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Dark masters
Not every necromancer serves evil,
although many follow the dark path for
their own gain, maybe in hopes of
attaining eternal life. Some have devoted
themselves wholly to the pursuit of balance
between life and death these necromancers
seek to uphold the threshold and
actively seek out undead threats to
put them to rest using the dark
powers that created them in the
first place. While others yet have
devoted themselves simply to the
curious study of unlife to better
understand what exactly undeath is.
The Necromancer
Proficiency Cantrips Spells -Spells Slots per Spell Level-
Level Bonus Features known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Locate Corpses 2 2 2 - - - - - - - -
2nd +2 Face of Death, Blood Transfusion 2 3 2 - - - - - - - -
(2d6)
3rd +2 Deathbringer, Cult Heritage 2 4 3 1 - - - - - - -
Feature
4th +2 Ability Score Improvement 3 5 3 2 - - - - - - -
5th +3 — 3 6 3 2 1 - - - - - -
6th +3 Cult Heritage Feature , Blood 3 7 4 2 2 - - - - - -
Transfusion (3d6)
7th +3 — 3 8 4 3 2 1 - - - - -
8th +3 Ability Score Improvement 3 9 4 3 3 2 - - - - -
9th +4 Skeletal steed 3 10 4 3 3 2 1 - - - -
10th +4 Cult Heritage Feature 4 11 4 3 3 3 1 - - - -
11th +4 Blood Transfusion (4d6) 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 Revenant 4 13 4 3 3 3 2 1 1 - -
15th +5 Cult Heritage Feature 4 14 4 3 3 3 2 1 1 -
16th +5 Ability Score Improvement, Blood 4 14 4 3 3 3 2 1 1 1 -
Transfusion (5d6)
17th +6 — 4 15 4 3 3 3 2 1 1 1 1
18th +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 Lich I am 4 15 4 3 3 3 3 2 2 1 1
Quick Build
You can make a Necromancer quickly by following these
suggestions. First, intelligence should be your highest ability
score, followed by constitution, second, choose the hermit
background. Hit points
Hite Dice: 1d6
Class Features Hit points at 1st level: 6 + your constitution modifier
As a necromancer, you gain the following class features Hit points at Higher levels: 1d6 (or 4) + your constitution
modifier per Necromancer level after 1st.
Necromancer spell list.
Proficiencies
Armor: Shields The Spells Known column of the Necromancer table shows
Weapons: Simple weapons when you learn more Necromancer spells of your choice.
Tools: None Each of these spells must be of a level for which you have
Saving Throws: Wisdom and Constitution spell slots. For instance, when you reach 3rd level in this
Skills: Choose two skills from Arcana, Deception, Religion, class, you can learn one new spell of 1st or 2nd level.
Investigation, Insight, Medicine
Additionally, when you gain a level in this class, you can
choose one of the Necromancer spells you know and replace it
The Grimoire with another spell from the Necromancer spell list, which also
A Spellbook defiled by the necromancer to must be of a level for which you have spell slots.
containing forbidden knowledge, of life, death
and what lies in between. Spellcasting Ability
Intelligence is your spellcasting ability for your Necromancer
If a grimoire is lost, you can spend a long rest to spells. You use your Intelligence whenever a spell refers to
taint a spellbook into a grimoire. your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a Necromancer
The Grimoire can take a variety of looks, such spell you cast and when making an attack roll with one.
as a flesh bound tome, pages inscribed with
blood, or a bones inscribed with the spells, Spell save DC = 8 + your proficiency bonus +
hanging from a rusty chain. your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your intelligence modifier
Equipment
You start with the following equipment, in addition to the
equipment granted by your background: Spellcasting Focus
You can use your Grimoire (Refered to in the sidebar) as a
(a) A light crossbow and 20 bolts or (b) Any simple spellcasting focus for your necromancer spells.
weapon
A shield and a dagger
Locate corpses
Your Grimoir You become finely tuned with the presence of death and can
(a) A scholar’s pack or (b) a Priest’s pack almost instinctually locate it within your vicinity. As an action
you can know the location of any dead or undead creature
within 600 feet of you, you know the type (Dead or undead)
Spellcasting of any being whose presence you sense, but not its identity
As a student of necromancy, you have a Grimoire containing (the vampire Count Strahd von Zarovich, for instance).
spells that show the first glimmerings of your true power. See You can use this ability a number of times equal to your
chapter 10 for the general rules of spellcasting and at the end intelligence modifier, you regain all uses on a long rest.
of this document for the necromancer spell list.
