Suggestions for a Necromancer class Archetype for the Wizard


Homebrew and House Rules


I feel like the necromancer wizards as it is just doesn't work so i wanted to make a home brew class archetype

the wizard has around 3 main features

drain bonded item

arcane school (focus + extra spells)

arcane thesis

so i was thinking of doing this

trade the thesis for the following

spiritual magic - change your spells list to either occult or divine at character creation and adjust your spells accordingly

trade the bonded item and arcane school for the following

undead rites - you learn a version of the create undead ritual that works for any undead bellow your level and requires no secondary casters

so what do you think is it balanced?


Rituals, especially at-level rituals, are hard to pull off in this edition because the DC is very high.

Casting Rituals wrote:
Primary checks usually have a very hard DC for a level that’s twice the ritual’s spell level

If you're a level 6 character performing a spell level 3 ritual, that's a DC of 27 (22 for level 6, +5 for very hard)

a level 6 character's skill modifier looks like +15 from 6 [level] + 4 [expert] + 4 [attribute] + 1 [item] which means the ritual works on a roll of 12 (45% success rate).

Assuming you have money to afford it (105gp per cast), you can stack up to four minions at level-4, which is level 2 for a 6th level character. A level 6 character's lump sum gold is 450 gp according to the wealth table, so that allows up to four casts, where about half, probably three out of four, are expected to fail. So if a level 6 character spends all their wealth and buys no magic items, they can get one level 2 minion (or two, if they're lucky).

My non-minutiae suggestions are one of:
1) make the ritual easier / cheaper
2) use the animate dead spell.
3) follow the animal companion rules, such as another homebrewer did here


to be honest the reason i put the create undead ritual was just because narrative it bothered that necromancers couldn't create permanent undead, i really wasn't intending on using on battle but if ti feels underpowered because of dc and cost then what about this

undeath ritual master - create undead rituals of lower than your caster level cost nothing automatically succeed

if its too powerful i could make it only available after you get legendary proficiency or something similar


It's probably not too powerful because create undead has a built-in limit of four minions, but it's your game, so you should make the call and modify it if necessary.


You could do what I did, basically make a ritual where you can sacrifice sentient beings, allowing them to be turned into an item that can stand in for secondary casters, this is exceptionally good for NPCs as it gives the telltale signs that s~$! is going down when townsfolk start disappearing.

And a PC can achieve this by getting their hands on some bandits/orc/etc.

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