Necromancer - 5e Class - GM Binder

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The Necromancer

A
High Elf stands on a bluff overlooking the Necromancers in Calypso
battle below. Her allies are being Necromancers in the world of Calypso most often worship
slaughtered, and she must intervene. Kremation, though they are not required to do so. Their
Summoning necromantic energies from the allegiance is their own to choose, and while many pursue
ether, she raises her fallen allies and turns noble goals, some seek knowledge and power for their
the tide of battle. own evil ends.
A fierce orc wades into battle wielding a Many who follow the necromantic arts don't summon or
fearsome scythe. As he cuts through swaths of enemies, control undead; rather they seek out those who would
he uses their life essence as fuel to continue his rampage. corrupt the order of life and death. They know that death
A halfling chants a special prayer to the dead, raising is not an end, but a new beginning, and they seek to swiftly
long dead spirits and gleaning insight from the knowledge carry death to those who have it coming.
of their past lives. During the Great War, most necromancers focused on
ways to best the fiendish armies invading the realm, as
Often Misunderstood and Sometimes Hated well as raising the fallen to beat back the seemingly
Necromancy is almost universally hated and reviled. Even endless tide of demons pouring through the gate. Since
so, there are those who are fascinated by its use and the the war's end, necromancers have expanded their learning
oft forbidden magics that go with it. Those who study the to include damage of nearly any type and skills more
inner workings of raising the dead, for whatever reason, suited to a world at peace.
must always have care when pursuing their craft, never
knowing the reaction those around them may have.
Though often seen as an evil act, there are those who aim
to do good with their necromantic spells, even going so far
as to swear never to raise a corpse, instead relying on the
life-stealing power of their spells to regain life energy. Still
other necromancers focus their energy on divining the
knowledge and wisdom of the dead. These great minds
choose to learn from their ancestors in the most direct
way possible.

The Necromancer
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Death Lore 2 2 2 — — — — — — — —
Necromaner's Book; Sacrificial
2nd +2 2 3 3 — — — — — — — —
Life
3rd +2 Dread Rites (2) 2 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 — 3 6 4 3 2 — — — — — —
6th +3 Book Feature 3 7 4 3 3 — — — — — —
7th +3 Dread Rites (3) 3 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 — 3 10 4 3 3 3 1 — — — —
10th +4 Book Feature 4 11 4 3 3 3 2 — — — —
11th +4 Dread Rites (4) 4 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — —
13th +5 — 4 13 4 3 3 3 2 1 1 — —
14th +5 Dread Rites (5) 4 13 4 3 3 3 2 1 1 — —
15th +5 — 4 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 —
17th +6 Book Feature 4 15 4 3 3 3 2 1 1 1 1
18th +6 Dread Rites (6) 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Book Feature 4 15 4 3 3 3 3 2 2 1 1
1
You start with the following equipment, in addition to the
Creating a Necromancer
equipment granted by your background:
When creating a necromancer, think about why you chose
to pursue this restricted form of magic, and how you (a) a scythe (glaive), or (b) a sickle
learned. Did you want to learn from your ancestors at the (a) a component pouch or (b) a spellcasting focus
Black Rose? Or perhaps you wanted to emulate your (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
progenitors in the Arcanum. Did you decide to take up
study in secret, without formal acknowledgment or Spellcasting:
permission? See chapter 10 for the general rules of spellcasting and the
end of this class description for the necromancer spell list.
Quick Build Cantrips At 1st level, you know two cantrips of your
You can build a Necromancer quickly by following these choice from the necromancer spell list. You learn
suggestions. First, Intelligence should be your highest additional necromancer cantrips of your choice at higher
ability score, followed by Constitution. Second, choose the levels, as shown in the Cantrips Known column of the
Acolyte or Hermit background. necromancer table.
Spell Slots The necromancer table shows how many
Class Features spell slots you have to cast your spells of 1st level and
higher. To cast one of these necromancer spells, you must
As a Necromancer, you gain the following class features.
expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest. For
Hit Points
example, if you know the 1st-level spell Fog Cloud and
Hit Dice: 1d6 per Necromancer Level
have a 1st-level and a 2nd-level spell slot available, you can
Hit points at 1st level: 6 + your Constitution modifier
cast Fog Cloud using either slot.
Hit points at higher levels: 1d6 (or 4) + your
Spells Known of 1st Level and Higher You know two
Constitution modifier per Necromancer level after first.
1st-level spells of your choice from the necromancer spell
list. The Spells Known column of the necromancer table
Proficiencies shows when you learn more necromancer spells of your
Armor: None
choice. Each of these spells must be of a level for which
Weapons: Dagger, Quarterstaff, Sickle, Scythe (Glaive)
you have spell slots. For instance, when you reach 3rd
Tools: None level in this class, you can learn one new spell of 1st or 2nd
Saving Throws: Intelligence, Wisdom level. Additionally, when you gain a level in this class, you
Skills: Choose two from Arcana, History, Insight, can choose one of the necromancer spells you know and
Investigation, Medicine, Nature, Perception, Religion, and replace it with another spell from the necromancer spell
Survival list, which also must be of a level for which you have spell
slots.
Spellcasting Ability Intelligence is your spellcasting
Multiclassing and the Necromancer ability for your necromancer spells, since the power of
If your group uses the optional rule on your magic relies on your ability to interpret and coerce
the forces of life and death. You use your Intelligence
multiclassing in the Player's Handbook, here's what
whenever a spell refers to your spellcasting ability. In
you need to know if you choose necromancer as addition, you use your Intelligence modifier when setting
one of your classes. the saving throw DC for a necromancer spell you cast and
when making an attack roll with one.
Ability Score Minimum. As a multiclass
Spell save DC = 8 + your proficiency bonus + your
character, you must have an Intelligence score of at Intelligence modifier
least 13 to take a level in this class, or to take a level Spell attack modifier = your proficiency bonus + your
in another class if you are already a necromancer. Intelligence modifier
Spellcasting Focus You can use an arcane focus (found
Proficiencies Gained. If necromancer isn't your in chapter 5) as a spellcasting focus for your necromancer
initial class, here are the proficiencies you gain spells. Many necromancers prefer to use a bleached skull
when you take your first level as a necromancer: or small talisman as a focus, though you may choose
whatever fits your character.
Dagger, Quarterstaff, Sickle, Scythe (Glaive).

