True Necromancer (3.5e Class)

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True Necromancer

Making a True Necromancer

Bonus Language: A necromancer can choose Abyssal as one of its bonus languages.

Soul Magic: Some of the Necromancer’s spells cost HP but can be used as many times per day as the necromancer pleases. If the Necromancer dies from the spell cost, the spell automatically fails.

Table: The True Necromancer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Undead Dominance, Stolen Life 31
2nd+1+0+0+3 42
3rd+1+1+1+3 Undead Resilience 421
4th+2+1+1+4 432
5th+2+1+1+4 4321
6th+3+2+2+5 Undead Resilience 4332
7th+3+2+2+5 44321
8th+4+2+2+6 44332
9th+4+3+3+6 Undead Resilience 444321
10th+5+3+3+7 444332
11th+5+3+3+7 Deathly State 4444321
12th+6/+1+4+4+8 Undead Resilience 4444332
13th+6/+1+4+4+8 44444321
14th+7/+2+4+4+9 44444332
15th+7/+2+5+5+9 Undead Resilience 444444321
16th+8/+3+5+5+10 444444332
17th+8/+3+5+5+10 4444444321
18th+9/+4+6+6+11 4444444332
19th+9/+4+6+6+11 4444444433
20th+10/+5+6+6+12 Bonus Feat 4444444444

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (int), Profession (Wis), Spellcraft (Int).

Class Features

All of the following are class features of the True Necromancer.

Weapon and Armor Proficiency: Necromancers are not proficient with any weapons or armor.

Spells:

Learning Spells: Unlike other spellcasters, the Necromancer learns a specific set of spells each level until level 16. The following are the spells they learn with each level, and the hp costs that go with them.

1st Essence Reap costs no HP cost and cannot be cast if the Necromancer is at full HP. This functions as a ranged touch attack. Animate Dead costs 2d6+10 hp, Unnatural Life costs the same amount., Disrupt Undead costs 1d6+1 hp.

2nd Control Undead costs 2d6+4 hp, Touch of Fatigue costs 1d6+2 hp, Ghoul Touch costs 1d6+3 hp, Spectral Hand costs 1d6+4 hp.

3rd Cause Fear costs 1d6+3 hp, Ray of Enfeeblement costs 1d6+4 hp, Necrotic Touch costs 2d6+4 hp, Blindness/Deafness costs 1d6+3 hp.

4th Scare costs 1d6+4 hp, Gentle Repose costs 1d6+3 hp, Halt Undead costs 1d6+4 hp, Ray of Exhaustion costs 1d6+5 hp.

5th Bestow Curse costs 3d6+12 hp, Contagion costs 2d6+7 hp, Enervation costs 2d6+8 hp, Fear costs 2d6+8 hp.

6th Magic Jar costs 2d6+10 hp, Symbol of Pain costs 2d6+10 hp, Waves of Fatigue costs 2d6+7 hp, Blight costs 2d6+7 hp, Create Undead costs 3d6+14 hp.

7th Eyebite costs 2d6+8 hp, Symbol of Fear costs 2d6+8 hp, Undeath to Death costs 3d6+9 hp, Waves of Exhaustion costs 2d6+9 hp.

8th Finger of Death costs 3d6+10 hp, Symbol of Weakness costs 2d6+7 hp, Clone costs 4d6+4+8 hp.

9th Create Greater Undead costs 4d6+20 hp, Horrid Wilting costs 3d6+10 hp.

10th Create Golem costs 4d6+20 hp.

11th Circle of Death costs 3d6+8 hp.

12th Symbol of Death costs 4d6+12 hp.

13th Astral Projection costs 3d6+10 hp.

14th Energy Drain costs 3d6+9 hp.

15th Soul Bind costs 3d6+9 hp.

16th Wail of the Banshee costs d6+20 hp.

Undead Dominance: A Necromancer has full control of any undead animated/created by them. Gained at level 1.

Stolen Life: The necromancer gains an additional 10 hp at first level.

Undead Resilience: +1 damage reduction at level 3, +2 at level 6, +3 at level 9, +4 at level 12 and +5 at level 15. Essence Trinket: A necromancer can choose an item that they have to fill with up to 30 HP. They can then draw from this to cast spells instead of their own HP. Once the item’s HP is depleted, the Necromancer can spend three hours refilling it.

Deathly State: When below 0 HP at level 11, the necromancer can stay conscious but must still make a saving throw to become stable. These saving throws are considered a standard action. At level 17, all saving throws become a bonus action.

Ex-True Necromancers

.

Epic True Necromancer

Table: The Epic

Hit Die: d

LevelSpecial
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

True Necromancer Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a True Necromancer

Religion: .

Other Classes: .

Combat: .

Advancement: .

True Necromancers in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

True Necromancer Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

True Necromancers in the Game


Adaptation: .

Sample Encounter: .

EL : .


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