You are on page 1of 7

The Necromancer

Shrouded in dark robes a man lifts a pale bony hand,


Dark tendrils of energy lash onto the freshly buried
corpse and causes it to shamble up, awaiting the
command of its master.
Clad in the silver vestments of a god of death the dwarf
chants a song of banishment, crumbling several skeletons
before him into mere dust, before he turns to the
cowering necromancer before him, extinguishing his
lifeblood to heal a fallen ally.
Calling up the power of the dead an elf encase herself
in bone armor while impaling several bandits on a spear
of bone conjured by her necrotic magic.
Necromancers are a varied but still
uniquely similar lot, all calls upon the power of death,
Necromancy their school of choice, and while some
seeks a dark path to Lichdom or to server a dark god
or master, others serve to preserve the balance
between life and death, mastering the magic of
death, aswell as life in order to better understand,
and combat the unholy.

Outcasts and Exiles


Necromancers as the name suggests
are master of the school of magic
known as necromancy, and whether
they use it for good or evil, this is true
for all of them, their choice of skills have
earned them infamy shunned from normal
society as freaks and outright dangerous
most normal people tend to shun away
from their presence as a constant shroud
of death surrounds them.

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

Creating a Necromancer Necrotic Corruption


D10 Necrotic Corruption
As you create your necromancer, consider, do you seek to
fuel your own ill will with the power of death, do you seek to 1 You have become almost corpselike, dark baggy
eyes, clammy pale skin and gangly limbs.
understand how to better combat death. Have you made any 2 You must sleep with a body part that once belonged
oaths about lines to never cross. Also consider how your to a loved one
character learned necromancy, were you part of a cult to some 3 Your hair has turned pale silver and moves almost
god of death? Were you once a student wizard who got ghost-like in the breeze.
curious and delved too deep in forgotten and forbidden tomes? 4 You adorn yourself with the bones of enemies you
There are many paths to becoming a necromancer, and all of have slain.
5 Sacrificing your hand in a dark ritual, you have used
them are filled with peril, death and not a small amount of
necrotic magic to remake one from bone.
dread. Were you exiled from his home because of his dark
6 You have spent so much time with death that the
path, is death merely a tool or is each action weighted heavily stench of the living upsets you and you’d rather
in you consciousness? Due to their connection with death a spend time in a crypt than a tavern.
necromancer requires an iron will in order to not fall into 7 Animals are unsettled by your presence and will
madness. either flee or become unusually aggressive and
defensive.
8 You breathe so shallowly, that it appears you’re not
Necrotic Corruption breathing at all,
Dabbling in Necromancy comes at a price, your meddling 9 Your best friend is the skull of your grandmother,
with dark powers causes some physical or mental change in you often discuss philosophy.
you can decide to pick or roll form this table or create your 10 You wear used burial clothes.
own.

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.

