In my ongoing effort to expand on the possibilities available to Necromancers, I've started a bit of a systematic process of creating some interesting feats. The bunch of feats I'm posting today are all aimed towards the Necromancer that focuses on commanding undead. I want an array of possibilities to be available for a Necromancer to enhance the undead he creates, which is why there's also feats that mixes in various elemental forces etc.
New Feats
Blazing Undead [Necromantic Command]
Prerequisite: Caster level 15th, Fiery Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Fire damage with its melee attacks (does not stack with the benefit from Fiery Undead). In addition, if the created undead causes Fire damage with a melee attack, it will engulf its target in flames, causing the target to suffer 1d4 points of Fire damage each round for the next 3 rounds. This effect stacks up to three times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Blazing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Blazing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Caustic Undead [Necromantic Command]
Prerequisite: Caster level 15th, Corrosive Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Acid damage with its melee attacks (does not stack with the benefit from Corrosive Undead). In addition, any weapon that strikes the undead will suffer 1d4 points of Acid damage that bypasses any hardness of the weapon. Magic weapons will ignore an amount of Acid damage equal to their Enhancement bonus. For example, a +3 Longsword will ignore 3 points of Acid damage. Using the Caustic Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Caustic Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Corrosive Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Acid descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Acid damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Acid Resistance 10 (doest not stack with the benefit from Elemental Undead). The created undead will also corrode the armor of any target it causes Acid damage to. The affected target will have his Armor Bonus reduced by one point for 1d6+1 rounds. This effect stacks up to five times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Corrosive Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Corrosive Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Enforced Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command
Benefit: Any undead you create gain two additional Hit Points per Hit Die. Using the Enforced Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Enforced Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Elemental Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command, ability to cast Evocation spells
Benefit: When you create an undead, choose an element (acid, cold, electricity or fire). The created undead will cause an additional 1d6 points of damage of the chosen type with its melee attacks, and it will gain energy resistance 5 against the chosen element. Using the Elemental Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Elemental Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Fiery Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Fire descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Fire damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Fire Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be engulfed in flames that will cause 1d6 points of Fire damage each round to any creature within 5 ft. of the undead. Using the Fiery Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fiery Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Fortified Undead [Necromantic Command]
Prerequisite: Caster level 15th, Enforced Undead
Benefit: Any undead you create gain the maximum amount of Hit Points per Hit Die instead of having to roll to determine their Hit Points. This effect stacks with the effect of the Enforced Undead feat (undead affected by both feats will have maximum amount of Hit Points per Hit Die, plus 2 points from the Enforced Undead feat). Using the Fortified Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fortified Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Freezing Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Cold descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Cold damage with its melee attacks (does not stack with the benefit from Elemental Undead. The undead gains Cold Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be covered in a thick sheet of ice that increases its Natural Armor bonus by 2 points. Using the Freezing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Freezing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Glacial Undead [Necromantic Command]
Prerequisite: Caster Level 15th, Freezing Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Cold damage with its melee attacks (does not stack with the benefit from Freezing Undead). In addition, if anyone hits the affected undead with a melee attack, the attacker must succeed at a Fortitude Saving Throw (DC 15 + the HD of the undead) or becomes slowed as per the spell Slow for 1d4+1 rounds. Using the Glacial Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Glacial Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
King of the Dead [Necromantic Command]
Prerequisite: Caster level 20th, Greater Undead Command, five other Necromantic Command feats
Benefit: You are able to control an infinite amount of undead. In addition, all undead you create will have all ability scores increased by two points.
Normal: You are able to command 4 HD of undead per caster level.
Storm Undead [Necromantic Command]
Prerequisite: Caster Level 15th, Thundering Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Electricity damage with its melee attacks (does not stack with the benefit from using Thundering Undead). In addition, when the undead causes Electricity damage to a target, two bolts of lightning will strike additional foes. Two foes within 20 ft. of the attacked target will be struck by the lightning bolts, taking 2d6 points of Electricity damage each. If only one additional foe is present, he will only be struck by one bolt of lightning, it is not possible for both bolts of lightning to strike the same foe. The secondary targets are determined randomly. Using the Storm feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Storm Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Thundering Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Electricity descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Electricity damage with its melee attacks (does not stack with the benefit from Elementa Undead). The undead gains Electricity Resistance 10 (does not stack with the benefit from Elemental Undead). When the created undead causes Electricity damage to a target, a bolt of lightning will shoot from the attacked target, striking an additional foe within 20 ft. of the attacked target, causing 1d10 points of Electricity damage. The secondary target is determined randomly. Using the Thundering feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Thundering Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Undead Command [Necromantic Command]
Prerequisite: Ability to cast Animate Dead
Benefit: You can control 8 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.
