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True Necromancer

                                          True Necromancer
  A group of ill-prepared adventurers delve into dungeon’s deep
and are greeted by a malignity of goblins. All hope for the ill-
fated adventurers seems lost as torchlight fades amidst their
hopeless struggle. A momentary gust of chilled wind
embraces the now beaten and battered huddle of
adventurers, extinguishing all form of light they had left. For
what feels like minutes of uncertainty in the unknowing dark
only the sound of incoherent groaning, flesh tearing, and
screams of terror can be heard. The gruesome sounds of the
quarrel fade swiftly, and there in the newfound torchlight a
half-giant surrounded by scores of undead awaiting his
command stands in the bloody aftermath.
In cloths of black, lined in white silk, a lone blonde-haired
figure stands atop a hill overlooking the encroaching
enemies. With swift gestures and the mumbling of a few
unintelligible phrases he sends a maelstrom of spells hurtling
towards a swathe of foes. Upon impact a bright light shoots
outwards and with a flick and twist of the wrists the light is
redirected to one of their unseen allies, all wounds vanishing
in an instant.
Necromancers, unlike wizards who study necromancy,
observe nothing other than the facts of death and the
machinations for which the umbral energy of the realm can
be used to their advantage. Where those within the school
simply dabble, true necromancers thrive on and, in some
cases, choose to succumb to the powers of necrotic energies
wholly. In some rare instances, a true necromancer will
choose to teach wizards interested in the arts of necromancy
the basics at which the operations of undeath and its powers
make the world tick.
Mastery Over Life and Death
Scrutinized, sequestered, and most of all vilified, true
necromancers are vastly misunderstood spellcasters due to
their association with beings such as liches and gods of
undeath. While many are drawn to this class by the allure of
immortality and other self-serving means, many others are
persuaded by the prospects of helping the dead find peace
through retribution or helping a loved one move on. Though
the casting of a typical spell requires merely the utterance of
a few strange words, fleeting gestures, and sometimes a
pinch or clump of exotic materials, these surface components
barely hint at the expertise attained after years of
apprenticeship and countless hours of study.
True necromancers, like other casters of their caste, live
and die by their spells, sometimes quite literally. They learn
new spells as they experiment and grow in experience. They
can also learn them from other necromancers, from ancient
tomes or inscriptions, and ancient feys that are steeped in
magic.
The Lure of the Macabre
A necromancer's life is generally a bleak, lonesome existence.
Necromancers often face seclusion or rejection from society,
given that they are usually alone, seldom within any company
other than their undead minions. It is because of this that
convening with a necromancer is often seen as shady
business.
1 True Necromancer | Class Features
The True Necromancer
True Necromancer
Proficiency
Cantrips
─Spell Slots per Spell Level─
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dark Replenish 3 2 – – – – – – – –
2nd +2 Necromantic Sects 3 3 – – – – – – – –
3rd +2 Undead Affinity 3 4 2 – – – – – – –
4th +2 Ability Score Improvement 4 4 3 – – – – – – –
5th +3 – 4 4 3 2 – – – – – –
6th +3 Umbral Physique, Sects feature 4 4 3 3 – – – – – –
7th +3 – 4 4 3 3 1 – – – – –
8th +3 Ability Score Improvement 4 4 3 3 2 – – – – –
9th +4 – 4 4 3 3 3 1 – – – –
10th +4 Sects feature, Undead Affinity improvement 5 4 3 3 3 2 – – – –
11th +4 – 5 4 3 3 3 2 1 – – –
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 – – –
13th +5 – 5 4 3 3 3 2 1 1 – –
14th +5 Sects feature 5 4 3 3 3 2 1 1 – –
15th +5 – 5 4 3 3 3 2 1 1 1 –
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 –
17th +6 Undead Affinity improvement 5 4 3 3 3 2 1 1 1 1
18th +6 Puppeteer of Death 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Necromantic Perfection 5 4 3 3 3 3 2 2 1 1

Many people are under the delusion that necromancers can Quick Build
simply bring back the dead, and others say they’re simply a
scam. True necromancers do not delve into these forbidden You can make a true necromancer quickly by following these
arts simply on a whim, but because they seek power, suggestions. First, Intelligence should be your highest ability
extended life, or the ability to preserve the lives of the ones score, followed by Constitution or Dexterity. Second, choose
they love even at the cost of their own. either the Inheritor or Charlatan background. Third, choose
Even so, the call of power and knowledge coaxes even the the light, sapping sting, and toll the dead cantrips, along with
most separated of necromancers out of the safety of their the following 1st-level spells for your spellbook: arms of
cemeteries and laboratories and into crumbling ruins, lost hadar, charm person, disguise self, inflict wounds, ray of
cities, and decaying woodlands. sickness, and shield.
Creating A True Necromancer Multiclassing Prerequisite
When creating a true necromancer it is important to think You must have a Intelligence score of 13 or higher in order to
about what drew your character to the necromantic arts.
How multiclass in or out of this class.
did your character come into contact with the first callings?
What event led you to realize you had the faculty for Class Features
commanding the more taboo of magical arts? Is your talent As a necromancer, you gain the following class features.
one that came naturally or one that took years of training, of
incessantly checking your notes and perfecting each of your Hit Points
spells until they were ingrained in your memories. Maybe you Hit Dice: 1d6 per necromancer level

had a mentor, or perhaps you taught yourself in seclusion? Hit Points at 1st Level: 6 + your Constitution modifier

What event led you from your life of seclusion? Did your Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
curiosity leave you thirsty for more knowledge and power? modifier per necromancer level after 1st
True Necromancer | Class Features 2
Proficiencies
Armor: None

spell to master it, as well as the fine inks you need


Weapons: Daggers, darts, slings, quarterstaffs, light to record it. Once you have spent this time and
crossbows

