s (I've calculated that they can do close to 110 damage in a round, without crits, closer to an average of 80, which is far more damage than any level 5 pc can soak up) And the only reason I point out 'non magic users' is because of Fireball, which. Nov 11, 2014  5E DMG Excerpt: Creating a New Race. If you don't care, then you know what, it's your home game and you can do whatever you dang well please. Create a race that can do 4th level spells at will, just remember that other options should be about just as crazy; or you know what don't - some races are purposely gimped cause you want it them to. Nov 11, 2014 CREATING NEW CHARACTER OPTIONS If the options for player characters in the Player’s Handbook don’t meet all the needs of your campaign, you can consult Chapter 9 of the DMG: Dungeon Master’s Workshop for advice on creating new race, class, and background options.


A trap can be either mechanical or magical in Nature. Mechanical traps include pits, arrow traps, Falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell Effects when activated. Spell traps are Spells such as Glyph of Warding and that function as traps.

Traps in Play

When adventurers come across a trap, you Need to Know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.

Triggering a Trap

Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the Glyph of Warding spell) have more complicated trigger Conditions, including a password that prevents the trap from activating.

Detecting and Disabling a Trap

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.
A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, Dispel Magic has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use Dispel Magic.
In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s Actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your Common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
Foiling traps can be a little more complicated. Consider a trapped Treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a Shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the Shield.
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent Monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a Secret door might conceal a Passage that goes around the trap.

Trap Effects

The Effects of traps can range from inconvenient to deadly, making use of elements such as Arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.
The Attack bonus of a trap, the save DC to resist its Effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.
Trap Save DCs and Attack Bonuses
Trap DangerSave DCAttack Bonus
Setback10–11+3 to +5
Dangerous12–15+6 to +8
Deadly16–20+9 to +12
Damage Severity by Level
Character LevelSetbackDangerousDeadly
1st–4th1d102d104d10
5th–10th2d104d1010d10
11th–16th4d1010d1018d10
17th–20th10d1018d1024d10

Complex Traps

Complex Traps work like standard traps, except once activated they execute a series of Actions each round. A complex trap turns the process of dealing with a trap into something more like a Combat encounter.
When a complex trap activates, it rolls Initiative. The trap’s description includes an Initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic Challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.

Sample Traps

The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.

Collapsing Roof

Mechanical trap

This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes Difficult Terrain.
Mechanical trap

This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 Hit Points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

Fire-Breathing Statue

Magic trap

This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a WizardCasting a Spell.
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of Evocation magic around the statue.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel Magic (DC 13) cast on the statue destroys the trap.

Pits

Mechanical trap
Four basic pit traps are presented here:
Simple Pit. A simple Pit Trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).
Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
When a creature steps ON THE COVER, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. Once the Pit Trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the Arcane Lock spell or similar magic.
Locking Pit. This Pit Trap is identical to a hidden Pit Trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a Secret door nearby) opens the pit.
Spiked Pit. This Pit Trap is a simple, hidden, or locking Pit Trap with sharpened wooden or Iron spikes at the bottom. A creature Falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any Falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Darts

Mechanical trap

When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing The Holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged Attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this Attack roll). (If there are no Targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Needle

Mechanical trap

A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Rolling Sphere

Mechanical trap

When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling Sphere of solid stone.
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A Search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

5e Dmg Creating High Level Pcs 4


Activation of the Sphere requires all creatures present to roll Initiative. The Sphere rolls Initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The Sphere can move through creatures’ spaces, and creatures can move through its space, treating it as Difficult Terrain. Whenever the Sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
The Sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the Sphere to keep moving.
As an action, a creature within 5 feet of the Sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat.

Sphere of Annihilation

Magic trap

Magical, impenetrable Darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a Sphere of Annihilation that can’t be controlled or moved. It is otherwise identical to a normal Sphere of Annihilation.
Some versions of the trap include an Enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the antipathy/sympathy spell. A successful Dispel Magic (DC 18) removes this Enchantment.

