D&D 5E (2014) I would like to play a Homebrew Race. Could I have your thoughts please?

I think I should do "ok" within the morally gray stuff as Cantrap spells are a thing :) I think my weirdest ambition after becoming a Necromancer though would be to get access to Cleric Magic :) I want to find ways of continuing my character through stories by means of preventing aging or that thing people do by transfering to Clones :) So a Teifling Necromancy Cleric . . . that's going to be a challenge :)

Multiclassing to Cleric is certainly possible, but Clone is a Wizard spell so you don't need to take Cleric levels to access it.

Is there any way a Necromancer can "let the dead rest" so I could bring an allie back, make it fight and then take him/her to a cleric later for revival? Of course, I would be held responsable if said player's corpse was destroid beyond repair :)

You would not be able to simply 'de-animate' an undead that you have created, but if you kill the undead creature while leaving its corpse intact, it should be possible to raise the character.

I think I know the key differences between Wizards, Sorcerers and Warlocks, but can you play as a Necromancer Warlock or a Necromancer Sorcerer? :)

Playing a sorcerer as a necromancer is simply a matter of choosing some appropriate spells - but the class doesn't have any specific features or subclasses to boost your necromantic capabilities. That's largely true for the Warlock too, but you might be able to discuss with your DM choosing an otherworldly patron other than the options in the book, one that would be appropriate for a necromancer, and coming up with some suitably thematic benefits.

A better question about Necromancers fighting Dragons :) Can you "fear" a dragon? :)

Despite having their own Fear ability, dragons are not themselves resistant to fear, so yes. However, most dragons have Legendary Resistance, which can make it difficult to tag them with any effect that allows a saving throw.

As for what I have in mind for Tieflings, I want to convert my previous little "Muffin" into a Tiefling :) The Idea would be that one of her Grandfarthers made a pact with a Demon within the Astral Plane to make the next daughter in the family "beautiful and gifted" :) However, there is no "right" answer to that and uses the various obsessions floating around in the Old Man's head as references :) As a result, "Muffin" would be born with some very peculiar and exotic traits such as having 5 eyes (2 of which would be humanoid and the other 3 would grant her night vision or whatever you call it), hooves and horns (cause the dude liked goats), a bizarely defined body which unerves people but is oddly attractive and basically :) NPCs would gradually become intrigued by her appearance in the same way people find appeal in the fur patterns of Lions :)

That's a neat character concept. It works well to support the race's natural traits.

As for my group, I would say they are "by the book" :) I would say that I can "currently" trying to find something that works "by their books probably" and my precious little Muffin may be way into getting involved :) Especially if I can summon things that go berserk and then they could kill them for bonus leveling :) I'm just trying to figure out what is "helpful" about Necromancers because I don't want to just "life steal everything in sight" but I also don't to "tap everything on the shoulder and hope it dies" :)

Generally speaking, summoned creatures aren't worth XP by themselves, because their challenge is factored into the XP value of the opponent who summoned them. So your party would earn no XP for killing your summoned creatures unless they also killed your character.
 

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I think I should do "ok" within the morally gray stuff as Cantrip spells are a thing :)

I'm not sure what you mean by this.

I want to find ways of continuing my character through stories by means of preventing aging or that thing people do by transfering to Clones :) So a Teifling Necromancy Cleric . . . that's going to be a challenge :)

A 'Necromancer' cleric is doable a few ways: either muticlassing or askingthe DM if you can play a cleric of death. However some of the stuff you're thinking of doing is VERY high level stuff. You'd have to be playing in a high-level/long running game for it.

Is there any way a Necromancer can "let the dead rest" so I could bring an allie back, make it fight and then take him/her to a cleric later for revival? Of course, I would be held responsable if said player's corpse was destroid beyond repair :)

Maybe, never been to interested in the Necromancy school myself, but if you'd did this to my character (not me but my character) and they found out, they'd be angry at the necromancer.

Necromancer Warlock or a Necromancer Sorcerer? :)

It's all down to spell selection. Wizard is likely to be the easier path with that. In earlier editions, a Necromantic sorcerer was a total possiblity. Nowdays, I have no idea how many Necromancy spells are on the list, you'd have to scope out a Player's Handbook.

A better question about Necromancers fighting Dragons :) Can you "fear" a dragon? :)

Do you mean can you make a dragon magically fear you or do you mean, can you be afraid of a dragon?

exotic traits such as having 5 eyes (2 of which would be humanoid and the other 3 would grant her night vision or whatever you call it), hooves and horns (cause the dude liked goats), a bizarely defined body which unerves people but is oddly attractive and basically :) NPCs would gradually become intrigued by her appearance in the same way people find appeal in the fur patterns of Lions :)

I'm not sure if tieflings get night vision. As for the rest, how NPC's react might change over time but I find predicting that behaivour ahead of time can lead to dissapointments.

As for my group, I would say they are "by the book" :) I would say that I can "currently" trying to find something that works "by their books probably" and my precious little Muffin may be way into getting involved :)

If they are 'By The Book' My advice for you would be - make sure you read those books. Some of the ideas you have are great, and would make a wonderful character for a tale or loose system game. In fact, as the character stands, I would let in run in my mutants and masterminds (superheroes) game but would have trouble with it for Dungeons and dragons. The reason for this is simply that some of the things that you want to do are very special things from several different classes. So building it in a game like D&D is very hard, mechanically speaking. D&D has a lot of pre-built assumptions about what can and can't happen with certain characters. My suggestion is take a moment and attempt to build this character as a human (to begin with), take the basic rule set (which is free from wizard's website but I've put the link here):
http://dnd.wizards.com/articles/features/basicrules.

Just build the 1st level of wizard. Don't worry about anything else for now. See if the starting character you build is anything like something you want to play. Then once you've done that, add the tiefling traits (which, mechanically, is very little) and then know when you reach second level you are going to pick a necromancer school speciality (not in this ruleset but definately in the Player's Handbook) but don't worry about that for now. If you have any questions about the creation stuff, feel free to PM me about it, or ask on forum.

The reason I suggest you going through this is because it adds a 'Mechanical Context' to what you want to build and makes a solid bridge between what you are imagining and what you'll actually be able to do at the table as a first level character. Bridging that gap between 'Brilliant idea' and 'How it plays at table' is a great step to making this work for your 'By-The-Book' group.


Especially if I can summon things that go berserk and then they could kill them for bonus leveling

Especially if I can summon things that go beserk and then they could kill them for bonus levelling

That tactic probably won't work. Most DM's wouldn't give you XP for that. if you summon it, it's on your side, ergo, no XP for killing it.

I'm just trying to figure out what is "helpful"
Figuring out to be helpful is usually best done by playing and finding out.At some point you'll find a spell or two that you love using. But it's usually one you find during playing the character.
 

It's very possible to play what some call a White Necromancer. They are dedicated to studying the dead as a Lore rather than as a means to make an undead army (ie they might learn but never use Animate Dead, or they might only Animate for self-preservation, or maybe they're cool with making skeletons and zombies so long as they have 'permission' from the deceased). They might dedicate themselves to putting down free-willed undead. They'd almost certainly be just as much physicians or healers as Necromancers; one needs to know how death works in order to stave it off.
 

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