money, you can prepare the spell just like your other
Tools: Disguise Kit

spells.
Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, Investigation, Nature, Replacing the Book. You can copy a spell from your
Deception, Medicine, Perception, Religion, Survival, and own spellbook into another book—for example, if
Stealth you want to make a backup copy of your spellbook.
This is just like copying a new spell into your
Equipment spellbook, but faster and easier, since you
You start with the following equipment, in addition to the understand your own notation and already know
equipment granted by your background: how to cast the spell. You need spend only 1 hour
and 10 gp for each level of the copied spell.
(a) a component pouch or (b) an arcane focus
(a) a light crossbow and 20 bolts or (b) two daggers If you lose your spellbook, you can use the same
(a) a scholar's pack or (b) an explorer’s pack procedure to transcribe the spells that you have
A spellbook prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find
If you are using starting wealth, you have 2d4x10 gp in new spells to do so, as normal. For this reason, many
funds. necromancers keep backup spellbooks in a safe
place.
Spellcasting The Book’s Appearance. Your spellbook is a unique
As a practitioner of arcane arts, you have a spellbook compilation of spells, with its own decorative
containing spells that show the first emergence of your grim flourishes and margin notes. It might be a plain,
power. See chapter 10 in the PHB for the general rules of functional leather volume that you received as a gift
spellcasting and the end of this book for the necromancer from your master, a finely bound gilt-edged tome
spell list. you found in an ancient library, or even a loose
collection of notes scrounged together after you
Cantrips lost your previous spellbook in a mishap.
At 1st level, you know three cantrips of your choice from the
necromancer spell list. You learn additional necromancer
cantrips of your choice at higher levels, as shown in the Spellbook
Cantrips Known column of the True Necromancer table. At 1st level, you have a spellbook containing six 1st-level true
necromancer spells of your choice.
Your Spellbook Preparing and Casting Spells
The spells that you add to your spellbook as you
The True Necromancer table shows how many spell slots you
gain levels reflect the arcane research you conduct
have to cast your spells of 1st level and higher. To cast one of
on your own, as well as intellectual breakthroughs
these spells, you must expend a slot of the spell’s level or
you have had about the nature of the multiverse.
higher. You regain all expended spell slots when you finish a
You might find other spells during your adventures.
long rest.
You could discover a spell recorded on a scroll in an You prepare the list of necromancer spells that are
evil wizard’s chest, for example, or in a dusty tome available for you to cast. To do so, choose a number of
in an ancient library. necromancer spells from your spellbook equal to your
Intelligence modifier + your necromancer level (minimum of
Copying a Spell into the Book. When you find a one spell). The spells must be of a level for which you have
necromancer spell of 1st level or higher, you can spell slots.
add it to your spellbook if it is of a spell level you For example, if you're a 3rd-level necromancer, you have
can prepare and if you can spare the time to four 1st-level and two 2nd-level spell slots. With an
decipher and copy it. Intelligence of 16, your list of prepared spells can include six
Copying that spell into your spellbook involves spells of 1st or 2nd level, in any combination, chosen from
reproducing the basic form of the spell, then your spellbook.
deciphering the unique system of notation used by If you prepare the 1st-level spell magic missile, you can
the necromancer who wrote it. You must practice cast it using a 1st-level or a 2nd-level slot. Casting the spell
the spell until you understand the sounds or doesn't remove it from your list of prepared spells.
gestures required, then transcribe it into your You can change your list of prepared spells when you finish
spellbook using your own notation. a long rest. Preparing a new list of necromancer spells
For each level of the spell, the process takes 2 hours requires time spent studying your spellbook and memorizing
and costs 50 gp. The cost represents material the incantations and gestures you must make to cast the
components you expend as you experiment with spell: at least 1 minute per spell level for each spell on your
the list.
3 True Necromancer | Class Features
Spellcasting Ability spell slot levels allowed for your level, you must finish a long
Intelligence is your spellcasting ability for your necromancer rest before you can do so again. Any points remaining in the
spells. You use your Intelligence whenever a spell refers to dark pool vanish after you finish a long rest.
your spellcasting ability. In addition, you use your Intelligence In addition, you can sacrifice any undead you control for
modifier when setting the saving throw DC for a this feature, such as those created or controlled by the create
necromancer spell you cast and when making an attack roll undead spell.
with one. Necromantic Sect
Spell save DC = 8 + your proficiency bonus + When you reach 2nd level, you choose a sect. Choose
your Intelligence modifier
between the War Liege, the Ghoulish Beckoner, the Soul
Lord, or the Death Reverend. Your choice grants you features
Spell attack modifier = your proficiency bonus +
at 2nd level and again at 6th level, 10th level, and 14th level.
your Intelligence modifier Undead Affinity
Ritual Casting Starting at 3rd level, you begin to manifest a likeness to
You can cast a necromancer spell as a ritual if that spell has undead that cause them to otherwise ignore you and your
the ritual tag and you have the spell in your list of spells for allies. This manifestation grows stronger as you level in this
the day. You don’t need to have the spell prepared. class, becoming physical over time. You and allies within 10
feet of you gain a protective aura that causes undead with an
Spellcasting Focus Intelligence of 8 or lower to see you as one of their own.
You can use an arcane focus (found in chapter 5 of the PHB) Undead will not attack unless you or your allies attack them
as a spellcasting focus for your necromancer spells. first. Undead that are attacked or are being controlled by a
target other than you are not affected by this feature. For
Expanded Spell List example, zombies controlled by a wight's life drain are not
Each subclass comes with a predetermined set of spells, this affected by this feature.
is your expanded spell list. Even if the spells in your At 10th level, your affinity with undead manifests physically,
expanded spell list are not necromancer spells according to you have resistance to necrotic damage, your hit point
the original spell list, they are for you and are added to your maximum can't be reduced, and the range of undead affinity
spellbook. increases to 30 feet.
At 17th level, you are akin to the undead in such a way that
Learning Spells of 1st Level and Higher you take on their hardy nature. You are immune to the
Each time you gain a necromancer level, you can add two exhaustion and poisoned conditions.
necromancer spells of your choice to your spellbook. Each of
these spells must be of a level for which you have spell slots, Ability Score Increase
as shown on the Necromancer table. On your adventures, you When you reach 4th level, and again at 8th, 12th, 16th and
might find other spells that you can add to your spellbook. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Dark Replenish 1. As normal, you can't increase an ability score above 20
You have taught yourself how to regain some of your necrotic using this feature.
essence through draining the umbral energies from the decay
of the realm. Using the bodies of the dead around you, you Umbral Physique
can choose expended spell slots to recover. You can draw By 6th level, your time spent dabbling in the necrotic magics
energy from a corpse or pile of bones within 30 feet of you of the realm has gifted you a hardier physique that makes you
(no action required) to add a number of points equal to the immune to disease.
creature's size to a dark pool of energy that is used to fuel
your spell slot recovery. A Medium or smaller creature grants Puppeteer of Undeath
1 point, a Large or Huge creature grants 2 points, and a
Gargantuan creature grants 3 points. You can draw from this At 18th level, your necrotic indulgence allows you to bring
pool at any time, recovering one spell slot level per each point undead under your control through your umbral influence. As
used. The spell slots can have a combined level that is equal an action, you can choose one undead that you can see within
to or less than half your true necromancer level (rounded up), 60 feet of you. That creature must make a Charisma saving
and none of the slots can be 6th level or higher. throw against your necromancer spell save DC. If it succeeds,
For example, if you’re a 5th-level true necromancer, you can you can't use this feature on it again for 24 hours. If it fails, it
recover up to three levels worth of spell slots by spending 3 becomes friendly to you and obeys your commands until you
dark pool points. You can recover either a 3rd-level spell slot use this feature again.
or a 2nd-level spell slot and one 1st-level spell slot. Intelligent undead are harder to control in this way. If the
Corpses or piles of bones you target with this feature target has an Intelligence of 8 or higher, it has advantage on
cannot be raised, controlled, resurrected (such as by the the saving throw. If it fails the saving throw and has an
animate dead spell or revivify spell), or drained again for this Intelligence of 12 or higher, it can repeat the saving throw at
feature. Only a wish spell can bring life back to a drained the end of every hour for 24 hours until it succeeds and
husk. Once you've recovered your maximum number of
True Necromancer | Class Features 4
breaks free, or it remains under your control if 24 hours has
passed and it has not succeeded on breaking free.
Charge. If the skeleton moves at least 10 feet
straight toward a target and then hits it with a gore
Necromantic Perfection attack on the same turn, the target takes an extra 9
When you reach 20th level, you no longer age or need to eat (2d8) piercing damage. If the target is a creature, it
or drink, and you gain the Undead Fortitude trait (see the must succeed on a DC 16 Strength saving throw or
zombie stat block MM pg.316). be pushed up to 10 feet away and knocked prone.
In addition, your perfection allows you to summon Armored Gore. The skeleton gains proficiency in
additional types of undead when casting animate dead and plate armor. You must provide this equipment.
create undead.
When you cast animate dead as a 7th-level spell you can Great Weapon Fighting. When the skeleton rolls a 1
choose a pile of bones or a corpse of a large or medium or 2 on a damage die for an attack it makes with a
creature. The target becomes a minotaur skeleton if you melee weapon that it is wielding with two hands, it
chose bones or an ogre zombie if you chose a corpse. When can reroll the die and must use the new roll even if
you cast this spell using a spell slot of 8th level or higher, you the new roll is a 1 or a 2. The weapon must have the
animate or reassert control over one additional minotaur two-handed or versatile property for it to gain this
skeleton or ogre zombie for each slot above 7th. Each of the benefit.
creatures must come from a different corpse or pile of bones.
When you do so, you can’t do so again until you finish a long Actions
rest. Multiattack. The skeleton makes two greataxe
When you cast create undead as a 9th-level spell, you can attacks. It can use its Gore in place of one greataxe
choose to animate or reassert control over one beholder attack.
zombie. When you do so, you can’t do so again until you
finish a long rest. Greataxe. Melee Weapon Attack: your spell attack
Undead created by this feature are friendly to you and your modifier to hit, reach 5 ft., one target. Hit: 2d12 +
allies and have their own stat blocks which uses your PB slashing damage.
proficiency bonus (PB) in several places, listed below. Gore. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB
piercing damage.

