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General Tabletop Discussion
*Dungeons & Dragons
A Revised Necromancer Subclass?
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<blockquote data-quote="AnotherGuy" data-source="post: 9157835" data-attributes="member: 7029930"><p><strong>Spells</strong> - Necromancy has always been a school with fewer spells. That needs to change foremost. We have several editions and lots of 3pp material to draw from and we shouldn't be shy about it.</p><p></p><p><strong>Minion Heavy </strong>- Summoning up the dead body of rats to create a giant rat, in the same way you could have corpses rise and amalgamate into a large-necro beast or turn such corpses into a mob (zombies) or a horde (skeletons) that way it is easier to manage in combat.</p><p></p><p><strong>Familiars</strong> - They should have their own necro-familiars, which they could improve/change should they wish to if that was their interest.</p><p></p><p><strong>Heal with Necromancy</strong> - They should be able to heal their own creations similar to how Artificers do with their constructs.</p><p></p><p>A Necromancer's perspective may not necessarily be evil, but instead good, recognising the soul above the material flesh as the truly valuable part of a person's existence and as such uses the material (corpses) to safeguard the sanctity of life. Perversions of this would obviously exist, hence your evil Necromancers.</p><p>I think defining what type of Necromancer you are playing with the challenges to your character's ideology (by events, by NPCs) would be an interesting thing to tackle within the RPG.</p><p></p><p>You could have powers that would be custom suited to the type of Necromancer you play, one that is about the preservation of life, one that finds the beauty in the art or one that enjoys the sense of godliness necromancy provides.</p><p></p><p>It is one of the richer schools from a thematic perspective and thus can create wonderful characters.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9157835, member: 7029930"] [B]Spells[/B] - Necromancy has always been a school with fewer spells. That needs to change foremost. We have several editions and lots of 3pp material to draw from and we shouldn't be shy about it. [B]Minion Heavy [/B]- Summoning up the dead body of rats to create a giant rat, in the same way you could have corpses rise and amalgamate into a large-necro beast or turn such corpses into a mob (zombies) or a horde (skeletons) that way it is easier to manage in combat. [B]Familiars[/B] - They should have their own necro-familiars, which they could improve/change should they wish to if that was their interest. [B]Heal with Necromancy[/B] - They should be able to heal their own creations similar to how Artificers do with their constructs. A Necromancer's perspective may not necessarily be evil, but instead good, recognising the soul above the material flesh as the truly valuable part of a person's existence and as such uses the material (corpses) to safeguard the sanctity of life. Perversions of this would obviously exist, hence your evil Necromancers. I think defining what type of Necromancer you are playing with the challenges to your character's ideology (by events, by NPCs) would be an interesting thing to tackle within the RPG. You could have powers that would be custom suited to the type of Necromancer you play, one that is about the preservation of life, one that finds the beauty in the art or one that enjoys the sense of godliness necromancy provides. It is one of the richer schools from a thematic perspective and thus can create wonderful characters. [/QUOTE]
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