Spell Slots. Add all your levels in the


Ritual Casting
You can cast a necromancer spell that you know as a ritual
necromancer class to the appropriate levels from
if that spell has the ritual tag.
other classes to determine your available spell
slots.

Equipment

2
Death Lore Undead Familiar
At 1st level, your knowledge and study of life and death When you follow this Book at 2nd level, you gain the ability
gives you heightened knowledge of life, death, and to summon a ghastly, floating undead skull to follow you
undeath. You gain proficiency with the Arcana and Religion on your travels; your Undead Familiar. You gain the find
skills, and may add twice your proficiency bonus to checks familiar spell, it counts as a necromancer spell for you, and
using these skills when related to necromancy, death, it does not count against your total number of spells
undeath, and the occult. known. When summoned, your familiar takes the form of
a ghastly, floating skull. The skull is of the undead creature
Necromancer's Book type, has a fly speed equal to your walking speed, and may
At 2nd level, you choose a necromantic book to follow. hover. It otherwise follows the rules and statistics of the
This book may be a physical object, a set of teachings to familiar choices listed in the spell description.
which you adhere, or just your personal notes on the Additionally, you may speak and converse with the skull.
study of death and undeath. You may choose the Book of It is friendly to you and knows basic lore of the world,
the Summoner, Book of the Scythe, or the Book of Undead magic, and undeath. The skull cannot lie to you, but its
Divination. This choice grants you features at 2nd level, answers may be cryptic or incomplete.
and again at 6th, 10th, 17th, and 20th levels. Finally, when summoned in this way, you may expend
and roll a necromancer hit die to strengthen your skull
Sacrificial Life familiar. Your familiar gains a bonus to its AC equal to the
At 2nd level, you can use your life essence to fuel your roll, and a bonus to its hit points equal to twice the
necromantic magic. Several Necromancer features require number rolled. This bonus lasts until the end of your next
the use of one or more Necromancer hit dice, as detailed long rest.
in the feature description. Hit dice expended for these
features are unavailable for any other purpose, and are Powerful Dead
regained upon completion of a long rest. If you expend Upon reaching 6th level, you gain the animate dead and
your last hit die to fuel a necromancer spell or feature, you animate minor dead spells, and they do not count against
take necrotic damage equal to your necromancer level. your total number of spells known.
Damage or detrimental effects you suffer as a result of Additionally, you can sacrifice your own life essence to
expending a necromancer hit die cannot be reduced or create more powerful minions. Upon casting animate
avoided in any way. dead, animate minor dead, summon undead, or create
undead, you may choose to expend a necromancer hit die
Dread Rites to bolster the affected creature(s). Each affected creature
In your study of life and death, you have unearthed Dread gains a bonus to its AC equal to your intelligence modifier,
Rites, fragments of knowledge that imbue you with an gains current and maximum hit points equal to twice your
abiding magical ability. intelligence modifier, and its attacks count as magical for
At 3rd level, you gain two Dread Rite options of your the purpose of overcoming resistance and immunity to
choice. Your Rite options are detailed at the end of the nonmagical attacks and damage. For each creature
class description. You gain one additional Dread Rite at affected by this feature, your current and maximum hit
7th, 11th, 14th, and 18th level. points are reduced by an amount equal to twice your
Additionally, when you gain a level in this class, you can intelligence modifier. Once used, you cannot regain your
choose one of the rites you know and replace it with maximum hit points nor the expended hit die until the
another rite that you could learn at that level. undead creature(s) affected by this feature are no longer
under your control.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Advanced Animation
19th level, you can increase one ability score of your Upon reaching 10th level, your summoned undead
choice by 2, or you can increase two ability scores of your become even more deadly. When you expend a hit die to
choice by 1. As normal, you can’t increase an ability score use your Powerful Dead feature, the affected undead gain
above 20 using this feature. a bonus to their attack and damage rolls equal to your
intelligence modifier.
Necromantic Books Singular Purpose
Book of the Summoner By 17th level, your summoned undead become nearly
unstoppable. While within sight of you, your summoned
While necromancers adhering to other books may dabble undead are immune to spells and effects that turn
in summoning undead, those following the Book of the undead. Additionally, you are immune to the frightened
Summoner seek to master it. Their focus falls on their condition, as your time around undeath makes you
minions, often to the detriment of their own physical self. fearless.

