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Mark Garringer
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1,286 followers
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I am going to be starting play in a 5e homebrew game soon, and based on the player information give to us by the DM, an in world organization has inspired me to create a necromancer wizard. The organization functions as guardians and hunters over a large Necropolis and are known as 'white necromancers.' Given their decidedly anti-undead slant, it seems mechanically they may be at odds with their belief system just a bit. I already suggested to the DM that I be allowed to take Speak with Dead off the Cleric spell list instead of Animate Dead at 6th level, basically replacing Undead Thralls class feature. He agrees and I think it will be interesting to see how that plays out.

The more I think about it, the more I'm worried that someone who has a heavy necromatic spell list isn't actually going to be very good at fighting things that are likely to have Resistance or Immunity to necrotic damage.

I would like to suggest the following:

Replace Grim Harvest with -
Radient Rest
At 2nd level, you gain the ability to change the damage type on School of Necromancy spells when fighting undead. Once per turn when casting a School of Necromancy spell that inflict necrotic damage, you can change the damage type to Radient instead.
You can change the damage type in this way a number of times equal to your Wizard level + your Intelligence modifier until you finish a long rest.

I also toyed with the idea of allowing the Necromancer to shift down one step Resistance or Immunity a number of times per day on an undead so that they could bypass necrotic Resistance or downgrade Immunity to Resistance.

Thoughts? Feedback?

Hi guys! Looking for some hive-mind whiteboard design feedback...

This is mechanically specific to D&D 5e. For a party of 3rd level characters I want to have them fall from the forest floor (where they are walking along happily) into an underground cavern landing in a body of water. I am thinking I will use a 30' fall (3d6, average 10.5 falling damage). Because they are falling into the water, I feel like a DC 12 Dex (Acrobatics) check might help them. Even though we all know falling 30' into water is going to hurt like a mother...

I don' t have my DMG with me. Falling is falling is falling I think in 5e? You don't really get a chance to reduce it? Unlike, say Pathfinder where you can make an Acrobatics check to take a bit less? I was thinking that if they succeed I'd just change the damage dice from d6 to d4.

The point of the encounter is to take them off guard and transition their location. At this point they are already on the run though the forest in unfamiliar territory. They have only had the looming threat of danger up to this point (no actual encounters), and this sort of represents all of that trauma catching up with them. It is a location transition as the underground cavern is the primary adventure location. The PCs will adventure through it to return to the surface as they will be unable to get back up to the surface from the hole which they fell through...(yes, I'm a jerk).

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I have Ingress invites to share if someone is interested in playing this fantastic, addictive ARG!

Contact me for an invite!

#ingress
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Well La-Dee-Da...
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No. 4 may be #1
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Keep it rollin:
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Crank this one up today in honor of the life lived.

Rest in Peace sir.
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In the Paizo Blog today, they have announced an interesting design contest! Remake Rasputin (from the Reign of Winter AP) with a new class using the Occult Adventures book as a CR 17 foe! You have until Midnight (Pacific Time), September 13th, 2015. Full rules and requirements can be found in the blog!

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In the Paizo Blog today, they have announced an interesting design contest! Remake Rasputin (from the Reign of Winter AP) with a new class using the Occult Adventures book as a CR 17 foe! You have until Midnight (Pacific Time), September 13th, 2015. Full rules and requirements can be found in the blog!
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