


Spells for the Fierce Devoted
"They will bow or they will burn."



"They will bow or they will burn."
"They will bow or they will burn."
did y'all know other than her passive, kayle's skill preview videos in the official page aren't updated? just realized rn
tagged meme just bc it's funny but that's an unedited screenshot
Update: v3.0 can be previewed here.
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Homebrewery link with clickable art source credit. 2nd image shows rolling probabilities.
v1.0 was posted in a different sub, and quickly transformed into v2.0 as a significantly streamlined version (less complex and situational features). The introductory blurb has also been tweaked for stronger thematic guidance, as it was previously prone to dissonance.
Art source hyperlink available in this Homebrewery file.
Edit: Simplified Steady Hand and Firm Reach in the Homebrewery.
Homebrewery version (art source hyperlink available & typos corrected in that file).
PDF version of the parsing guide is available here, as uploading to reddit seems to drastically reduce image quality and legibility. The annotated version in this post act as a parsing guide in the form of casual explanations and analysis of each part of the subclass (including comparisons with existing mechanics when relevant), hopefully making it easier to understand and ultimately incorporate into your own games.
v6.1 has consolidated the homebrew spells released after 6.0, and includes balance tweaks of many features and spells. There are 20 spells total! A smaller subset has been labelled "Recommended", so you do not have to go through all 20 at once.
Art sources' hyperlinks can be used and un-annotated PDF version acquired in this Homebrewery link (best viewed on Chrome).
Combined Series 1 (after minor changes) and Series 2 (brand new!). PDF version can be acquired here.
Compatible with this homebrew subclass, but can also be used independently.
Command armies, create monstrosities, or become a master of dark magic with this Necromancy subclass for the 2024 (5.5e) Wizard, complete with new spells.
Art sources' hyperlinks can be used and PDF version acquired here (best viewed on Chrome); typos and other text corrections will also be updated in the linked page.
I wanted to also post this final major version in this sub as previous versions were presented here (over half a year ago, during v4!).
Intro Notes
This subclass offers a significant level of customization at a level similar to, and perhaps beyond, Warlocks' Eldritch Invocations. However, playing the subclass once built is much simpler, as features aim to significantly reduce the amount of dice rolls at the table, letting you enjoy being a necromancer without slowing down the game.
This subclass is designed to lean into one of three ways to play as necromancer. Players that want a more-equal balance are encouraged to seek out the 2014 School of Necromancy subclass, or the 2024 Necromancer in the official Unearthed Arcana documents.
atm most people already figured dmg% orb is better than hp%, i just wanted to see how big of a difference it is. "Generic" refers to dmg difference generally, while "Specific" is dmg difference for his ult or fuas specifically (depending on which trace type is active)
these numbers assume HP-main rope and SPD boots. it does not consider any substats since they're variable, but the more hp subs you have the better DMG-main is. 1st chart also does not consider ally buffs, since his bis support ashveil provides neither dmg% or hp; but 2nd chart considers Hyacine ult, reducing HP main stat effectiveness
I'm pulling anyway, but are yall also a little sad that his animations are not 1:1 but in essence recycled from other chars? ult 1 is fugue's ult, skill is archer's ult, and ult 2 is phainon's counter
by not 1:1 I mean obviously there are differences, mostly in the windups, but the core of the animation: the movement and drama (ie. the main aspect) of each scene is the same
it's probably easy to make comparisons across the whole cast, but I'm moreso disappointed that all of his moves are analogous to someone else's, without a single exception
really curious if anyone else has noticed this
Command armies, create monstrosities, or become a master of dark magic with this Necromancy subclass for the 2024 (5.5e) Wizard, complete with new spells.
Art sources' hyperlinks can be used and PDF version acquired here (best viewed on Chrome)
Notes
This subclass offers a significant level of customization at a level similar to, and perhaps beyond, Warlocks' Eldritch Invocations. However, playing the subclass once built is much simpler, as features aim to significantly reduce the amount of dice rolls at the table, letting you enjoy being a necromancer without slowing down the game.
This subclass is designed to lean into one of three ways to play as necromancer. Players that want a more-equal balance are encouraged to seek out the 2014 School of Necromancy subclass, or the 2024 Necromancer in the official Unearthed Arcana documents.
v6.0 Update Summary (not exhaustive)
- Base: Simplified (nearly emptied) base features shared between all Rules. Introduced an optional feature.
- Hordes: Significantly reworked Twisted Gift options (more active)
- Lambs: Empowering (Soulcasting) has been improved for spells with your Favoured damage & Necromancy spells. Also has a new level 14 feature.
- Improved organization of feature descriptions for all Rules. Many benefits are now named (easier to find and refer to).
- Spells: Many adjustments. Important changes to:
Katra's Mantle of Eyes: condition duration to 1 minute (from end of spell)
Katra's Stygian Bounty: added function to halt pulses (for self- or friendly-fire)
Seutur's Liquid Vise: no longer concentration, condition duration changed (does not make a creature lose their turn), and reduced globe count (base and upcast)
Art sources' hyperlinks can be used and PDF version acquired here (best viewed on Chrome).
Typical Disclaimers:
1. This subclass is designed to lean into one of three ways to play as necromancer (with armies, monstrosities, or sacrifices). Players that want an equal balance of the three play-styles are encouraged to seek out the 2014 School of Necromancy subclass, or the 2024 Necromancer in the official Unearthed Arcana documents.
2. This subclass offers an extreme level of customization at a level similar to, and perhaps beyond, Warlocks' Eldritch Invocations. However, playing the subclass once built is much simpler, as features aim to significantly reduce the amount of dice rolls at the table, letting you enjoy being a necromancer without slowing down the game.
v5.9 Update Summary:
This subclass's alternate spell list has been further trimmed to focus its power away from the typical Wizard spells (specifically powerful Evocation and Enchantment spells) to allow for more power budget towards subclass features that actually relate to Necromancy. A few iconic damage spells are only available to the dedicated blaster variant of this subclass (such as Fireball and Cone of Cold).
Subclass features have been tweaked here and there, but the major change for the 6.0 version are the 13 new spells (shown on the final 4 pages!) in this beta document. For ease of understanding intended synergies, each spell is attributed to a named Necromancer corresponding to each of the Rules: The Loam Lord for Hordes, Seutur for Abominations, and Katra for Lambs. However, these new spells are not exclusive to the Rules and can be used by all.
Regarding the tweaks of existing content, Lambs received the most touchups (mostly rewording Harvest), and Hordes received a new Twisted Gift!
I'd love to hear what y'all think! v5.0 can be found here.
v6.0 Expectations:
This section will be continuously updated based on feedback and will outline changes / new content in the 6.0 version. This list is not exhaustive.
- shared features simplification (removal of nearly all "base" subclass features shared between the Rules)
- more active Twisted Gift options (replacing more passive options)
5.9.1 version of the Twisted Gift options can be found here!
- adjustment of the new spells in 5.9