New White Necromancer v0.4 The White Necromancer Level Proficiency Bonus Lifetap Features 1st +2 — Necronomicon, Transmute Vitality 2nd +2 1d8 Lifetap, Instill Life, Necrotic Negation 3rd +2 1d8 Necromancer Archetype 4th +2 1d8 Ability Score Improvement, Life Sense 5th +3 2d8 Font of Life, Siphon Soul 6th +3 2d8 Archetype Power 7th +3 2d8 Lore of the Cycle, Necromancer's Sacrifice 8th +3 2d8 Ability Score Improvement 9th +4 3d8 Necrotic Splintering 10th +4 3d8 Archetype Power, Radiant Health 11th +4 3d8 Untombed Lore(6th level) 12th +4 3d8 Ability Score Improvement 13th +5 4d8 Untombed Lore(7th level) 14th +5 4d8 Archetype Power 15th +5 4d8 Untombed Lore(8th level) 16th +5 4d8 Ability Score Improvement 17th +6 5d8 Untombed Lore(9th level) 18th +6 5d8 Mastery of the Cycle 19th +6 5d8 Ability Score Improvement 20th +6 5d8 Immortality Quick Build You can make a white necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the following 1st-level spells for your necronomicon: Inflict Wounds, and Ray of Sickness. Class Features As a white necromancer you gain the following features. Hit Points Hit Dice: 2d6 per white necromancer level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 2d6 (or 7) + your Constitution Modifier for every level after 1st Proficiencies Armor: Light

Weapons: Simple

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Choose two from History, Insight, Investigation, Medicine, Nature, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) two daggers

(a) a spell component pouch or (b) a necrotic focus

(a) a scholar's pack or (b) an explorer's pack

and a spellbook Necronomicon You possess a tome of a great power, your very own book of the dead. Between it's bindings, this tome stores your knowledge of life, death, and the Weave. When you obtain this book at 1st level, choose two 1st-level necromancy spells from any class's spell list and add those spells to the book. Hit Dice With the necronomicon on your person, you may cast any spell contained within it by spending a number of hit dice equal to that spell's level. You may not cast above 5th-level spells in this way. Learning Spells When you level up, you may add one additional necromancy spell from any class's spell list to your necronomicon. The spell's level must be equal to or less than half your white necromancer level (rounded up.) On your adventures, you can add other necromancy spells to your necronomicon. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your white necromancer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription takes 2 hours and costs 50 gp for the rare materials needed to inscribe it. Ritual Casting You can cast any spell contained within your necronomicon as a ritual if that spell has the ritual tag, casting spells in this way does not cost hit dice. Ancient Arts You may consider spells on the Ancient Arts table necromancy spells for the purpose of adding them to your necronomicon and casting them.

Ancient Arts Spell Level Spells 1st create or destroy water, detect poison or disease, purify food and drink 2nd enlarge/reduce, lesser restoration, locate plants and animals, protection from poison 3rd create food and water, gaseous form, plant growth, water breathing 4th aura of life, aura of purity, control water, death ward, locate creature 5th antilife shell, greater restoration, reincarnation 6th transport via plants 7th regeneration 8th control weather 9th power word kill, shapechange Spellcasting Ability Intelligence is your spellcasting ability for your white necromancer spells, since your knowledge comes from your study of the Weave. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the DC for your white necromancer spell you cast and when making an attack roll with one Spell Save DC = 8 + your Intelligence Modifier + your Proficiency Bonus

Spell Attack Modifier = your Intelligence Modifier + your Proficiency Bonus Transmute Vitality You've learned to shape your essence back into it's primitive, malleable form. As your bonus action, you may choose to lose any number of hit points you have. For every 5 hit points lost, you regain 1 hit die. Lifetap At 2nd level, you learn to tap into the very essence that animates all things, known as the weave. As a standard action choose one creature within 30 feet of you. That creature must make a Constitution Saving Throw or take 1d8 points of necrotic damage. You gain a number of hit points equal to the hit points that creature lost. If you are within 5 feet of this creature, it has disadvantage on it's save. The DC of this ability is: Lifetap Save DC = 8 + your Intelligence Modifier + your Proficiency bonus At higher levels your lifetap ability deals more damage, as shown on the White Necromancer table. Instill Life At 2nd level, you learn send and absorb health freely between creatures. As a bonus action, you can touch a creature and transfer any amount of hit points you have to that creature. Or, if that creature is willing, you may instead absorb any amount of hit points that creature has. Necrotic Negation At 2nd level, when a creature within 10 feet of you is the subject of an attack or spell, you may spend 1 hit die and grant that creature resistance against that attack or spell's damage (no action required.) White Necromancers and Hit Dice The white necromancer is unique, in that it is the only class that gains more than one hit die a level. For every level of white necromancer, they gain 2 hit dice. This means a white necromancer of 6th level has a total pool of 12 hit die. This does not change other properties of hit dice in any way. A white necromancer still only gains back half their hit dice upon resting (until they gain Font of Life at 5th level.) For example, during a short rest a white necromancer of 3rd level may spend 1 of their 6 hit dice. They would gain back 1d6 hit points per hit die spent, and when they completed a full rest they would recover 3 hit die (up to their maximum.) Necromancer Archetype At 3rd level, choose the path you wish to deepen your understanding of the Weave in. You can choose from the path fo the Channeler, all detailed at the end of the class description. Your choice of archetype grates you additional features at 3rd level and again at 6th level, 10th level, and 14th level. Expanded Necromancy Each archetype has a list of spells that you may treat as necromancy spells for the purpose of adding them to your necronomicon and casting them. Life Sense At 4th level, you can detect detect animated bodies through the Weave. As an action, you can open your senses to the vibrations of animated forces. Until the end of your next turn, you know the location of any living, undead, or construct creature within 60 feet of you that is not behind total cover. You know the type (living, undead, or construct) of any being whose presence you sense, but not it's identity (the elf warlock Kaerlin, for instance). Within the same radius, you also detect the presence or lack of wind and water. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. Font of Life At 5th level, you regain all of your white necromancer hit dice after a long rest.