The minion obeys your commands. It takes its turn on your


initiative, though it doesn’t take an action unless you Revenant
command it to. On your turn, you can mentally command the At 14th level you are so in tune with undeath that you reach a
minion where to move (no action required by you). You can state between life and death, you no longer need to eat and
use your action to mentally command it to take the Attack, drink, you also gain Resistance to Necrotic damage.
Dash, Disengage, Dodge, or Help action. At 5th level you can
use one action yourself when you command the minion to take Lich I am
one of these actions. At 20th level you have mastered Necromancy on such a level
that you can now create a pseudo-Phylactery, the process
If you are incapacitated for more than an hour, or further than takes a week and has a material cost of 3500 gp, the pseudo-
120 feet away from your minion for 24 hours the minion phylactery can be any item than can be worn or carried. Once
breaks from your control. created, and you die, you are returned to life after 24 hours at
the location of your pseudo-phylactery or within 5ft if the
If the minion dies you can obtain a new minion by spending 1 location is obstructed. Due to the limited nature of the pseudo-
hour performing a ritual to raise a corpse and bind it to you. phylactery it is destroyed in the process and you must create a
new. If the pseudo-Phylactery is destroyed in any other way
Cult Heritage you permanently loose 10d10 Hit points, as part of your soul
At 3rd level you pick the Cult of Necromancy that you decide is destroyed, these hit points can only be returned with a
to follow. The cult you chose grants you features at 3rd level powerful spells such as a wish or similar.
and again at 7th, 10th, and 15th.
Cult Heritage
Ability Score improvement Whether you are a necromancer that serve good or evil, you
When you reach 4th level, and again at 8th, 12th, 16th, and belong to one of the major Cults of Necromancy, be it the
19th level, you can increase one ability score of your choice creation or destruction of undead, the manipulation of the
by 2, or you can increase two ability scores of your choice by forces of life and death or the journey for knowledge and
1. As normal, you can’t increase an ability score above 20 redemption for those bound as slaves.
using this feature.
Cult of Blood
Skeletal steed The Cult of Blood are masters of the manipulation of life
At 9th level your dabble in necromancy allows you to raise a force dabbling in forbidden blood magic to aid their allies,
creature strong enough to carry a rider. Expending a spell slots hinder their foes or empower their own abilities.
and spending 10 minutes to perform a ritual to animate the
remains of an animal of one size category larger than you that Blood pact
can carry you. (Such as a horse or a pony for a medium size or When you embrace the Cult of blood at 3rd level you gain
a riding dog for small size) access to the Blood pact. As part of a long rest you can
perform a blood rite with a friendly living creature. The pact
After 10 minutes the remains rise and serve as a mount for
allows the member of the pact to gain 5 temporary hit points
you, it resembles the living creature but as a skeleton only, it
with its first attack each round. This ability does not work
gains the Undead steed template, otherwise it retains all of it’s
against Constructs or Undead. Additionally the Necromancer
statistics. It is mindless and cannot act on its own, and during
can communicate with the pact member telepathically, the
combat it acts on your initative and can only take the Dash or
pact member can telepathically reply in short and simple
Disengage action. You can communicate telepathically with
words like yes and no. The pact lasts until cancelled, until
your mount within 1 mile.
either member of the pact is unconscious or dead, until the
next long rest or if you and the target are on different planes
When the steed drops to 0 Hit Points, or you dismiss it as an
of existence.
action the remains crumple into dust. You can’t have more
than one skeletal steed at once.
The temporary hit points gained increases to 8 at 5th level, 11 As an action you conjure sharpened boney growths to spring
at 10th level and 14 at 15th level. up from the ground in a 15 feet radius around you. Any
creature caught in the area must make a successful dexterity
Blood Tap saving throw or take 1d6 piercing damage per spell level you
Also at 3rd level you can expend a Hit dice to gain advantage can cast to a maximum of 5d6, On a successful save they take
on your next spell. half damage. The spikes persist for 2d6 rounds counting as
rough terrain.
---------------------------
Empowered Undead: Blood Magic Bone Armor
At 6th level you mastery of blood allows you to use Blood As a reaction you conjure bones to encase the body of a
transfusion twice, it is also empowered with an additional d6 friendly creature (including yourself) within 30 feet,
to a maximum of 6d6 at level 16, You can now also use Blood increasing their AC by 5 until the end of their next turn.
Transfusion on your undead minion. ---------------------------
Bone Prison
Power of blood As an action you conjure up a cage of bones around a creature