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  • 1Necromancer
    • 1.2Class Features
    • 1.3Variant Features
  • 2Occults
    • 2.1Keeper
    • 2.2Reaper
    • 2.3Undertaker
    • 2.4Witch Doctor

Necromancer

While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.

Creating a Necromancer

A necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds, and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poisons, and affecting opponents with fear, fatigue, exhaustion, pain, life drain, or even gaining mindless supporters through the use of enchantment magic to charm and dominate.

A necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.

Quick Build

You can make a necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the charlatan background.

Peter Bergting

Class Features

As a Necromancer you gain the following class features.

Hit Points

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

Proficiencies

Armor:Light armor
Weapons:Simple weapons
Tools: None
Saving Throws:Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion

Equipment

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

  • (a) a chain sickle or (b) two daggers
  • (a) leather armor or (b) padded armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • spellcasting focus

Table: The Necromancer

LevelProficiency
Bonus
FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Life Tap222
2nd+2Necromancer Occult233
3rd+2Soul Harvest2442
4th+2Ability Score Improvement3543
5th+3Spontaneous Unburial36432
6th+3Occult feature37433
7th+3Animate Major Undead384331
8th+3Ability Score Improvement394332
9th+431043331
10th+4Occult feature41143332
11th+4Animate Major Undead improvement412433321
12th+4Ability Score Improvement412433321
13th+54134333211
14th+5Occult feature, Ritualistic Unburial4134333211
15th+5Animate Major Undead improvement41443332111
16th+5Ability Score Improvement41443332111
17th+6415433321111
18th+6Macabre415433331111
19th+6Ability Score Improvement415433332111
20th+6Séance415433332211

Spellcasting

You draw on the negative energy in the world to fuel your spells.

Cantrips

At 1st level, you know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

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

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. 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 necromancer spell you cast and when making an attack roll with one.

5e Dmg Creating High Lvl Pcs
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting

You can cast a necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag.

Spellcasting Focus

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

Life Tap

Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.

Necromancer Occult

At 2nd level, you choose an occult which specializes you in your dealings with death: Keeper, Reaper, Undertaker, and Witch Doctor each of which is detailed at the end of the class description. Your occult grants you features when you choose it at 2nd level and additional features at 6th, 10th, and 14th level.

Soul Harvest

Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Ability Score Increase

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.

Spontaneous Unburial

Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.

Animate Major Undead

Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.

Ritualistic Unburial

At level 14th level, the repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual.

Macabre

Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Séance

Starting at 20th level, your presence commands respect from undead. As a bonus action, the necromancer can target an undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again.

Variant Features

The following options replace features at the appropriate levels.

Grim Harvest

Starting at 20th level, the area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest.

Occults

Keeper

An eager doctor's assistant stays late after a failed surgery to stitch the cadaver closed, and prepare it for transport to the undertaker. But while he has the remains here to himself, he sees no harm in a little research. This case was an odd one, and he'd like to know more about it. As he conducts his experiments, he murmurs to the body, 'Let's see where it all went wrong, and where we can do better next time.'

Necromancers of this Occult study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.

Life on Demand

Beginning at 2nd level, you can accelerate the body's natural healing when it is needed the most. As an action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier (minimum of 1) to regain hit points. After you use this feature, you must finish a short or long rest.

At 5th level, a creature can also add it's Constitution modifier to hit points recovered this way. At level 10, you may use this feature twice between rests.

Expanded Intellect

Beginning at 6th level, your studies of death and undeath have opened up new possibilities for you. You gain the spare the dying cantrip. You also add the following spells to your list spells to learn from: cure wounds, lesser restoration, beacon of hope, feign death[1], revivify, death ward, greater restoration, resurrection, and mass heal. Mac os x 10.7 dmg.