Face of Death
Cantrips At 2nd level you have become so familiar with fear that it
At 1st level you know two cantrips of your choice from the takes something extraordinary to frighten you, you gain
Necromancer spell list. You learn additional necromancer advantage on saving throws against being frightened.
cantrips of your choice at higher levels, as shown in the
Cantrips known column of the Necromancer Table. Blood Transfusion
At 2nd level having gained control over the lifeforce of others,
as an action you can target any living enemy or friendly
Spell Slot
creature (Including yourself) within 15 feet, and deal 2d6 +
The Necromancer table shows how many spell slots you have
your Intelligence modifier as necrotic damage to the target, if
to cast your spells of 1st level and higher. To cast one of these
the target is unwilling it must succeed a Constitution saving
necromancer spells, you must expend a slot of the spell’s level
throw equal to your spell save DC, On a success you can then
or higher. You regain all expended spell lots when you finish
target another friendly target within 15 feet of the first
a long rest.
creature and heal it for an amount equal to the damage dealt.
For example, if you know the 1st-level spell inflict wounds
You can use this feature once per short or long rest.
and have a 1st-level and a 2nd-level spell slot available, you
can cast inflict wounds using either slot.
The damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
Deathbringer
At 3rd level, you gain an undead minion that accompanies you Undead steed
on your adventures and is bound to fight alongside you.
Vulnerabilities Bludgeoning
Choose an undead that is no larger than Medium and that has
Damage Immunities Poison
a Challenge rating of 1/4 or lower (the Skeleton or zombie are
Condition Immunities Exhaustion, Poisoned
examples). Add your proficiency bonus to the undead’s AC,
Senses Darkvision 60 ft
Attack rolls, and Damage Rolls, as well as to any Saving
Throws and Skills it is proficient in. Its hit point maximum
Undead Nature A skeletal steed doesn’t require
equals the hit point number in its stat block or four times your
Air, food, drink or sleep.
Necromancer level, whichever is higher. Like any creature, it
can spend Hit Dice during a Short Rest to regain Hit Points. It
otherwise retains it’s statistics, including any special abilities.
Aspect of Death
At 15th level you are so in tune with the realm of the living
dead that undead no longer regard you as a hostile creature,
you permanently gain the benefits of Sanctuary against
undead, even if you attack or cast spells. You also no longer
need to sleep every 24 hours but can do so every 48 hours
instead and still gain the normal benefits of a long rest as long
as you perform no laborious tasks.
Church of Absolution
The church of Absolution is an extremist group of likeminded
individuals who through the use of necromancy combats
undead.
Redemption
At 3rd level your blood transfusion allows you to target
undeads directly, using the ability in this fashion causes it to
cause Radiant damage, but it no longer heals.
Aura of Turning
At 10th level you exude a terrifying presence for undead
creatures. Each undead creature within 30 feet of you must
make a Wisdom saving throw. On a failed save, a creature
becomes frightened of you for 1 minute. The Frightened
creature can repeat this saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the creature
is immune to the Necromancer’s Aura of Turning for the next
24 hours. Your undead minion is immune to this effect.
Level 4
Blight
Banishment
Confusion
Death Ward
Necromancer Spells Evard’s Black Tentacle
Cantrips Phantasmal Kill
Acid Splash Shadow of Moil
Chill Touch Sickening Radience
Dancing Light
Infestation Level 5
Spare the Dying Antilife Shell
Toll the dead Contagion
Word of Radiance Cloudkill
Dance Macabre
Level 1 Destructive Wave
Bane Dispel Evil and Good
Cause Fear Enervation
Cure Wounds Hallow
Detect evil or good Holy Weapon
Detect Magic Insect Plague
Detect poison or disease Mass Cure Wounds
Disguise Self Negative Energy Flood
Dissonant Whisper Raise dead
Divine Favor
False Life Level 6
Guiding Bolt Circle of Death
Healing Word Create Undead
Hex Eyebite
Inflict wounds Harm
Protection form Evil and Good Heal
Ray of Sickness Magic Jar
Sanctuary Soul Cage
Unseen Servant True Seeing
Level 7
Level 2
Etherealness
Blindness/Deafness
Finger of Death
Crown of Madness
Power Word Pain
Darkness
Regenerate
Crown of Madness
Resurrection
Gentle Repose
Symbol
Lesser Restoration
Melf’s Acid Arrow
Level 8
Prayer of Healing
Abi-Dalzim's Horrid Wilting
Protection from Poison
Antipathy/Sympathy
Ray of Enfeeblement
Feebleminded
Shadow Blade
Maddening Darkness
Warding Bond
Level 9
Level 3
Power Word Heal
Animate Dead
Power Word Kill
Bestow Curse
True Resurrection
Feign Dead
Weird
Fear
Life transference
Remove Curse
Speak with Dead
Spirit Guardians
Vampiric Touch