3
Master of Summoning Grim Reaper
At 20th level, you are the pinnacle of summoner's Beginning at 17th level, you gain the ability to capture the
knowledge. When you cast summon undead, animate souls of those for whom you come. You gain the soul cage
dead, or animate minor dead, you may choose to expend spell, and it does not count against your total number of
and roll a necromancer hit die, and the spell is cast at a spells known.
level equal to 3 + half the number rolled (rounded up), Additionally, when cast, you may choose to expend and
regardless of the level of the spell slot used. Once you use roll a necromancer hit die to cast the spell, instead of
this feature, you cannot summon, create, or control any expending a spell slot. If you expend a hit die to cast the
other undead creatures (other than your Undead Familiar) spell, you take necrotic damage equal to the number
until those created with this feature are no longer under rolled. You may also cast this spell normally with any other
your control. You may use this feature and your Powerful spell slots you have of the appropriate level.
Dead feature on the same casting of animate dead,
animate minor dead, or summon undead. Spectre of Death
Upon reaching 20th level, you emulate a spectre of death
Book of the Scythe itself. You no longer walk upon the ground, instead
hovering a few inches above it and gliding silently along;
"I am become death, destroyer of worlds" an inexorable bringer of death.
Necromancers choosing to follow the Book of the Scythe As an action, you may expend and roll one necromancer
usually forgo the raising of undead. Rather, they focus hit die to call upon the powers of life and death to
their learning and knowledge on the body and soul, using transform into a spectre of death. For one minute, you
this knowledge to enhance their martial abilities. Though gain the following benefits.
called the Book of the Scythe, not all who follow this book
choose to wield the archetypical weapon of death. Your melee weapon attacks score a critical hit on a roll
of 19 or 20 on the d20.
Undead Resilience When used, and at the beginning of each of your turns
Upon studying this book at 2nd level, your ability to while active, so long as you have at least 1 hit point
emulate the resilience of the undead increases. You gain 1 remaining you regain hit points equal to the number
additional hit point per level in this class, and you gain rolled on the hit die.
proficiency with light and medium armor and simple and You gain a bonus to damage rolls with melee weapons
martial weapons. equal to the number rolled on the hit die.
Additionally, when you make a melee weapon attack
Once used, you may not use this feature again until you
using a melee weapon with which you are proficient, you
complete a long rest.
may use your intelligence modifier for the attack and
damage rolls.
Book of Undead Divination
Necrotic Blade Those studying the Book of Undead Divination usually
Also at 2nd level, you are able to channel your life force
choose to focus their incredible intellect on speaking with
into your weapon attacks. On a successful melee weapon the dead to learn from them. They know that as useful as
attack, you may expend and roll a number of necromancer
damaging spells and summoning minions may be,
hit dice up to your intelligence modifier. That attack deals
knowledge is the real power. They seek out the most well
additional necrotic damage equal to the amount rolled.
known ghosts, ancestors, and other deceased to learn
their biggest secrets or how to defeat a difficult foe.
Extra attack During the Great War, those studying this book were
Upon reaching 6th level, you can attack twice, instead of
mostly used to gather insight from the fallen soldiers
once, whenever you take the Attack action on your turn.
fighting the fiendish hordes, allowing others a greater
Moreover, you can cast one of your cantrips in place of
chance of survival in the next battle.
one of those attacks.