Undead Command, Greater [Necromantic Command]
Prerequisite: Caster level 15th, Undead Command
Benefit: You can control 16 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.
Undead Emperor [Epic][Necromantic Command]
Prerequisite: Caster level 25th, Undead Lord
Benefit: You may increase the power of one undead you have created. The process of creating an undead emperor takes one month and requires material components worth 50.000 gp. The undead promoted to undead emperor will have 6 additional Hit Points per Hit Dice, a +8 Profane bonus to Armor Class and it will instill undead around it with greater martial skill, giving all allied undead within 300 ft. a +4 Profane bonus to Hit and Damage.
Undead Lord [Necromantic Command]
Prerequisite: Caster level 15th, Undead Sergeant
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead lord for every hundred undead you command. The process of creating an undead lord takes 12 hours and requires material components worth 500 gp. The undead promoted to undead lord will have 3 additional Hit Points per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 120 ft. a +2 Profane bonus to Hit and Damage.
Undead Sergeant [Necromantic Command]
Prerequisite: Caster level 5th, ability to control 10 HD or more of Undead.
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead sergeant for every ten undead you command. The process of creating an undead sergeant takes 1 hour and requires material components worth 50 gp. The undead promoted to undead sergeant will have one additional Hit Point per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 30 ft. a +1 Profane bonus to Hit and Damage.
New Feats
Blazing Undead [Necromantic Command]
Prerequisite: Caster level 15th, Fiery Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Fire damage with its melee attacks (does not stack with the benefit from Fiery Undead). In addition, if the created undead causes Fire damage with a melee attack, it will engulf its target in flames, causing the target to suffer 1d4 points of Fire damage each round for the next 3 rounds. This effect stacks up to three times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Blazing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Blazing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Caustic Undead [Necromantic Command]
Prerequisite: Caster level 15th, Corrosive Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Acid damage with its melee attacks (does not stack with the benefit from Corrosive Undead). In addition, any weapon that strikes the undead will suffer 1d4 points of Acid damage that bypasses any hardness of the weapon. Magic weapons will ignore an amount of Acid damage equal to their Enhancement bonus. For example, a +3 Longsword will ignore 3 points of Acid damage. Using the Caustic Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Caustic Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Corrosive Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Acid descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Acid damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Acid Resistance 10 (doest not stack with the benefit from Elemental Undead). The created undead will also corrode the armor of any target it causes Acid damage to. The affected target will have his Armor Bonus reduced by one point for 1d6+1 rounds. This effect stacks up to five times. Each time the effect is applied to a target, the duration for all effects on the target will be reset. Using the Corrosive Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Corrosive Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Enforced Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command
Benefit: Any undead you create gain two additional Hit Points per Hit Die. Using the Enforced Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Enforced Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Elemental Undead [Necromantic Command]
Prerequisite: Caster level 9th, Undead Command, ability to cast Evocation spells
Benefit: When you create an undead, choose an element (acid, cold, electricity or fire). The created undead will cause an additional 1d6 points of damage of the chosen type with its melee attacks, and it will gain energy resistance 5 against the chosen element. Using the Elemental Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Elemental Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Fiery Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Fire descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Fire damage with its melee attacks (does not stack with the benefit from Elemental Undead). The created undead gains Fire Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be engulfed in flames that will cause 1d6 points of Fire damage each round to any creature within 5 ft. of the undead. Using the Fiery Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fiery Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Fortified Undead [Necromantic Command]
Prerequisite: Caster level 15th, Enforced Undead
Benefit: Any undead you create gain the maximum amount of Hit Points per Hit Die instead of having to roll to determine their Hit Points. This effect stacks with the effect of the Enforced Undead feat (undead affected by both feats will have maximum amount of Hit Points per Hit Die, plus 2 points from the Enforced Undead feat). Using the Fortified Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Fortified Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Freezing Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 5 spells with the Cold descriptor
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Cold damage with its melee attacks (does not stack with the benefit from Elemental Undead. The undead gains Cold Resistance 10 (does not stack with the benefit from Elemental Undead). The created undead will also be covered in a thick sheet of ice that increases its Natural Armor bonus by 2 points. Using the Freezing Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Freezing Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Glacial Undead [Necromantic Command]
Prerequisite: Caster Level 15th, Freezing Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Cold damage with its melee attacks (does not stack with the benefit from Freezing Undead). In addition, if anyone hits the affected undead with a melee attack, the attacker must succeed at a Fortitude Saving Throw (DC 15 + the HD of the undead) or becomes slowed as per the spell Slow for 1d4+1 rounds. Using the Glacial Undead feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Glacial Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
King of the Dead [Necromantic Command]
Prerequisite: Caster level 20th, Greater Undead Command, five other Necromantic Command feats
Benefit: You are able to control an infinite amount of undead. In addition, all undead you create will have all ability scores increased by two points.