Aura of Wellbeing

Beginning at 10th level, you emanate an aura that rejuvenates and prolongs the life of others around you. If an allied creature begins its turn within 10 feet of you, it gains hit points equal to your proficiency bonus if its hit points are below half its hit point maximum.

Refusal

Beginning at 14th level, you can decide to ignore death if it's too inconvenient. If a creature within 5 feet of you that you can touch (including you) drops to 0 hit points, you may use your reaction to cause that creature to drop 1 hit point instead. You must finish a short or long rest before you can use this feature again.

Reaper

The village is quiet during the strangers walk down the roads. No birds are chirping, no children heard playing, no wind blowing. He bends over to grab a flower but it withers before even touched. Death consumes this man. Death consumed the village.

The Occult of Reapers plays with negative energy in ways others run from. A reaper won't always show his intentions to others until he is ready for them to play with his undead or feel necrosis from his spells. Even though he can control undead himself, he'd rather cull the other ones in his path. Undead are weak against this man. True power comes from harnessing negative energy for oneself, not making puppets.

Death's Knowledge

Beginning at 2nd level, some ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: inflict wounds, revivify, speak with dead, communewith dead, raise dead, resurrection, and true resurrection.
At 5th level, you may choose three spells for which you can cast from any class's spell list to add to your necromancer spell list.

Improved Soul Harvest

Starting at 6th level, you've gained the knowledge to channel the souls you harvest into your spells. You may store a number of souls equal to your necromancer level from killing creatures with soul harvest for later use. You can consume souls to regain up to a 3rd level spell slot, which costs 2 souls for every spell level. For instance, a 3rd level spell would consume 6 souls. In addition, when you deal damage to a creature with a spell, you may consume any number of souls in your possession to deal additional necrotic damage equal to the number of souls you consume.

Necrosis Spellcasting

Starting at 10th level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features.

Grim

Beginning at 14th level, stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death. An aura surrounds you and saps the life of anything within 5 feet of you. If a creature ends its turn within range it must succeed on a Constitution saving throw or lose hit points equal to the number of souls you have stored. You gain hit points equal to half the hit points the creature lost, rounded up.

Undertaker

In a cemetery, a woman provides a service for a family grieving their lost one. She had spent the evening before prepping the corpse and making everything presentable for the wake. Her services were appreciated and she accepted her thanks, but her real joy would happen after everyone left. She looks at her next corpse, the shopkeep of the funeral home, 'Why let the dead rot?'

An undertaker is from the Occult that specializes in raising the dead. Whether it be passing through town and filling in for a businessman or collecting minions from a graveyard, the years of preparing corpses has taught the undertaker how to make her undead a force unequal to others. Her minions are tougher and fight longer. She always has a skeleton or zombie at her side to carry out tasks and can quickly raise an army when others want to surround her. An undertaker has no fear of death since death itself fights for her.

Unholy Resistance

Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced.At 5th level, this feature extends to any undead under your control.

Improved Animate Undead

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Skeletons and zombies you raise have additional hit points and bonuses to their melee attack rolls equal to your proficiency bonus. In addition, whenever you cast a spell or use a feature or item to raise undead, you may raise one additional skeleton or zombie.

Undead Resolve

Beginning at 10th level, your bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their Armor Class.

Lord of the Undead

Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.

Witch Doctor

A man walks through a misty and dark swamp. His face is filled with dirt, blood, and tears. The man is scared, strange sounds move all around him as he stumbles through the swamp with water reaching to his waist. In the distance, he sees a light. He knows he is getting closer, but will it be on time? He looks down to his arms, his clothes covered in blood. In his arms, he holds the body of his wife, bleeding and barely alive. Desperate times ask for desperate measures, the gods didn't listen to his prayers and sorrow, so he sees no other choice.

As he gets closer, a dim light in the mist is enough for the man to see the silhouette of a small wooden hut. The light is a lantern, the only light in the swamp, dangling before a wooden door. The man collapses on his knees in front of the door, heart broken and exhausted as he lowers his wife to use one hand to knock on the wooden door.