Ghostly Scythe Deathly Discourse


When you choose to follow this Book at 2nd level, you gain
Upon reaching 10th level, you are able to reach into the
the speak with dead spell, it does not count against your
unknown to form a ghostly scythe with which to shear
total number of spells known, and you may expend a
your enemies and steal their life essence. As an action, you
necromancer hit die to cast it without expending a spell
may force all creatures in a 20 foot cone in front of you to
slot or material components. When cast in this way, the
make a constitution saving throw, taking 4d6 necrotic
spell may also target undead creatures. You may also cast
damage on a failed save or half as much on a successful
this spell with any spell slots you have of the appropriate
save. For each creature that fails the saving throw you
level.
regain one hit die expended via your Sacrificial Life
feature. You may use this feature a number of times equal
to your proficiency bonus, and regain expended uses
when you complete a long rest.

4
Ghostly Foresight Seance
Also at 2nd level, the voices of the dead with which you At 20th level, your ability to communicate with the dead is
speak aid you in battle. When you make an ability check, unrivaled. You can perform a ritual to bring a ghostly
attack roll, or saving throw, you may expend a image of a dead humanoid to life. To do so, you must
necromancer hit die to invoke the power of life and death know the name of the deceased and possess something of
and grant a bonus on the roll equal to the number rolled theirs that was dear to them, such as a favored weapon,
on the hit die. You choose to use this feature after you roll book, piece of clothing, or similar. The ritual takes 8 hours
the d20, but before the results are known. You may use and 1000 gp worth of expensive incense and other
this feature a number of times equal to your proficiency components to cast, at the end of which you must expend
bonus, and regain expended uses when you complete a and roll a necromancer hit dice. The deceased's ghostly
long rest. form remains with you for a number of days equal to 1 +
the number rolled. You may not recover the hit die until
Eyes of the Grave you have completed a long rest after the ghostly deceased
At 6th level, you learn to gain brief glimpses into the past has faded and the ritual has ended.
lives of the dead. As a 1 minute ritual, you may look into The ghostly deceased knows only what it knew in life,
the soul of a dead or undead creature within 1 foot of you. though you are not required to share a language to
You gain shadowy insights into the minutes before the communicate with it. It is bound to your service and must
creature's death. These may be images, sounds, voices, tell the truth, though its answers may be cryptic or
feelings, thoughts, or other glimpses into the creature's incomplete. It can neither cause damage nor take damage.
past life immediately before it died. This feature does not While with you, you know up to 3 skill, weapon, armor,
work on constructs. If you use this feature more than twice language, or tool proficiencies of your choice that it knew
before completing a long rest, you must make a wisdom in life. Additionally, while it is with you, you are considered
saving throw against your own spell save DC. On a success, to be under the effects of the foresight spell.
the feature works normally. On a failure, you take 4d10 Once used, you cannot cast this ritual again for 7 days
necrotic damage and are paralyzed for 1 minute as the after it ends.
echoes of death pervade your soul.
Dread Rites
Compulsory Speech
At 10th level, you gain insights into forcing an undead The Dread Rites presented here are shown in alphabetical
creature to do your bidding. When you cast speak with order. If a Rite has prerequisites, you must meet them to
dead, the targeted dead is compelled to speak truthfully. It learn it. You can learn the Rite at the same time that you
does not gain any new knowledge, however, and its meet its prerequisites.
answers may still be cryptic or incomplete.
Assert Dominance
Guarded by the Dead Prerequisite: 11th level necromancer
Upon reaching 17th level, you are able to call on the spirits You may invoke this rite as an action to assert your
of the dead to protect you. You gain the spirit guardians dominance over an undead creature you can see within 30
spell, it counts as a necromancer spell for you, and does feet of you. The target must make a wisdom saving throw.
not count against your total number of spells known. You On a failed save, you gain control of the undead creature
may expend a necromancer hit die to cast the spell for 10 minutes. On a successful save, the creature takes
without using a spell slot. When used in this way, the spell 2d6 necrotic damage and is not controlled. An undead that
always deals necrotic damage for you, regardless of your succeeds on the saving throw is immune to this Rite for 24
alignment. You may cast the spell in this way a number of hours. You may use this Rite twice, and must complete a
times equal to your proficiency bonus, and must complete long rest before using it again.
a long rest before doing so again. You may also cast this
spell normally with any other spell slots you have of the
appropriate level.