Normal: You are able to command 4 HD of undead per caster level.
Storm Undead [Necromantic Command]
Prerequisite: Caster Level 15th, Thundering Undead
Benefit: When you create an undead, the undead will cause an additional 2d6 points of Electricity damage with its melee attacks (does not stack with the benefit from using Thundering Undead). In addition, when the undead causes Electricity damage to a target, two bolts of lightning will strike additional foes. Two foes within 20 ft. of the attacked target will be struck by the lightning bolts, taking 2d6 points of Electricity damage each. If only one additional foe is present, he will only be struck by one bolt of lightning, it is not possible for both bolts of lightning to strike the same foe. The secondary targets are determined randomly. Using the Storm feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Storm Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Thundering Undead [Necromantic Command]
Prerequisite: Elemental Undead, ability to cast at least 3 spells with the Electricity descriptor.
Benefit: When you create an undead, the undead will cause an additional 1d10 points of Electricity damage with its melee attacks (does not stack with the benefit from Elementa Undead). The undead gains Electricity Resistance 10 (does not stack with the benefit from Elemental Undead). When the created undead causes Electricity damage to a target, a bolt of lightning will shoot from the attacked target, striking an additional foe within 20 ft. of the attacked target, causing 1d10 points of Electricity damage. The secondary target is determined randomly. Using the Thundering feat doubles the material component cost when creating undead minions. This means that the cost for creating skeletons and zombies becomes 50 gp per HD, while the cost for creating ghouls, ghasts, mummies, mohrgs, shadows, wraiths, spectres and devours becomes 100 gp per HD. The cost increase from using the Thundering Undead feat stacks with the cost increase from using other feats that somehow boost the powers of the casters undead. That means if you apply two feats that doubles the material component cost, the cost becomes quadrupled.
Undead Command [Necromantic Command]
Prerequisite: Ability to cast Animate Dead
Benefit: You can control 8 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.
Undead Command, Greater [Necromantic Command]
Prerequisite: Caster level 15th, Undead Command
Benefit: You can control 16 HD of undead per caster level.
Normal: You can control 4 HD of undead per caster level.
Undead Emperor [Epic][Necromantic Command]
Prerequisite: Caster level 25th, Undead Lord
Benefit: You may increase the power of one undead you have created. The process of creating an undead emperor takes one month and requires material components worth 50.000 gp. The undead promoted to undead emperor will have 6 additional Hit Points per Hit Dice, a +8 Profane bonus to Armor Class and it will instill undead around it with greater martial skill, giving all allied undead within 300 ft. a +4 Profane bonus to Hit and Damage.
Undead Lord [Necromantic Command]
Prerequisite: Caster level 15th, Undead Sergeant
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead lord for every hundred undead you command. The process of creating an undead lord takes 12 hours and requires material components worth 500 gp. The undead promoted to undead lord will have 3 additional Hit Points per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 120 ft. a +2 Profane bonus to Hit and Damage.
Undead Sergeant [Necromantic Command]
Prerequisite: Caster level 5th, ability to control 10 HD or more of Undead.
Benefit: You may increase the power of a small number of the undead you have created. You can create one undead sergeant for every ten undead you command. The process of creating an undead sergeant takes 1 hour and requires material components worth 50 gp. The undead promoted to undead sergeant will have one additional Hit Point per Hit Dice, and it will instill undead around it with greater martial skill, giving all allied undead within 30 ft. a +1 Profane bonus to Hit and Damage.
Last edited: