Game: Dungeons & Dragons (D&D)
Alignment: Necromancers are most commonly evil, but neutral and good necromancers exist.
Hit Die: d6
Skill Points at 1st Level: (2 + Int modifier) x 4.
Table: The Necromancer
Table: Necromancer spells per day
All of the following are class features of the Necromancer.
Weapon and Armor Proficiency: All Necromancers are proficient with all simple weapons, one martial weapon, and all light armors.
Spells: A Necromancer may cast arcane necromancy school spells [see Editor's Note]. He can cast any of the spells without preparing it ahead of time, unlike a cleric or wizard. Each time the Necromancer achieves a new level, he gains two new spells of any level or levels that he can cast (according to his new level). Unlike a wizard, the Necromancer does not use a spellbook and cannot learn spells from spellbooks, scrolls, or by other means (besides the standard two per level). To learn or cast a spell, a Necromancer must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Necromancer's spell is 10 + the spell level + the Necromancer's Intelligence modifier. Like other spellcasters, a Necromancer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. The Necromancer needs a good night's sleep to regain spent spells, or needs to meditate for four hours.
Undead Cohort: At first level, the Necromancer gains a level 1 human skeleton fighter. The skeleton gains levels (undead HD, not fighter levels) in sync with the Necromancer. If the skeleton dies, the Necromancer may bring it back for 500gp per level. The skeleton gains skills and feats as a normal human (upon applying the template, the skeleton doesn't lose his feats and skills, but doesn't automatically gain Improved Initiative either). The skeleton will obey every command given by the Necromancer, but is otherwise intelligent. The Intelligence, Wisdom and Charisma are the same as the Necromancer. It's Strength and Dexterity are as listed in the table below. The Skeleton is not subject to turn/rebuke and does not fill the cohort slot if the Necromancer has the leadership feat.
Table: Undead Cohort attributes
Light Weakness: At level one, all undead under the Necromancers control face penalties under sunlight: -4 Strength, -4 Dexterity, and ½ health. This includes the cohort.
Animate Dead: At level three the Necromancer may now raise dead like the Animate Dead spell once per Necromancer level per day. However, he requires no material component, and any turn/rebuke checks against his minions will invoke an opposed caster check before the cleric can make checks against the undead.
Fortification: Being with the dead for so long, and harnessing negative energy with such regularity, the Necromancer starts to take on the traits of the undead. At level five, the Necromancer gains a 25% chance of negating critical hits (taking normal damage instead), no longer needs to eat or drink, and is no longer at risk to massive damage. At level 10, the Necromancer increases his critical negation chance to 50%, no longer needs to sleep or breathe, and becomes immune to fatigue and exhaustion. At level 15, the Necromancer's critical negation increases to 75% chance, and he is no longer subject to energy drain, ability drain, and non-lethal damage. At level 20, the critical negation increases to 100%, and he gains immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, as well as immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Despite these bonuses, the Necromancer is not undead unless previously so.
Summon Undead (Lesser): At level five, once per day, the Necromancer can choose to summon undead as a full-round action: 1 mummy or 1d3 ghasts. They last for 10 minutes per level, and do not count against his maximum controlled undead, unless he chooses to make them permanent (by means of the appropriate Create Undead spell). These summoned undead are not affected by the Necromancer's undead enhancing class powers (including Light Weakness, Turn Resistance/Immunity, etc.).
Negative Energy Channel: At level seven, the Necromancer can more acutely control the flow of negative energy, and use it as a weapon against his enemies (or healing for his undead). As a touch attack, he may do his class level in negative energy damage at will. For every ten Necromancer levels, the target receives a negative level (functions as an Enervation spell).
Enhance Undead: The Necromancer now strengthens his undead with more potent negative energy. At level seven, he grants his minions (not his cohort) a +2 to Strength, +2 to Dexterity and +2 health per HD. At level 14, the bonuses raise to +4, and at level 19, the bonuses raise to +6. With Enhance Undead 3, the undead gain spell and power resistance of 10 + Necromancer class level + Necromancer's Intelligence modifier.
Turn Undead: At level eight the Necromancer may now turn/rebuke undead much like a cleric. Instead, however, he uses his Intelligence to determine how many times per day, and his check against the undead. With 5 or more ranks in knowledge (arcana), the Necromancer adds +2 to his check to turn them.
Summon Undead: At level nine, the Necromancer may summon more powerful undead. Same rules apply as with Summon Undead (Lesser). The Necromancer can summon 1 Greater (7 HD) Shadow or 1d3 Mummies. Using this ability will take the once per day slot of Summon Undead (Lesser). If the Necromancer chooses Summon Undead Lesser for his once per day summoning, then the number of summoned undead is multiplied by two.
Light Neutrality: At level 10 the Necromancer's undead no longer suffer penalties from being exposed to sunlight.
Turn Resistance: At level 11, the Necromancer's undead are now immune to being instantly destroyed or commanded. At level 16, your undead can take your class level + Int modifier as their HD when determining if they can be turned of rebuked.
Command Undead: At level 13 the Turn Undead ability is replaced with the ability to command or destroy undead. Any commanded undead count against the Necromancers maximum.
Summon Undead (Greater): At level 14, the Necromancer may now choose to summon 1 Dread Wraith or 1d3 Greater Shadows. If the Necromancer chooses Summon Undead for his once per day summoning, the number of undead summoned is multiplied by two, and Summon Undead (Lesser) is multiplied by three.
Night Power: At level 17 while still at normal strength in sunlight, the Necromancer's undead minions (not his cohort) excel when not under sunlight. The gain a +4 to Strength, a +4 to Dexterity, and x2 health (damage remains after the Night Power is over, and may be fatal to severely damaged minion once exposed to sunlight).
Summon Undead (Ultimate): At level 19, the Necromancer may now choose to summon 1 Nightwalker or 1d3 Dread Wraiths. If the Necromancer chooses Summon Undead (Greater) for his once per day summoning, the number of undead summoned is multiplied by two; x3 for Summon Undead, and x4 for Summon Undead (Lesser).
Undead Army: At level 20, the Necromancer may command (using Command Undead) up to 25HD of undead per Necromancer level.
Turn Immunity: At level 20, the Necromancer's undead cannot be turned or rebuked.
[Creator's Note: I tried to keep the class balanced, because I think it's a shame that we don't have a necromancer class to play as, so I hope this helps. Enjoy! ^^]
[Editor's Note: The class is somewhat more powerful than standard Player's Handbook classes (but not notably more powerful than a standard class plus prestige class). Depending on the campaign and use of prestige classes, the game master could consider some additional tweaking. Options could be: weakening the Fortification power (e.g. removing or postponing some of the immunities), and/or changing the type of undead or duration of the Summon Undead power (especially for campaigns with many encounters in a short period of time; e.g. many dungeon crawls). Furthermore, as the limited selection of available spells is important for the balancing of this class, be careful with allowing custom or additional spells (e.g. from supplements), besides the standard Player's Handbook spell list. Allow them only by exception.]