Anatomists come from a relatively recent branch within the School of Necromancy. They are dedicated to anatomy and all that they can do with superior knowledge of the body. Like other necromancers, they face intense suspicion from society if their practice becomes known. In the most enlightened kingdoms or republics, they might find official patronage and acceptance. At the other extreme, would-be tyrants seek them out as torturers who can pass as court wizards.
Necromancy Savant
2nd-level Anatomist feature
The gold and time you need to copy a necromancy spell into your spellbook is halved.
Lore of Flesh and Blood
2nd-level Anatomist feature
Inflict wounds is a wizard spell for you. You can cast it without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you cast inflict wounds and hit with your spell attack, you can use a bonus action to choose another creature within the spell’s range. That creature regains hit points equal to 1d8 per level you expended. If you cast inflict wounds without using a spell slot, the creature regains 1d8 + your Int modifier hit points (minimum 1). This healing energy is lost if not used before the end of your next turn. Constructs can’t regain hit points from this feature.
Plague Lore
2nd-level Anatomist feature
You gain proficiency in the Medicine skill.
You have resistance to poison damage, and advantage on saving throws against disease and to avoid or end the poisoned condition.
When you spend at least an hour giving treatment to a creature that has to make a saving throw against disease or poison, you can choose to give them advantage or disadvantage on their saving throw. You can give this treatment to a number of creatures equal to your proficiency bonus at the same time.
Science of Life and Death
6th-level Anatomist feature
When you cast a necromancy spell that has a range of Touch, you can instead target a creature within 30 feet of you.
You learn the lesser restoration spell, and it is a wizard spell for you.
During a short rest, you can give medical care to one creature. When it rolls a Hit Die to regain hit points, any die result that is less than your proficiency bonus is treated as a result equal to your proficiency bonus.
The Weakness of Flesh
10th-level Anatomist feature
You understand exactly where to hit so that it hurts the most. Your attacks critically hit on a die result of 19 or 20.
When a creature you can see within 30 feet of you hits a target you can see with an attack and the die result is a 19, you can use your reaction to make the attack a critical hit. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Reanimation
14th-level Anatomist feature
You touch a dead creature whose body is mostly intact and restore it to a semblance of life. This feature can’t be used on an Undead or a Construct. It gains the lesser of 50 hit points or its hit point maximum and obeys your command for 1 minute. During that duration its type changes to Undead and it can use any of its actions except for legendary actions or lair actions.
At the end of that duration, you can choose for it to die again, or you can expend a 5th-level spell slot and a diamond worth at least 500 gp. If you do, it remains alive, regains its previous type, and ceases to be controlled by you.
You can use this feature once, and regain the use of it when you finish a long rest.
Design Notes
This is my 500th Harbinger of Doom post!
This is specifically designed to be a healing wizard, which is something Kainenchen asked me to create a long while back. It’s inspired by reading the Complete Book of Necromancers for Edition Wars, and by reading Gideon the Ninth and Harrow the Ninth last summer.
My concern is that I’ve leaned so hard on inflict wounds that it becomes tedious. You’ve got the whole rest of wizardry to play with, though, including spells like life transference.
I hope it’s clear that you can hold onto the healing energy you harvest from inflict wounds for up to a whole round, so you can cast your inflict, then move… and move again if needed. That means you’re not wasting hit points of healing that you gather if, say, you win initiative and no one is hurt yet.
Life is very risky for you from 2nd to 5th level, but the range stretches out at 6th. On the plus side, at those lower levels, the odds that your inflict is a kill are rather higher.
Reanimation is inspired by Glorious Rejuvenation in Dust to Dust, except that this also has handling to keep your target alive afterward. I’m trying to reference on Victor Frankenstein (flesh golem, I get it, go with me for a second), “Herbert West—Reanimator,” and Diablo II necromancers all at the same time.
I made a few tweaks between the Patreon posting and this one – the 10th-level feature is completely reconcepted, I added the second paragraph of Plague Lore, and I clarified how Lore of Flesh and Bone’s healing works if you use a free inflict wounds casting. Also added a clarifying clause to Reanimaton.
Congratulations on the 500th post! Quite an achievement to keep a blog running that long, especially with good quality content.
I’m liking this take on the Anatomist archetype from the Book of Necromancers. I think the healing capabilities being reliant on transfer of life force rather than normal, clerical healing is a nice contrast for this class. This kind of makes me want to build a party of white necromancy-based characters to run around in a setting like Ravenloft. This archetype would jive well with the White Necromancy tradition from Kobold Press’s Tome of Magic as well.
I was a little surprised to not see Medicine proficiency granted by Lore of Flesh and Blood, especially considering the strong ties to surgery that the source material has. I was kind of looking for some abilities that would be tied to magically expanded uses for Medicine or healer’s kits. As it stands right now this is a cool alternative for the regular Necromancy school, but doesn’t scream “Anatomist” to me.
I really like Reanimation, but I personally would let the creature remain undead. This is a very close approximation of an accidental creation of my own necromancer character. He kept naming his raised zombies after his dead best friend until he raised one in an area saturated with necromantic energies and accidentally called the spirit of his friend back to inhabit the corpse. From that point on the party basically had an NPC warrior-zombie following them around.
Overall, super fun content.
I need to go back and add Medicine. That part is an oversight.
The reason I don’t want Reanimation to leave the target as undead, after you pay the gem (or some other component that I might change it to), is that D&D is, at present, fairly close to unplayable for undead PCs, without getting into a further rules quagmire. Specifically, if most PC-available magical healing doesn’t work on you, with the odd exception of the Celestial warlock’s core feature, I think the game rapidly moves toward unfun; being subject to Turn Undead is a bummer too. This is all relevant to why the Reborn and Dhampir lineages in VRGtR are Humanoid, not Undead.
This feature is a way to grant raise dead without, you know, simply doing that, because I think that SOME way to restore the dead to life is simply necessary to be the party healer in D&D. Not getting revivify is tough enough, IMO.
Glad you like it! I’m not sure what publication situation this subclass might be headed toward, but… probably something. =)
See that is super interesting because I had not even considered using that ability on a dead PC, probably because of the situation I had with my own necromancer. I do agree that Undead PCs are at a significant disadvantage at present in baseline D&D. This is where I lament the removal of all of the knock-on effects of the 3.x era positive & negative energy magic. In my own game, I have added special handling for Undead PC characters to alleviate some of this, but that is a houserule and therefore doesn’t really work with content designed for the general audience.
My personal view on being subject to Turn Undead is that it is a cool and interesting part of being Undead. The first time your character runs in terror from the cleric that has been your boon companion up until now is going to be great for some roleplaying and complex relationship building. Also, a great opportunity to explore options to mitigate that problem through quests, magic items, supernatural gifts, and the like. I think the growing tendency to remove negative aspects of playing specific kinds of characters weakens the identity of those types of characters and makes them less interesting to play.