5
Blood Mage Corpse Explosion
Prerequisite: 14th level necromancer Prerequisite: 14th level necromancer
Your experience maiming yourself allows you to cast You learn to use the negative energy of death to
spells otherwise unknown to you. Pick one spell of up to overload a corpse, causing it to explode in a shower of
2nd level from any class's spell list. You gain this spell, it bone and ichor. As an action, select one corpse you can
counts as a necromancer spell for you, and does not count see within 60 feet. Alternatively, you may target an undead
against your total number of spells known. However, you creature summoned by you and under your control within
may not cast this spell using spell slots. Instead, to cast the the same range. All creatures within a 15 foot radius of the
spell you must expend and roll a number of necromancer target must make a dexterity saving throw, taking 3d6
hit dice equal to the level at which you cast the spell, and piercing and 3d6 necrotic damage on a failed save, or half
you take necrotic damage equal to the total rolled on the as much on a successful save. You may use this Rite twice,
hit dice. When cast in this way, the spell does not require and must complete a long rest before using it again. The
concentration or material components except those corpse or targeted undead is destroyed when affected by
consumed by the spell. You may invoke this Rite a number this rite.
of times equal to your proficiency bonus, and must
complete a long rest before doing so again. Critical Recovery
Prerequisite: Book of the Scythe
Bloody Regeneration You learn to siphon life energy from your enemies when
Your skill at manipulating your own life energy can prevent you injure them. When you score a critical hit with a melee
your demise. When you would be reduced to 0 hit points, weapon attack against a hostile creature, you regain hit
you may expend and roll a necromancer hit die. You are dice expended via your sacrificial life feature equal to your
instead reduced to a number of hit points equal to the intelligence modifier.
number rolled. Once used, you must complete a long rest
before using this Rite again. Dread healer
You learn to channel your own life energy to restore
Bonded Souls creatures around you. As an action, you can heal one
Prerequisite: 18th level necromancer creature you can see within 60 feet of you, expending your
The power of your will allows you to bond with another necromancer hit dice. The maximum number of dice you
soul, granting you both extraordinary abilities. As an can expend at once equals your Intelligence modifier
action, you touch one living humanoid with whom to pair (minimum of one die). Roll the dice you spend, add them
your soul. You then expend and roll one necromancer hit together, and restore a number of hit points equal to the
die. For the next minute, you both gain the following total. If there is a corpse, pile of bones, or other dead
benefits while within 60 feet of each other. creature with an intelligence score of 3 or higher within 30
feet of the target, the hit points restored increase by 1d6
The first time on a turn when either of you deal damage for each corpse or pile of bones, up to 3. This rite may
with an attack, spell, or feature, you deal additional restore hit points to living or undead creatures.
necrotic damage equal to the number rolled on the hit
die. Endurance of the Grave
Both you and the target gain resistance to all damage. Prerequisite: 18th level necromancer
When either of you take damage, the other takes the Your study of the workings of death and undeath gives
same amount of damage. you exceptional endurance. You are immune to
Once used, you must complete a long rest before using exhaustion.
this rite again.
Ethereal Sight
Cloak of Souls Prerequisite: 7th level necromancer
Prerequisite: 18th level necromancer You can see 60 feet into the Ethereal Plane when on the
You are able to summon a magical cloak made of the Material Plane, and vice versa.
souls of the damned to protect you. As an action, you may
expend a necromancer hit die to summon the cloak,
Extended Animation
gaining the effects of the mirror image spell.
Prerequisite: 7th level necromancer; must know the
animate dead or animate minor dead spells
Additionally, while the spell persists, you gain a fly speed
equal to your walking speed. You gain a finer control over the forces of life and death.
As part of the casting of animate dead or animate minor
You may use this Rite twice, and must complete a long
dead, you may expend and roll a necromancer hit die. You
rest before using it again.
take necrotic damage equal to the number rolled, and the
range for that casting of the spell increases by an amount
equal to ten times your proficiency bonus.