Minotaur Skeleton
Large undead

Armor Class 12 (natural armor; 18 with plate armor) Ogre Zombie


Hit Points 45 + your intelligence modifier + 5 times Large undead
your necromancer level (the skeleton has a
number of Hit Dice [d10s] equal to your Armor Class 8 (16 with ring mail and shield)
necromancer level) Hit Points 57 + your intelligence modifier + 5 times
Speed 40 ft. your necromancer level (the zombie has a
number of Hit Dice [d10s] equal to your
STR DEX CON INT WIS CHA necromancer level)
Speed 30 ft.
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Saving Throws Str +4 plus PB, Dex +0 plus PB, Con STR DEX CON INT WIS CHA
+2 plus PB 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)
Skills Perception -2 plus PB × 2
Damage Vulnerabilities bludgeoning Saving Throws Str +4 plus PB, Dex -2 plus PB, Con
Damage Immunities poison +4 plus PB, Wis -2 plus PB
Condition Immunities exhaustion, poisoned Skills Perception -2 plus PB × 2
Senses darkvision 60 ft., passive Perception 8 + (PB Damage Immunities poison
× 2) Condition Immunities poisoned
Languages understands the languages you speak but Senses darkvision 60 ft., passive Perception 8 + (PB
can't speak × 2)
Challenge ─          Proficiency Bonus (PB) equals your Languages understands the languages you speak but
bonus can't speak
Challenge ─          Proficiency Bonus (PB) equals your
bonus

5 True Necromancer | Class Features


Undead Fortitude. If damage reduces the zombie to
0 hit points, it must make a Constitution saving Actions
throw with a DC of 5 + the damage taken, unless the Bite. Melee Weapon Attack: your spell attack
damage is radiant or from a critical hit. On a modifier to hit, reach 5 ft., one target. Hit: 4d6 + PB
success, the zombie drops to 1 hit point instead. piercing damage.
Accoutred Bulwark. The zombie gains proficiency in Eye Ray. The zombie uses a random magical eye ray,
ring mail armor and shields. You must provide this choosing a target that it can see within 60 feet of it.
equipment.
1. Paralyzing Ray. The targeted creature must
Dueling. When the zombie is wielding a melee succeed on a DC 15 Constitution saving throw or
weapon in one hand and no other weapons, it gains be paralyzed for 1 minute. The target can repeat the
a +2 bonus to damage rolls with that weapon saving throw at the end of each of its turns, ending
(included in the attack). the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on
Actions a DC 15 Wisdom saving throw or be frightened for
Multiattack. The zombie makes two morningstar 1 minute. The target can repeat the saving throw at
attacks.
Morningstar. Melee Weapon Attack: your the end of each of its turns, ending the effect on
spell attack modifier to hit, reach 5 ft., one target. itself on a success.
Hit: 2d8 + PB bludgeoning damage. 3. Enervation Ray. The targeted creature must make
a DC 15 Constitution saving throw, taking 36 (8d8)
necrotic damage on a failed save, or half as much
damage on a successful one.
4. Disintegration Ray. If the target is a creature, it
Beholder Zombie must succeed on a DC 15 Dexterity saving throw or
Large undead take 45 (10d8) force damage. If this damage
reduces the creature to 0 hit points, its body
becomes a pile offine gray dust
Armor Class 15
Hit Points 63 + your intelligence modifier + 5 times   If the target is a Large or smaller nonmagical object
your necromancer level (the zombie has a or creation of magical force, it is disintegrated
number of Hit Dice [d10s] equal to your without a saving throw. If the target is a Huge or
necromancer level) larger nonmagical object or creation of magical
Speed 0 ft., fly 20 ft. (hover) force, this ray disintegrates a 10-foot cube of it.