The door opens with a squeaking sound as a figure with wild hair and a face painted like a skull opens the door, the witch doctor. He smiles as he sees the man in front of his door. The man beg for the life of his wife with his face full of tears. The doctor only smiles and answers 'then you know what you must do' as she gives man a small razor sharp dagger. The man doubts but looks down at his wife as he kisses her a final farewell on her forehead. The man cuts his own throat, blood slides down the mans chest as he breathes his last breath. The doctor smiles and starts to softly hum as he rubs his arms pleased. The mans death will not be in vein.

The woman opens her eyes in shock as life runs back through her veins only to see the face of her dead husband, sobbing in his arms as the doctor softly closes his door. The contract has been sealed.

Spirit Well's

Beginning at 2nd level, you've discovered the negative energies within the dead and found a way to put them into good use. As an action, you can turn a corpse you touch into a well of your choice known to you. Afterwards, the corpse will radiate negative energy in a 10 feet radius sphere for 1 minute. All creatures within the area of effect will be affected. When a well has been activated, the corpse can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the following well's:

Well of Blood

Prerequisite: 11th level
Every friendly creature that ends its turn within the well gains health at the end of their turn equal to your Charisma modifier (minimum one).

Well of Blindness

Creatures of your choice within the range of the well are blinded as long as they stay inside of it.

Well of Darkness

The darkness spell emanates from the corpse for the duration.

Well of Ruin

Creatures of your choice within the range of the well get a decreased Armor Class, losing 2 AC as long as they stay inside the well's range.

Well of Protection

Friendly creatures within the range of the well get a increased Armor Class, gaining 2 AC as long as they stay inside the well's range.

Well of Suffering

Prerequisite: 5th level
Creatures of your choice within range of the well take damage at the end of their turn equal to your Charisma modifier (minimum one).

Well of Silence

Prerequisite: 5th level
Sound is muted within range of the well, with no sound being allowed to enter or exit the well. Spells with vocal components can not be cast while within range of this well.

Well of Profane

The first time a creature within range of this well takes damage, they take an extra 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Well of Misfortune

Prerequisite: 11th level
Creatures of your choice within range of the well have disadvantage on saving throws from magic.

Well of Fortitude
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Prerequisite: 11th level
Friendly creatures within range of the well have advantage on saving throws from magic.

You learn how to create additional wells as you level up in this class, increasing at 5th level (4), 11th level (6), and 17th level (8). A level prerequisite for a well refers to your level in this class. You may use this feature a number of times equal to your Charisma modifier (minimum one) and you regain all uses of this feature at the end of a long rest.

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Bloodbag Army

At 6th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action, you kill an undead under your control, absorbing their life essence and soul and transferring that energy to another. As long as the undead and a ally are within 30 feet of you, your ally regains hit points equal to the amount of hit points the undead had, and your ally has advantage on their next saving throw, attack roll, or skill check until the end of your ally's next turn.

Life Leech

At 10th level, you blur the barrier between draining the dead and draining the living. As a bonus action, you may emit a life leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All other creatures that start their turn in this aura must make a Constitution saving throw against your necromancer spell save DC. On a failed save, the creature takes 1d4 necrotic damage and you regain hit points equal to the damage taken. Once you use this feature, you can not use it again until you finish a short or long rest.

Walking Wells

By 10th level, you have also learned how to turn even animated undead into wells. You can turn undead under your control into walking well's, with the undead stay alive as they radiate energy. A undead turned into a well this way can't be turned into a well again.

Necrotic Pulse

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At 14th level, whenever you damage a creature with a spell, as a bonus action, you can deal 1d6 + half of your necromancer level additional necrotic damage to the target. You may use this feature 3 times and you regain all uses of this feature after you finish a short or long rest.

References

  1. D&D 5e PHB pp.240

Multiclassing

Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites: Charisma 15.

Proficiencies. When you multiclass into the necromancer class, you gain the following proficiencies: light armor.

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