- This is the 0.9 rules for the custom Necromancer 2e Class. Consider this a beta version and unfinished.
- This class isn't designed for Group Play but Solo play instead.
|Rebuilt Class: Wizard|
|Rebuilt Rogue Subclass: Thief|
|New Fighter Subclass: Berserker|
|New Class: Necromancer|
|Creations · Spells and Abilities|
Hit Points[edit | edit source]
d6- Same as a Wizard Rebuild 2e
Lifeforce[edit | edit source]
When creating a Necromancer, calculate their natural lifespan, based on their race, and subtract their current age. This is the initial "Lifeforce" value. If Lifeforce drops to zero, a necromancer will die as if they died of old age, it is unknown if there are any rules regarding saves if this happens.
Lifeforce can be extended beyond it's initial value, thereby increasing a necromancer's natural lifespan.
Subtract a point of Lifeforce for each year a Necromancer ages.
Hit Bonus[edit | edit source]
Spell System[edit | edit source]
Necromancers inherently know all their abilities & spells and have no need to memorise any of their spells in advance.
Necromancers appear to be able to cast their spells and abilities while wearing armor.
Necromancers cast their spells from HP or from their Lifeforce. There is no restriction on now many casts per day otherwise. Some spells require additional reagents.
Necromancers have the ability to increase their Lifeforce though the use of certain rituals which kill the victim. The first of these rituals gives 10% of the remaining life-expectancy of the target to the Necromancer as Lifeforce.
Necromancers can only drain Lifeforce from beings with equal or larger "Soul Size" to their own. The Soul Size tends to relate to the lifespan of the race in question, not the individual's own life expectancy.
|Half Elf||120 Years|
|Half Orc||60 Years|
Undead Creations[edit | edit source]
Spells and Abilities[edit | edit source]
Proficiencies[edit | edit source]
If using the optional proficiencies rule, consult the below table to determine the Necromancer's weapon and non-weapon proficiency slots:
Add the character’s number of languages known to their number of non-weapon proficiencies.
Select non-weapon proficiencies. Record their relevant abilities and check modifiers.
Each extra slots spent on a proficiency adds +3 to that skill in 2.Neal.
Crossbow does not require a proficiency slot to use.
Bows require 2 proficiency slots to use. Penalties to hit are not reduced with only 1 slot.
Ambidexterity can be purchased for 1 slot by warriors or rogues. This is the exact same rule from Player’s Option: Combat & Tactics.