At 10th level you mastery of blood allows you to double your up to 30 feet away, holding them in place. The target gets a
proficiency when rolling for Constitution saving throws. reflex save against your Spell save DC to avoid being trapped,
otherwise is movement speed is reduced to 0 and it loses its
Dexterity bonus to AC. If they succeed the saving thrown they
Blood Mastery
land on an adjacent square of their choice, and the prison
At 15th level you have become a master of blood magic. Once
remains as an obstacle providing half cower until destroyed or
per long rest, as an action you can target an enemy creature
you dismiss it. A target within the cage can attack the cage to
with a constitution score lower than 16, this creature must
break free, as can any other creature outside in an attempt to
have blood or other liquid within it’s body. The creature must
free the trapped creature. The cage has a DC of 14 and 6 hit
roll a constitution saving throw against your Spell DC, on a
points per your necromancer level.
failed save, the Creature’s blood is boiled and it dies, on a
---------------------------
failed save the target takes 6d8 necrotic damage.
Weaken Marrow
As an action you weaken the bones of an enemy creature up to
Cult of Bone 30 feet away, the enemy must make a constitution saving
Your mastery of bone has taught you to draw from the very throw against your spell save DC or gain disadvantage on all
earth around you, able to draw in the natural elements that Skill checks and saving throws involving Strength or
composite bones you can mold it to your will and use it to Dexterity For one minute. This ability can be removed with a
spread destruction upon your foes. use of the Lesser or Greater Restoration spell.
---------------------------
Bone Augmentation Wall of skulls
At 3rd level when you embrace the cult of bone you gain the As an action you can create a wall of bones up to 20 feet long
ability to choose two bone augmentations, you can use these and 5 feet wide and 10 feet tall within 30 feet, you can shape
abilities a number of times equal to half your Intelligence the wall to your desire though it can be no longer than 20 feet
score (rounded down). You regain these uses on a long rest. long 5 feet wide and 10 feet tall. The wall acts as three
quarters cover, the wall can have holes in it (resembling
Empower Undead: Ossification arrowslits) that allows Creatures to shoot through it. The wall
At 6th level your undead minion is empowered. persists for ten minutes, until you dismiss it or until it has
You can add your constitution score modifier to your minion’s taken a total amount of damage five times your necromancer
AC And it’s health is doubled. level.
---------------------------
Advanced Bone Augmentation
At 10th level you can pick an additional bone augmentation. Cult of Spirit
You can now use your augmentations a number of times equal The Cult of the Spirit have dedicated themselves to the
to your Intelligence modifier. creation, of undeath, they excel at manipulation the necrotic
forces that brings false life to undead creatures beckoning
Exoskeleton them to their will.
At 15th level you grow a natural layer of chitin-like bone
plating, encasing you like armor giving you resistance to Spirit walk
slashing and Piercing damage. At 3rd level when you embrace the Cult of Spirits you gain
the ability to fade into the realm of the dead. As an action you
Bone Augments can use the Etherealness spell with the exception that you gain
an additional 30 feet of movement, and you cannot move in
At 3rd level you gain the ability to choose two of these, and
any direction that you normally can’t, and lasts for only one
one additional at 10th level.
round. Additionally you cannot move through solid walls.
---------------------------
You regain this use on a short rest.
Bone spikes
Spirit Communion Purifying Presence.
Also at 3rd level you gain the ability to draw power from the At 15 level you gain the Holy Aura spell as a class feature.
spirit world, allowing you to use Speak with dead once You can use this spell without material components once per
without expending a spell slot. You regain this feature on a long rest.
Short or Long rest.

Empower Undead: Necrotic Strength


At 6th level your mastery over death allows you to control a
more powerful undead minion. Your deathbringer feature can
now raise Undead minions up to CR 1 (Ghoul and Spectre are
examples)

Army of the Dead


At level 10 your ability to manipulate life and death increases.
You gain Create undead as a class feature, You can use this
ability once per long rest

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.

Empower Undead: Restoration


At 6th level your undead minion gains a semblance of
consciousness, it can perform tasks independently such as
stand guard, Retrieve an object, carry items, or work tools. Its
intelligence is still somewhat simple, so it might fail in
complicated tasks, or tasks with complex instructions.

As part of this feature, the Minion can act independently in


combat with its own initiative acting as any other creatures
although it is absolutely loyal to you and stills obeys your
commands.

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

You might also like