STR DEX CON INT WIS CHA


10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

Saving Throws Str +0 plus PB, Dex -1 plus PB, Con


+3 plus PB, Wis -1 plus PB
Skills Perception -1 plus PB × 2
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 9 + (PB
× 2)
Languages understands the languages you speak but
can't speak
Challenge ─          Proficiency Bonus (PB) equals your
bonus

Undead Fortitude. If damage reduces the zombie to


0 hit points, it 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, the zombie drops to 1 hit point instead.

True Necromancer | Class Features 6


control over the previous one(s) (oldest to new).
Necromantic Sects Hellish Training
The machinations and practices of necromancy specifically, Starting at 2nd level, you have taught yourself how to
or rather the sole focusing on the necromantic arts, has been effectively prepare for battle. You gain proficiency with
considered taboo for ages. These practices have led most medium armor, shields, and martial weapons.
practitioners to lives of evil, consumed by the greed and Your time spent hardening yourself for combat has allowed
power that comes when you study that which can sustain a you to apply your intellect to your fighting. Whenever you
form even beyond the grave. finish a long rest, you can touch one weapon that you are
Commonly, necromancers are known to be macabre proficient with and that lacks the two-handed weapon
summoners, relying on droves of undead to do the hard work property. When you attack with that weapon, you can use
for them, though in some rare cases a necromancer may seek your Intelligence modifier, instead of Strength or Dexterity,
a life of piety, seeking to be a frontline medic to help protect for the attack and damage rolls. This benefit lasts until you
home and country from those that would invade. A finish a long rest.
necromancer takes no solace in a place like a tower, a temple,
or church. The learnings of a necromancer's arts come from War Sage
places where death is most common: disease ridden towns, At 6th level, you and the undead you control are enforced by
morgues, cemeteries, and the like. While rare, a your growing strength in the necrotic arts and friendly to you
necromancer may take on an apprentice. In these rare and your allies. See their game statistics in their respective
instances an apprentice typically has similar goals to those of stat blocks at the end of the subclass description, which uses
the teacher, and in light of this the necromancer is reluctant your proficiency bonus (PB) in several places.
to teach the student different methods for how best to use the Wights created or subdued via any mind-altering affect
umbral energies of the realm to their advantage. (such as the create undead spell or the necromancer's
puppeteer of undeath feature) created by the war liege
War Liege automatically become martial wights, a new variant of the
War Lieges seek to rule the undead under their command wight listed at the end of the subclass description. Martial
with an iron fist, turning even the most common zombie into wights become wights again when they are no longer under
a capable fighter. War Lieges are one of the most infamous your control. Zombies controlled by the martial wight are
sects of Necromancy, using brute force and a never-ending treated as though they are under your control and are friendly
army to swarm enemies when the light of day is no more. As to you and your allies.
a War Liege, you keep the undead you summon on a much At level 10, and again at 14, zombies, skeletons, and martial
tighter leash than an average necromancer would and bolster wights gain additional traits and bonuses, which will be listed
them in ways unheard of. You strive to not only properly arm in their stat blocks. Undead lose all benefits gained if they are
yourself to be on the battlefield with your legion, but to learn no longer under your control.
new spells and acquire the knowledge to make your In addition, animate dead no longer requires components
underlings a formidable force to be reckoned with. to cast.
War Liege Expanded Spells Undead Militia
Necromancer Level Spells After an immense amount of training and experimenting,
your mastery of resurrecting the undead is nearly
2nd hex, wrathful smite unparalleled. Beginning at 10th level, animate dead no longer
3rd branding smite, warding bond requires a pile of bones or a corpse to cast. You may chose
whether the undead summoned are either zombies,
5th animate dead, crusader's mantle skeletons, or a mixture of both. Undead summoned with
7th aura of life, staggering smite animate dead will now crawl their way to the surface in an
unoccupied space in a 60 foot radius centered on you.
9th banishing smite, steel wind strike
Liege’s Presence
Amass the Legion At 14th level, your presence amongst your undead legions
Beginning when you select this sect at 2nd level, when you bolsters them against outside influences as your mastery
reduce a humanoid creature to 0 hp with necrotic damage over the necrosis of the realm acts as a commanding
you can choose to have that creature roll a Constitution presence for your undead legion. Undead you control now
saving throw against your spell save DC. A creature that fails automatically succeed on saving throws against mind-altering
the saving throw rises at the start of your next turn as a effects not created by you, such as the wizard's command
zombie that is under your control, unless the humanoid you undead feature or the charm person spell.
killed is CR 9 or higher at which point it rises as a wight. On Undead lose this benefit if they are no longer under your
a successful save, the creature is immune to this effect for 24 control.
hours. You can raise one wight at a time with this feature, in In addition, animate dead is always prepared, and it doesn't
addition to a number of zombies equal to half your count against your number of spells prepared.
proficiency bonus (rounded up). Raising another zombie or
wight beyond your limit using this feature releases your

7 True Necromancer | Subclass Features


Zombie Skeleton
Medium undead Medium undead

Armor Class 8 Armor Class 13 (armor scraps)


Hit Points 16 + your intelligence modifier + three Hit Points 8 + your intelligence modifier + three
times your necromancer level (the zombie has a times your necromancer level (the skeleton has a
number of Hit Dice [d8s] equal to your number of Hit Dice [d8s] equal to your
necromancer level) necromancer level)
Speed 20 ft. (+10 ft. at level 6 necromancer) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Saving Throws Wis +0 plus PB, Str +1 plus PB, Dex Saving Throws Str +0 plus PB, Dex +2 plus PB, Con
-2 plus PB, Con +3 plus PB +2 plus PB
Skills Perception -2 plus PB Skills Perception -1 plus PB
Damage Immunities poison Damage Vulnerabilities bludgeoning
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception +8 + PB Condition Immunities exhaustion, poisoned
Languages understands the languages you speak but Senses darkvision 60 ft., passive Perception 9 + PB
can't speak Languages understands the languages you speak but
Challenge ─          Proficiency Bonus (PB) equals your can't speak
bonus Challenge ─          Proficiency Bonus (PB) equals your
bonus
Undead Fortitude. If damage reduces the zombie to
0 hit points, it must make a Constitution saving Proficient Armorer. The skeleton gains proficiency in
throw with a DC of 5 + the damage taken, unless the an armor type of your choice. You must provide this
damage is radiant or from a critical hit. On a equipment.
success, the zombie drops to 1 hit point instead.
Archery (14th level). The skeleton gains a +2 bonus
Bolstered Vanguard. The zombie gains proficiency in to attack rolls it makes with ranged weapons.
shortswords, shields, and an armor type of your
choice. You must provide this equipment.
Actions
Protection (14th level). When a creature the zombie
Multiattack (10th level). The skeleton makes two
can see attacks a target other than it that is within 5
shortsword attacks or two shortbow attacks.
feet of it, it can use its reaction to impose
disadvantage on the attack roll. The zombie must be Shortsword. Melee Weapon Attack: your spell attack
wielding a shield. modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
piercing damage.
Actions Shortbow. Ranged weapon attack: your spell attack
Multiattack (10th level). The zombie makes two modifier to hit, range 80/320 ft., one target. Hit:
shortsword attacks. It can use its Slam in place of 1d6 + PB piercing damage.
one shortsword attack.
Slam. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
bludgeoning damage.
Shortsword. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB
piercing damage.

True Necromancer | Subclass Features 8


under its control at one time.
Martial Wight
Medium undead Longsword. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2
+ PB slashing damage, or 1d10 + PB slashing
Armor Class 14 (studded leather) damage if used with two hands.
Hit Points 30 + your intelligence modifier + five
times your necromancer level (the wight has a Longbow. Ranged Weapon Attack: your spell attack
number of Hit Dice [d8s] equal to your modifier to hit, range 150/600 ft., one target. Hit:
necromancer level) 1d8 + PB piercing damage.
Speed 30 ft.

STR DEX CON INT WIS CHA Ghoulish Beckoner


16 (+3) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 15 (+2) Ghoulish Beckoners call to the more rancid, powerful, and
evil of undead. If there could be a sect more infamous than
Saving Throws Str +3 plus PB, Dex +2 plus PB, Con the War Liege then the Ghoulish Beckoner would be next in
+4 plus PB line. Ghoulish Beckoners are not known for the sheer
Skills Perception +1 plus PB × 2, Stealth +2 plus PB numbers they command but rather the strength of the few
Damage Resistances necrotic; bludgeoning, piercing, they have under their control. As a Ghoulish Beckoner you
and slashing from nonmagical attacks that aren't have sought to summon an army whose strength is built on
silvered skill and strength, not numbers. Your studies and training
Damage Immunities poison have led you to control and manifest the might of ghouls and
Condition Immunities exhaustion, poisoned ghasts, undead known for being ravenous, cannibalistic
Senses darkvision 60 ft., passive Perception 11 + fiends.
(PB × 2)
Languages understands and speaks the languages Ghoulish Beckoner Expanded Spells
you speak Necromancer
Challenge ─          Proficiency Bonus (PB) equals your Level Spells
bonus
2nd bane, chaos bolt
Sunlight Sensitivity. While in sunlight, the wight has 3rd find traps, crown of madness
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. 5th haste, hunger of hadar

Advanced Armorer (10th level). The wight gains freedom of movement, shadow of
7th
proficiency in shields and an armor type of your moil
choice. You must provide this equipment. 9th contagion, insect plague
Dueling (14th level). When the wight is wielding a
melee weapon in one hand and no other weapons, it Howl of the Damned
gains a +2 bonus to damage rolls with that weapon Beginning when you select this sect at 2nd level, when you
(included in the attack). reduce a humanoid creature to 0 hp with necrotic damage
you can choose to have that creature roll a Constitution
Actions saving throw against your spell save DC. A creature that fails
the saving throw rises at the start of your next turn as a ghoul
Multiattack (10th level). The wight makes two that is under your control, unless the humanoid you killed is
longsword attacks or two longbow attacks. It can CR 8 or higher at which point it rises as a ghast. On a
use its Life Drain in place of one longsword attack. successful save, the creature is immune to this effect for 24
Life Drain. Melee Weapon Attack: your spell attack hours.
modifier to hit, reach 5 ft., one creature. Hit: 2d6 + You can keep one ghoul or ghast under your control with
2 + PB necrotic damage. The target must succeed this feature. At 10th level, you can control one ghoul and one
on a Constitution saving throw against your spell ghast. Raising another ghoul or ghast beyond your limit using
save DC or its hit point maximum is reduced by an this feature releases your control over the previous one.
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target Ghastly Defense
dies if this effect reduces its hit point maximum to At 2nd level, you inherit the ghoulish nature and manifest it
0." physically. Your skin becomes grayish, and your figure more
A humanoid slain by this attack rises 24 hours later gaunt. While you are wearing no armor and not wielding a
as a zombie under the wight's control, unless the shield, your AC equals 10 + your Dexterity modifier + your
humanoid is restored to life or its body is destroyed. Intelligence modifier.
The wight can have no more than two zombies
Ghoulish Sage
Starting at 6th level, the undead you control are enforced by
9 True Necromancer | Subclass Features
your growing strength in the necrotic arts and friendly to you
and your allies. See their game statistics in their respective
stat blocks at the end of the subclass description, which uses Ghoul
your proficiency bonus (PB) in several places. Medium undead
At level 10, and again at 14, ghouls and ghasts gain new
traits and bonuses which will be listed in their stat blocks.
Undead lose all benefits gained if they are no longer under Armor Class 12
your control. Hit Points 16 + your intelligence modifier + five
In addition, you and allies within 10 feet of you now times your necromancer level (the ghoul has a
automatically succeed on saving throws against the stench number of Hit Dice [d8s] equal to your
trait of ghasts. At 14th level, the range of this feature necromancer level)
Speed 30 ft.
increases to 30 feet.
Ghastly Battalion STR DEX CON INT WIS CHA
When you reach 10th level, your necrotic potency influences
your learning. You can choose to expend a number of spell 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
slots with a combined level that is equal to or more than six
(for example, you can spend a 5th level spell slot and a 1st Saving Throws Str +1 plus PB, Dex +2 plus PB, Con
level spell slot, or a 2nd level spell slot and a 4th level spell +0 plus PB
slot or any other combination) to cast create undead. Once Skills Perception +0 plus PB
you use this feature, you can't use it again until you finish a Damage Immunities poison
long rest. Condition Immunities charmed, exhaustion,
poisoned
Master's Calling Senses darkvision 60 ft., passive Perception 10 + PB
Starting at 14th level, as an action, you can resurrect four Languages understands the languages you speak
ghouls or one ghast within unoccupied spaces in a 60 foot Challenge ─          Proficiency Bonus (PB) equals your
radius centered on you. Creatures summoned this way share bonus
your initiative but take their turn after yours, are friendly to
you and your companions, and remain under your control for Undead Fortitude. If damage reduces the ghoul to 0
5 minutes. After 5 minutes you must use any other feature or Hit Points, it must make a Constitution saving throw
spell that allows you to control the undead if you wish to with a DC of 5 + the damage taken, unless the
continue controlling the undead created by this feature, at damage is radiant or from a critical hit. On a
which point they count normally for those features. Once success, the ghoul drops to 1 hit point instead.
used, you can't use this feature again until you finish a long Ghoulish Armorer. The ghoul gains proficiency in a
rest. light armor of your choice. You must provide this
equipment.

Actions
Multiattack (10th level). The ghoul makes two bite
attacks or two claws attacks.
Corpse Feast (14th level). The ghoul feeds on a
corpse within 5ft. of it. A medium or smaller
creature is consumed whole, leaving a pile of bones.
A large or huge creature takes 30 seconds, and a
gargantuan creature takes 60 seconds or more. For
each round it feeds on the corpse, it heals for an
amount equal to double the creature's challenge
rating.
Bite. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one creature. Hit: 2d6 +
PB piercing damage.
Claws. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 2d4 + PB
slashing damage. If the target is a creature other
than an elf or undead, it must succeed on a DC 12
Constitution saving throw or be incapacitated and
its movement speed is reduced to 0 for 1 minute.
The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

True Necromancer | Subclass Features 10


amount equal to double the creature's challenge
Ghast rating.
Medium undead
Corrupting Claws (10th level). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
Armor Class 13 creature. Hit: 2d6 + PB necrotic damage. The target
Hit Points 25 + your intelligence modifier + five must succeed on a Constitution saving throw
times your necromancer level (the ghast has a against your spell save DC or its hit point maximum
number of Hit Dice [d8s] equal to your is reduced by an amount equal to the damage taken.
necromancer level) This reduction lasts until the target finishes a long
Speed 30 ft. rest. The target dies if this effect reduces its hit
point maximum to 0.
STR DEX CON INT WIS CHA A humanoid slain by this attack rises 24 hours later
as a ghoul under the ghast's control, unless the
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) humanoid is restored to life or its body is destroyed.
The ghast can have no more than 2 ghouls under its
Saving Throws Str +3 plus PB, Dex +3 plus PB, Con control at one time.
+0 plus PB
Skills Perception +0 plus PB × 2 Bite. Melee Weapon Attack: your spell attack
Damage Resistances necrotic modifier to hit, reach 5 ft., one creature. Hit: 2d8 +
Damage Immunities poison PB piercing damage.
Condition Immunities charmed, exhaustion, Claws. Melee Weapon Attack: your spell attack
poisoned modifier to hit, reach 5 ft., one target. Hit: 2d6 + PB
Senses darkvision 60 ft., passive Perception 10 + slashing damage. If the target is a creature other
(PB × 2) than an elf or undead, it must succeed on a DC 12
Languages understands and speaks the languages Constitution saving throw or be incapacitated and
you speak its movement speed is reduced to 0 for 1 minute.
Challenge ─          Proficiency Bonus (PB) equals your The target can repeat the saving throw at the end of
bonus each of its turns, ending the effect on itself on a
success.
Undead Fortitude. If damage reduces the ghast to 0
Hit Points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the Soul Lord
damage is radiant or from a critical hit. On a
success, the ghast drops to 1 hit point instead. Soul Lords convey the spirits of the dead, using the
incorporeal to fuel their dark magics. Unknown to most
Stench. Any creature that starts its turn within 5 feet common folk, mediums are more often than not a
of the ghast must succeed on a Constitution saving necromancer that chose the path of the Soul Lord. Much like
throw against your spell save DC or be poisoned the Death Reverend, these necromancers are well known for
until the start of its next turn. On a successful assisting people through grief and pain. Through séances a
saving throw, the creature is immune to the ghast's Soul Lord is able to assist the grief-stricken by allowing the
Stench for 24 hours. deceased to speak their final piece with their loved ones.
Turning Defiance. The ghast and any ghouls within While mostly helpful to the mourning they are not without
30 feet of it have advantage on saving throws their danger. As a Soul Lord you command the spirits of the
against effects that turn undead. dead, a much more potent form of necromancy than the other
Ghastly Armorer (10th level). The ghast gains
sects. Your path has led you to not only seek new ways to
proficiency in a medium armor of your choice. You practice your arts and build your battalion but how to
must provide this equipment. separate spirit from body.
Soul Lord Expanded Spells
Actions Necromancer Level Spells
Multiattack (10th level). The ghast makes two bite 2nd dissonant whispers, feather fall
attacks or two claws attacks. It can use its
3rd see invisibility, pass without trace
Corrupting Claws in place of one bite or claws
attack. 5th revivify, spirit guardians
Corpse Feast (14th level). The ghast feeds on a 7th spirit shroud, guardian of faith
corpse within 5ft. of it. A medium or smaller
9th commune, summon draconic spirit
creature is consumed whole, leaving a pile of bones.
A large or huge creature takes 30 seconds, and a
gargantuan creature takes 60 seconds or more. For Forceful Manifestation
each round it feeds on the corpse, it heals for an Beginning when you select this sect at 2nd level, when you
reduce a humanoid creature to 0 hp with necrotic damage
11
you can choose to have that creature roll a Constitution
True Necromancer | Subclass Features saving throw against your spell save DC. A creature that fails
the saving throw rises at the start of your next turn as a Your body gains 10d10 temporary hit points while you are
specter that is under your control, unless the humanoid you outside of it.
The spirit guardian remains for 1 minute, until
killed is CR 12 or higher at which point it rises as a wraith. you use an action to return to your body, or if your body's
You can keep two specters or one wraith under your control temporary hit points are reduced to 0. You can use this
with this feature. At 10th level, you can control three specters feature a number of times equal to your Intelligence modifier,
or one wraith, and four specters or two wraiths at 14th level. regaining all expended uses after finishing a long rest.
Raising more specters or wraiths than you can control using
this feature releases your control over the previous one(s)
(oldest to newest). Specter
Incorporeal Supremacy Medium undead
Starting at 2nd level, you can use an action to turn yourself
incorporeal for a number of minutes equal to your Armor Class 12
necromancer level, regaining all used minutes daily at dawn. Hit Points 9 + your intelligence modifier + five times
While incorporeal, you gain the following effects: your necromancer level (the specter has a number
of Hit Dice [d8s] equal to your necromancer level)
You can move through other creatures or objects as if they Speed 0 ft., fly 50 ft. (hover)
were difficult terrain.
Other incorporeal creatures cannot pass through you.
You have advantage on attack rolls against undead spirits. STR DEX CON INT WIS CHA
You take 1d10 force damage if you end your turn inside an 1 (-5) 14 (+2) 11 (+0) 10 (-2) 10 (+0) 11 (+0)
object.
Spirits that would normally be invisible to most you can Saving Throws Str -5 plus PB, Dex +2 plus PB, Con
still see, unless it successfully hides from you. +0 plus PB
Your incorporeal form ends after you have used all of your Skills Perception +0 plus PB
available minutes or when you end it as a bonus action. Damage Resistances acid, cold, fire, lightning,
Once you reach 10th level, you gain resistance to thunder; bludgeoning, piercing, and slashing from
nonmagical bludgeoning, piercing, and slashing damage nonmagical attacks
whenever you are in your incorporeal form. At 14th level, Damage Immunities necrotic, poison
these resistances apply to your corporeal form as well. Condition Immunities charmed, exhaustion,
grappled, paralyzed, petrified, poisoned, prone,
Soul Sage restrained, unconscious
At 6th level, specters and wraiths you control are enforced by Senses darkvision 60 ft., passive Perception 10 + PB
your growing strength in the necrotic arts and friendly to you Languages understands the languages you speak but
and your allies. See their game statistics in their stat blocks can't speak
at the end of the subclass description, which uses your Challenge ─          Proficiency Bonus (PB) equals your
proficiency bonus (PB) in several places. At level 10, and bonus
again at 14, specters and wraiths gain new new traits and
bonuses which are listed in their stat blocks. Undead lose all Incorporeal Movement. The specter can move
benefits gained if they are no longer under your control. through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
Soul Food ends its turn inside an object.
When you reach 10th level, you've discovered that the
essence of a creature holds knowledge and vitality from prior Sunlight Sensitivity. While in sunlight, the specter has
to death. As an action, you can consume the soul of a disadvantage on attack rolls, as well as on Wisdom
creature within 5 feet of you that has died within the last (Perception) checks that rely on sight.
minute. Upon consumption of a creature's soul, you gain Emboldened Vanguard. (10th level) The specter gains
advantage on the next attack roll you make, you gain a proficiency in scimitars, shields, and a light armor of
number of temporary hit points equal to three times the your choice. You must provide this equipment.
creatures CR, and you gain the knowledge the creature held
1 hour before its death. A creature whose soul is devoured by Actions
this feature cannot be resurrected. Only a wish spell can
return a devoured soul back to its body. You can use this Multiattack (10th level). The specter makes two
feature a number of times a day equal to half your proficiency scimitar attacks. It can use its Life Drain in place of
bonus. You regain all expended uses after you finish a long one scimitar attack.
rest. Life Drain. Melee Spell Attack: your spell attack
Unquieted Spirit modifier to hit, reach 5 ft., one creature. Hit: 3d6 +
Beginning at 14th level, you've learned how to leave your PB necrotic damage. The target must succeed on a
flesh behind and call upon the spirits of the dead. You can use Constitution saving throw against your spell save DC
an action to summon one spectral guardian that you project or its hit point maximum is reduced by an amount
your soul into, leaving your body behind. The spectral equal to the damage taken. This reduction lasts until
the
guardian uses the wraith stat block, except that it does not
have the create specter action. Your body is considered
unconscious while your soul remains in the guardian. True Necromancer | Subclass Features 12
the creature finishes a long rest. The target dies if Life Drain. Melee Spell Attack: your spell attack
this effect reduces its hit point maximum to 0. modifier to hit, reach 5 ft., one creature. Hit: 4d8 +
PB necrotic damage. The target must succeed on a
Scimitar (10th level). Melee Weapon Attack: your Constitution saving throw against your spell save DC
spell attack modifier to hit, reach 5 ft., one target. or its hit point maximum is reduced by an amount
Hit: 1d6 + PB slashing damage. equal to the damage taken. This reduction lasts until
the creature finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Battleaxe (10th level). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target.
Wraith Hit: 1d8 + PB slashing damage, or 1d10 + PB
Medium undead slashing damage if used with two hands.
Create Specter. The wraith targets a humanoid within
Armor Class 13 10 feet of it that has been dead for no longer than 1
Hit Points 50 + your intelligence modifier + five minute and died violently. The target's spirit rises as
times your necromancer level (the wraith has a a specter in the space of its corpse or in the nearest
number of Hit Dice [d8s] equal to your unoccupied space. The specter is under the wraith's
necromancer level) control. The wraith can have no more than two
Speed 0 ft., fly 60 ft. (hover) specters under its control at one time.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Str -2 plus PB, Dex +3 plus PB, Con


Spectral Guardian
Medium undead
+3 plus PB
Skills Perception +0 plus PB × 2
Damage Resistances acid, cold, fire, lightning, Armor Class 15
thunder; bludgeoning, piercing, and slashing from Hit Points 67 + your intelligence modifier + five
nonmagical attacks that aren't silvered times your necromancer level (the spectral
Damage Immunities necrotic, poison guardian has a number of Hit Dice [d8s] equal to
Condition Immunities charmed, exhaustion, your necromancer level)
grappled, paralyzed, petrified, poisoned, prone, Speed 0 ft., fly 60 ft. (hover)
restrained
Senses darkvision 60 ft., passive Perception 10 +
(PB × 2) STR DEX CON INT WIS CHA
Languages understands and speaks the languages 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
you speak
Challenge ─         Proficiency Bonus (PB) equals your
Saving Throws your saving throws
bonus
Skills your skills
Damage Resistances acid, cold, fire, lightning,
Sunlight Sensitivity. While in sunlight, the wraith has thunder; bludgeoning, piercing, and slashing from
disadvantage on attack rolls, as well as on Wisdom nonmagical attacks that aren't silvered
(Perception) checks that rely on sight. Damage Immunities necrotic, poison
Incorporeal Movement. The wraith can move through Condition Immunities charmed, exhaustion,
other creatures and objects as if they were difficult grappled, paralyzed, petrified, poisoned, prone,
terrain. It takes 5 (1d10) force damage if it ends its restrained
turn inside an object. Senses darkvision 60 ft., your passive perception
Languages the languages you know
Martial Commander (10th level). The wraith gains Challenge ─         Proficiency Bonus (PB) equals your
proficiency in battleaxes, shields, and a medium bonus
armor of your choice. You must provide this
equipment. Incorporeal Movement. The spectral guardian can
move through other creatures and objects as if they
Actions were difficult terrain. It takes 5 (1d10) force damage
if it ends its turn inside an object.
Multiattack (10th level). The wraith makes two
battleaxe attacks. It can use its Life Drain in place of
one battleaxe attack.

13 True Necromancer | Subclass Features


Sunlight Sensitivity. While in sunlight, the spectral
guardian has disadvantage on attack rolls, as well as
on Wisdom (Perception) checks that rely on
sunlight.

Actions
Life Drain. Melee Spell Attack: your spell attack
modifier to hit, reach 5 ft., one creature. Hit: 6d8 +
PB necrotic damage. The target must succeed on a
Constitution saving throw against your spell save DC
or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until
the creature finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.