6
Eye of the Dead Necromancer's Shield
Prerequisite: 7th level necromancer Prerequisite: 11th level necromancer
You gain the arcane eye spell, and it does not count You are able to project your own life essence to protect
against your total number of spells known. Once per long yourself or an ally. As a reaction when you or an ally within
rest, you may cast this spell without expending a spell slot 60 feet that you can see would be hit by an attack, you
or material components. You may also cast this spell may expend and roll a necromancer hit die to shield that
normally with any other spell slots you have of the creature. Until the start of its next turn, the target gains a
appropriate level. bonus to AC equal to 1 + the number rolled, potentially
causing the attack to miss. If the triggering attack still hits,
Final Retribution the lingering shield grants resistance to the damage for
Your hold over life and death allows you to secure a final that attack.
act for those suffering death. When an ally you can see
within 60 feet is reduced to 0 hit points, you may use your Necrotic Potency
reaction to expend and roll a number of necromancer hit You are able to channel more of your necrotic will into
dice up to your intelligence modifier. Creatures of your your spells. When you deal necrotic damage with a
choice within 10 feet of the dying ally take necrotic necromancer spell, you may add your intelligence modifier
damage equal to the amount rolled, and the ally on whom to the damage dealt.
this Rite is used is immediately stabilized. You may use this
Rite twice, and must complete a long rest before using it Life from Death
again. You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
Ghastly Mount
Prerequisite: 7th level necromancer; must know the Prolonged Life
animate dead spell Prerequisite: 11th level necromancer
When you learn this dread rite, you learn to summon an The time you spend around and studying the dead has
undead mount to your side. When you cast animate dead, infused you with some of their essence. You age at half the
you may instead summon a Warhorse Skeleton, the normal rate, and no longer require air, food, or water to
statistics for which are in the Monster Manual. You may survive.
control only one Warhorse Skeleton at a time.
Reaper's Companion
Ghostly Disguise You learn the find familiar spell, it counts as a
Your understanding of undeath allows you to appear as necromancer spell for you, and it does not count against
the dead for a brief time. You gain the disguise self spell, it your total number of spells known. When summoned,
counts as a necromancer spell for you, and does not count your familiar's creature type is undead.
against your total number of spells known. You may use
this Rite to cast disguise self at-will, without expending a Refreshing Vitality
spell slot. When used in this way, you appear ghostly and Prerequisite: 11th level necromancer
incorporeal, though you remain solid to the touch and gain You learn to recover your vitality more quickly. At the
none of the benefits of being incorporeal. You may also end of a short rest, you may recover a number of hit dice
cast this spell normally with any other spell slots you have expended via Sacrificial Life equal to your intelligence
of the appropriate level. modifier. Once used, you may not benefit from this rite
again until you complete a long rest.
Improved Ghostly Foresight
Prerequisite: Book of Undead Divination Ruinous Adaptation
You are able to extend your ghastly knowledge to When you deal necrotic damage with a necromancer spell
protect your allies. As a reaction when an ally within 60 ft or feature, you may choose to deal acid, cold, fire, or
of you makes an attack roll, ability check, or saving throw, poison damage, instead of necrotic damage.
you may target that ally with your Ghostly Foresight
feature. Shared Torment
You are able to more directly control the life force of
Improved Ghostly Scythe yourself and your raised undead servants. When you take
Prerequisite: 11th level necromancer; Book of the Scythe damage from any source, you may use your reaction to
You gain a finer control over your ghostly scythe. When take half the damage dealt (rounded up) and cause an
used, you may choose for it to affect a 15 ft radius around undead creature under your control to take the remainder
you, instead of a 20 ft cone in front of you. of the damage.

Improved Undead Familiar


Prerequisite: Book of the Summoner
You gain a finer control over your familiar. When you
expend a hit die to invoke your Undead Familiar feature,
you may use your proficiency bonus, instead of rolling.

7
Ultimate Necrosis Voices of the Grave
Prerequisite: 18th level necromancer Prerequisite: 11th level necromancer; Book of Undead
Your necromancy spells carry the power of legend. Once Divination
per turn, when you deal necrotic damage with a As part of the action to cast speak with dead, you may
necromancer spell or feature, you may expend a expend and roll a necromancer hit die. You take necrotic
necromancer hit die to deal maximum damage, instead of damage equal to the number rolled, and the spell affects a
rolling. You may invoke this Rite twice, and must complete number of targets up to the number rolled (minimum 2).
a long rest before doing so again. You may ask each targeted corpse 5 questions (for up to
30 total questions), however, the spell duration does not
Undead Control increase.
Prerequisite: 7th level necromancer; must know the
summon undead spell Weaponized Animation
You have learned a deeper control over undead spirits. Prerequisite: 11th level necromancer; Book of the
When you cast summon undead, the spell no longer Summoner
requires concentration and lasts for 24 hours. This effect When you learn this rite, your summoned undead no
ends early if you use summon undead again, or use any longer benefit from your Advanced Animation feature.
other spell or feature to summon, create, or control an Instead, they gain proficiency with the following weapons:
undead creature. Upon invoking this Rite, you lose control dagger, quarterstaff, sickle, scythe (glaive). Their
of all undead currently under your control. proficiency bonus equals your proficiency bonus.

Undead Fortitude
Prerequisite: 7th level necromancer
You are able to take on the aspects of zombies while
around them. While you are within 30 feet of a zombie you
control, if damage reduces you to 0 hit points, you must
make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a
critical hit. On a success, you drop to 1 hit point instead.
You may benefit from this rite once, and must complete a
long rest before you may benefit from it again.

Undead Sacrifice
As an action, you may sacrifice an undead creature of up
to CR 2 that was summoned or created by you and is
under your control. The undead creature is instantly
destroyed and you regain hit points equal to its hit point
maximum.

Undead Transformation
You learn to channel the power of undeath briefly
throughout your body. As a reaction when you are hit with
an attack or fail a saving throw, you may magically become
undead until the end of your next turn. While active, your
creature type becomes undead, you are immune to poison
damage, the poisoned and frightened conditions, and you
are resistant to non-magical bludgeoning, piercing, and
slashing damage. You may also invoke this rite on your
turn as an action, without requiring the triggering effect.
Once used, you must complete a long rest before using
this rite again.

Undead Uprising
Prerequisite: 7th level necromancer
Your control over the undead buried beneath you
increases. So long as you are standing upon soft earth or a
similar area, you do not require a corpse, pile of bones, or
appendage to cast animate dead or animate minor dead.
The zombie, skeleton, or crawling claw summoned claws
its way up from underground to serve you.

8
Necromancer Spells Bone Spikes
1st Level Necromancy
Flaming Skull Casting Time: 1 action
Necromancy cantrip Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S You summon bones from the ground to pierce an area
Duration: Instantaneous you can see within range. Shattered bones pierce through
You conjure and hurl a flaming, screaming skull at a the earth in an area within a 10 foot radius of that point.
creature you can see within range. Make a ranged spell Creatures within the area must make a dexterity saving
attack. On a hit, the target takes 1d8 fire or necrotic throw, taking 1d10 piercing damage on a failed save and
damage (your choice). This spell’s damage increases by half as much damage on a successful save. When a
1d8 when you reach 5th level (2d8), 11th level (3d8), and creature enters the area for the first time on a turn or
17th level (4d8). starts its turn in the area, it must make the dexterity
saving throw, taking the same damage. While the spell
Animate Minor Dead lasts, the affected area is difficult terrain.
1st Level Necromancy At Higher Levels: When you cast this spell using a spell
Casting Time: 1 minute slot of 2nd level or higher, the damage increases by 1d10
Range: 10 feet for each slot level above 1st.
Components: V, S
Duration: Instantaneous
Shattered Bone Spear
1st Level Necromancy
This spell creates a tiny undead servant. Choose a hand,
foot, or other small appendage within range. Your spell Casting Time: 1 action
imbues the target with a foul mimicry of life, raising it as Range: 90 feet
an undead creature. Regardless of the target's shape, it Components: V, S
uses the game statistics of a Crawling Claw. Duration: Instantaneous
On each of your turns, you can use a bonus action to You rip a ghostly bone from the aether and hurl it at a
mentally command any appendage you made with this target you can see within range. Make a ranged spell
spell if the appendage is within 60 feet of you (if you attack. On a hit, the target takes 1d6 piercing and 2d8
control multiple appendages, you can command any or all necrotic damage.
of them at the same time, issuing the same command to At Higher Levels. When you cast this spell using a spell
each one). You decide what action the appendage will take slot of 2nd level or higher, the necrotic damage increases
and where it will move during its next turn, or you can by 1d8 for each slot level above 1st.
issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the Strangulation
appendage only defends itself against hostile creatures. 2nd Level Necromancy
Once given an order, the appendage continues to follow it Casting Time: 1 action
until its task is complete. Range: 30 feet
The appendage is under your control for 24 hours, after Components: V, S
which it stops obeying any command you’ve given it. To Duration: Instantaneous
maintain control of the appendage for another 24 hours, You cause ghastly necrotic tendrils to form around the
you must cast this spell on the appendage again before throat of a creature you can see within range. The creature
the current 24-hour period ends. This use of the spell must make a constitution saving throw. The creature takes
reasserts your control over up to four appendages you 3d8 necrotic damage on a failed save, or half as much on a
have animated with this spell, rather than animating a new success.
one. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for
slot of 2nd level or higher, you animate or reassert control each slot level above 2nd.
over two additional undead appendages for each slot level
above 1st. Each of the appendages must be unique.

9
Wall of Bone Death Walk
4th Level Necromancy 8th-level necromancy
Casting Time: 1 action Casting Time: 10 minutes (ritual)
Range: 120 feet Range: Unlimited
Components: V, S Components: V, S, M (Fine incense, candles, and the
Duration: Concentration, up to 10 minutes dust of a black diamond worth at least 1000gp, all of which
You summon the bones of the dead to create a wall at a are consumed by the spell)
point you can see within range. You can make the wall up Duration: Concentration, up to 1 hour
to 40 feet long, 10 feet high, and 6 inches thick, or you can You magically possess a dead corpse. Choose the corpse
make a cubed wall up to 20 feet on a side and 6 inches of a humanoid creature that has been dead for no more
thick. The wall vanishes when the spell ends. The bones than a month and with which you are familiar. The target
are 1 inch apart, allowing creatures to see through them, need not be on the same plane of existence as you. Your
but not squeeze through. consciousness possesses the corpse, creating an
Any ranged weapon attack that fires through the wall abominable undead creature under your control. Your
has disadvantage on the attack roll. Each 5-foot-square control lasts for 1 hour or until the possessed corpse is
section has AC 15, 30 hit points, is immune to piercing reduced to 0 hit points. The creature has the statistics of
damage, and is vulnerable to bludgeoning damage. an ogre zombie, though you retain your spellcasting
Reducing a section to 0 hit points destroys that section. ability during the possession and may cast spells through
If there is a corpse or pile of bones within 30 feet of the the possessed corpse as if you were in its position. You
point at which you summon the wall, the spell pulls bones also retain your alignment and intelligence, wisdom, and
from them. The wall can then be 10 feet larger and each charisma scores. While in possession of the corpse, you
section gains 10 hit points per corpse or pile of bones are blinded, deafened, and incapacitated with regards to
consumed, up to 3. your own body.