Siphon Soul At 5th level, when you use your life tap ability, you may target the same creature twice or one additional creature within 30 feet. Lore of the Cycle At 7th level, You've spent much of your time researching into topics relating to necromancy. You add your proficiency bonus when making skill checks involving life, death, eulogies, resurrection, burial practices, undead, and the afterlife. If you are already proficient in that skill, instead double your proficiency bonus. Necromancer's Sacrifice At 7th level, when a creature within 10 feet of you is hit by an attack or fails a saving throw, as a reaction, you can transfer the resulting wounds and/or effects onto yourself instead of the intended target. You are affected as if you were hit by the attack or failed the saving throw and take all damage and suffer any adverse effects. Any resistances or immunities you posses are applied normally If this ability is used against an effect that also targets you or includes you in it's area, then you suffer the effects for both yourself and the target you spared, potentially taking damage or suffering other consequences twice. Necrotic Splintering At 9th level, your mastery over the Weave allows you to break apart even the most resilient of bodies. As an action, you can spend 2 hit dice to weaken the body of a creature within 10 feet of you. The next time that creature takes damage from a spell or an attack, it is vulnerable to that spell or attack's damage. If the creature has resistance or immunity to that damage, it instead loses that resistance or immunity against that spell or attack. Radiant Health At 10th level, your hit point total can't be reduced and you gain resistance to cold and necrotic damage. You also gain advantage on saving throws against paralysis, disease, and poison. Untombed Lore At 11th level, you delve ever deeper into the secrets of the Cycle. You may cast one 6th level necromancy spell from your necronomicon without expending hit dice. This is considered a spell slot, and you may use it for lower level spells. Once you use this ability, you must finish a long rest you can do so again. At higher levels, you gain additional uses for higher spell levels: one 7th-level spell slot at 13th, one 8th-level spell slot at 15th, and a 9th-level spell slot at 17th. You regain all uses of untombed lore after you finish a long rest. Mastery of the Cycle At 18th level, reduce the spell level of all necromancy spells you know by one level. Any 1st-level spells you know are now cantrips. For example, you may now cast true resurrection using only an 8th-level spell slot or Magic Jar using only a 5th-level spell slot. Alt. Mastery of the Cycle At 18th level, whenever you cast a necromancy spell, you cast that spell as if it were one level higher. For example, if you cast inflict wounds by spending one hit die, it is considered a second level spell and will deal 4d10 points of damage. Immortality At 20th level, your mastery of the Cycle allows you to obtain true immortality. You can no longer die of old age, and you may also change your age from young to old and anywhere inbetween at will. If at any point you would be killed, you may spend 5 hit dice, if you do, you are instead reduced to 1 hit point.

Channeler The Weave is a powerful thing. It permeates the air we breath, resides in the food we eat, and hides in the water we drink. To escape it means certain death, and to embrace the Weave wholly...may mean the same. Those who walk the path of the Channeler travel a dangerous way. Even a slight err could cost mortality. But great risk can grant great power. Expanded Necromancy As a Channeler, you have uncovered ancient rites associated with turning your life essence into pure force energy. You may treat the following spells as necromancy spells: Spell Level Spells 1st magic missile, shield 2nd gust of wind, levitate 3rd fly, weave explosion* 4th freedom of movement, otiluke's resilient sphere 5th destructive wave, telekinesis Incarnate Form When you choose this archetype, you learn how to channel the Weave's pure essence through your body, doubling your power output, but sustaining severe damage. As a bonus action, you may reduce your hit point maximum by an amount equal to your level. Until your next turn, all damage you deal is doubled. Shunt At 6th level, when you are the target of a spell or ability that deals energy damage, you can redirect it away from you by spending 3 hit dice. The DC is equal to the spell or abilities DC, you use your constitution modifier + your proficiency bonus. If you are successful, you may redirect the blast in any direction, or let it sail harmlessly past you. The spell or ability will travel the remainder of it's normal distance. If you fail, you are treated as if the spell or ability rolled critical or as if you had failed your saving throw. Physical Fitness At 10th level, you may use your constitution score in place of your strength score for strength checks. Instant Transmission At 14th level, you may transmit your essence short distances, effectively teleporting. As a bonus action or a reaction, you may spend 2 hit dice and teleport up to 30 feet in any direction. If this space is occupied, you take 3d6 force damage and are shunted to the nearest available space. You may spend additional hit dice. For every additional hit die spent, you may teleport an additional 15 feet. You may also teleport one creature or object you touch with you. If you attempt to teleport an unwilling creature, or an item that an unwilling creature is holding, that creature must succeed on a Wisdom Saving throw equal to your spell save DC or be teleported with you. New Spell: Weave Explosion 3rd-level Spell Casting Time: 1 action

Range: Self(60-foot line)

Components: V, S

Duration: Concentration You channel your inward energy into an outward explosion. A line of pure energy 60 feet long and 5 feet in diameter blazes from your outstretched hands. Each creature in the line must make Dexterity saving throw. A creature takes 8d8 points of force damage on a failed save, or half as much damage on a succesful one. On each of your turns, as an action, you may sustain this blast, doing so you lose 3d8 hit points. You may change the direction in which the line blasts from you. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you gain the following benefits: The damage you deal increases by 2d8 for each slot above 3rd

the damage you take increases by 1d8 for each slot above 3rd

The range increases by 10 feet for each slot above 3rd

The diameter increases by 10 feet for every 2 slots above 3rd.