Desecration Chillstorm
7th Level Necromancy 9th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 1 mile
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You conjure foul, necromantic energy to desecrate the Choose a point within range. In a 300 foot radius
ground at an area you can see. Choose a point within centered on that point, frozen bone shards, rain, wind, and
range. In a 30 foot radius centered on that point, icy ichor pummel the area. Each creature within the area
necromantic energy rises from the ground. Creatures must make a Dexterity saving throw. A creature takes 10d8
within the area or that start their turn within the area must necrotic, 10d8 cold, and 10d8 piercing damage on a failed
make a constitution saving throw, taking 6d8 necrotic save, or half as much damage on a successful save. This
damage on a failed save, or half as much on a successful spell damages objects in the area and freezes objects that
save. If there is a corpse or pile of bones within the area of aren't being worn or carried.
affect, the damage is increased by 2d8 per corpse or pile Until the beginning of your next turn, the chill winds in
of bones, up to a maximum increase of 6d8. Creatures the spell's area cause ranged attacks to be made at
who fail the save additionally have disadvantage on the disadvantage, and the terrain in the area becomes difficult
next saving throw they make before the end of their next terrain.
turn. While the spell lasts, the affected area is difficult
terrain.
At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the base damage increases by
1d8 for each slot level above 7th.
Necromancer Spell
List
Cantrips (0 Level) 2nd Level 5th Level 8th Level
Chill Touch Augury Antilife Shell Abi-Dalzim's Horrid
Control Flames Blindness/Deafness Cloudkill Wilting
Flaming Skull* Detect Thoughts Commune Antimagic Field
Friends Enthrall Contagion Antipathy/Sympathy
Infestation Gentle Repose Danse Macabre Clone
Mage Hand Invisibility Dominate Person Dark Star (EGtW)
Poison Spray Mind Spike Enervation Death Walk*
Prestidigitation Ray of Enfeeblement Negative Energy Flood Dominate Monster
Ray of Frost Strangulation* Raise Dead Feeblemind
Spare the Dying Suggestion Scrying Maddening Darkness
Toll the Dead Mind Blank
3rd Level 6th Level
1st Level Animate Dead Bones of the Earth 9th Level
Animate Minor Dead* Bestow Curse Circle of Death Astral Projection
Armor of Agathys Clairvoyance Contingency Blade of Disaster
Bane Dispel Magic Create Undead Chillstorm*
Bone Spikes* Fear Eyebite Imprisonment
Cause Fear Feign Death Forbiddance Power Word Kill
Comprehend Life Transference Harm Psychic Scream
Languages Revivify Magic Jar True Resurrection
Detect Evil and Good Speak with Dead Mental Prison
Detect Magic Spirit Shroud Soul Cage
Detect Poison and Summon Undead True Seeing
Disease Tongues
False Life Vampiric Touch 7th Level
Desecration*
Fog Cloud
4th Level Etherealness
Hex
Arcane Eye Finger of Death
Ice Knife
Banishment Forcecage
Identify
Blight Mordenkainen’s Sword
Illusory Script
Compulsion Power Word Pain
Inflict Wounds
Death Ward Resurrection
Protection from Evil and
Divination Symbol
Good
Evard’s Black Tentacles
Ray of Sickness
Shadow of Moil
Shattered Bone Spear*
Sickening Radiance
Tasha's Caustic Brew
Wall of Bone*
Unseen Servant

*These spells are


outlined in this class
description.
Disclaimer
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, and all other Wizards of
the Coast product names, and their respective
logos are trademarks of Wizards of the Coast
in the USA and other countries.

This work contains material that is copyright


Wizards of the Coast and/or other authors.
Such material is used with permission under
the Community Content Agreement for
Dungeon Masters Guild. All other original
material in this work is copyright 2021 by Neil
Evans and published under the Community
Content Agreement for Dungeon Masters
Guild.

Special Thanks
Special thanks goes out to the following individuals for
their help, insight, and inspiration in creating this class.
RJ Patton
Ben Miller
Ethan Dowker
u/Huifen
The entire Homebrew forum at Giant in the Playground

Photo Credit
Cover: image

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12
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