True Necromancer | Subclass Features 14


Death Reverend true necromancer spell of 1st level or higher that deals
A Death Reverend seeks to balance their usage of life and necrotic damage against a single target you can cause an
death, choosing to use the pain of another to heal themselves outburst of necrotic energies to exude from your target.
or their allies. Often times death reverends are found on the When you do so, creatures within a 5 foot radius of your
frontlines of battle, using the injuries of the enemy to keep target must make a Constitution saving throw against your
their allies alive. You have chosen a path that uses the spell save DC. Creatures take 2d6 necrotic damage on a
suffering around you to heal, effectively becoming a cleric of failed save, or half as much damage on a successful one. You
death towards foe and a cleric of life towards friend. Your can use this feature three times per day, regaining all
research and knowledge has shown you to new spells and expended uses after you finish a short or long rest.
powers to expand yourself in this dark medical field you seek. At 14th level, this damage increases to 4d6.
Death Reverend Expanded Spells Leeching Wave
Necromancer When you reach 14th level, you can use your dark power to
Level Spells maim foe and heal friend. As an action, you can expend one
spell slot to emanate a wave of necrotic energy in a 60-foot
2nd
cure wounds, detect poison and
disease
radius centered on you. Choose one or more targets within
the radius that you can see. Each target must make a
3rd aid, lesser restoration Constitution saving throw against your spell save DC. On a
5th beacon of hope, mass healing word
failed save, a target takes necrotic damage equal to the
expended spell slot's level times 1d8 + your necromancer
7th aura of purity, death ward level, or half as much damage on a successful one. Damage
dealt by this feature ignores resistance and treats immunity
9th mass cure wounds, reincarnate as resistance. Additionally, yourself and allies you can see in
Potent Agony
the radius are healed for a total amount of hit points equal to
Beginning when you select this sect at 2nd level, whenever the necrotic damage dealt, divided as you see fit. This feature
you expend a spell slot to cast a true necromancer spell of 1st can restore a creature to no more than half of its hit point
maximum. Once you use this feature, you must finish a long
level or higher that deals necrotic damage you can expend a rest before you can use it again. Undead can be healed by this
number of Hit Dice equal to or less than your proficiency feature, but this feature has no effect on constructs.
bonus to have that spell deal an additional 1d6 necrotic
damage for each Hit Dice expended. You regain all expended
Hit Dice used for this feature after you finish a long rest. The
damage of this feature increases to 1d8 at 6th level, 1d10 at
10th level, and 1d12 at 14th level.
Scholar of Death
Starting at 2nd level, you've learned how to turn a blessing for
some into a curse for others and vice versa. When you
expend a spell slot to cast a spell of 1st level or higher that
heals a single target, you can choose a creature within 30 feet
of you that you can see and deal necrotic damage to it equal
to the amount healed.
Additionally, whenever you expend a spell slot to cast a true
necromancer spell of 1st level or higher that deals necrotic
damage, choose a creature within 30 feet of you that you can
see. That creature gains a number of hit points equal to half
the necrotic damage dealt.
Reverend's Aura
At 6th level, whenever you or a friendly creature within 10
feet of you makes a skill check, the creature gains a bonus to
the skill check equal to your Intelligence modifier (with a
minimum bonus of +1). You must be conscious to grant this
bonus. You can use this feature a number of times a day
equal to your proficiency bonus, regaining all expended uses
after you finish a long rest.
At 14th level, the range of this aura increases to 30 feet.
Deathly Studies
Your proficiency in the art of necromancy has made you a
fearsome caster. By 10th level, spell attacks you make when
you use your potent agony feature ignores resistance and
treats immunity as resistance.
Additionally, whenever you expend a spell slot to cast a
15 True Necromancer | Subclass Features
True Galder's Tower
Mordenkainen's Magnificent  
Gaseous Form
  Mansion
 
Necromancer Glyph of Warding
Power Word: Pain
 
Spells Intellect Fortress
Resurrection
 
Leomund's Tiny Hut
Tether Essence  
Cantrips (0 Level)
Life Transference
 
Magic Circle
8th Level
Blade Ward
Remove Curse
 
Abi-Dalzim's Horrid Wilting
 
Chill Touch
Speak With Dead
Clone

Green-Flame Blade
Spirit Shroud
Control Weather
 
Light Summon Undead
Maddening Darkness
 
Mage Hand
Vampiric Touch Mighty Fortress
 
Mending
Power Word: Stun
 
Message
4th Level Sunburst  
Minor Illusion
Blight
 
Prestidigitation
Charm Monster
9th Level  
Ray of Frost
Confusion
Astral Projection
 
Sapping Sting
Divination
Imprisonment
 
Spare the Dying
Dimension Door
Power Word: Kill
 
Toll the Dead Evard's Black Tentacles
Time Ravage
 
1st Level
Greater Invisibility
True Resurrection  
Hallucinatory Terrain
   
Alarm
Ice Storm
   
Cause Fear
Polymorph
   
Charm Person
Shadow of Moil
   
Comprehend Languages
Sickening Radiance
 
Detect Evil and Good
Stoneskin  
Detect Magic
   
Disguise Self
5th Level    
Expeditious Retreat
Contagion
   
False Life
Danse Macabre
   
Frost Fingers
Destructive Wave
   
Inflict Wounds
Dominate Person
   
Ray of Sickness
Enervation
   
Shield
Far Step
 
Unseen Servant Geas
 
2nd Level
Hold Monster

Mislead

Alter Self
Modify Memory

Augury
Negative Energy Flood

Blindness/Deafness
Raise Dead

Blur
Seeming

Crown of Madness
Teleportation Circle
Darkness

Darkvision
6th Level
Gentle Repose
Arcane Gate

Hold Person
Chain Lightning

Invisibility
Circle of Death

Mirror Image
Disintegrate
Misty Step
Eyebite

Phantasmal Force
Guards and Wards

Rime's Binding Ice


Harm

Suggestion
Magic Jar

Wither and Bloom Mass Suggestion

3rd Level
Scatter

Soul Cage

Animate Dead
Tasha's Otherworldly Guise

Bestow Curse
Wall of Ice
Counterspell

Dispel Magic
7th Level
Fear
Crown of Stars
Feign Death
Etherealness

Fly Finger of Death


True Necromancer | Spell List 16
True

Necromancer
By Sarkhon
This is unofficial Fan Content permitted under
the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the material used here
are property of Wizards of the Coast. ©Wizards
of the Coast LLC.

This has been a passion project for far longer


than I care to admit. I am thankful to everyone
who has given me input and has helped me
create what I, and a few others, have considered
a 5e macabre version of the Summoner. If you
would like to see more unique classes or
possibly converted classes, or have critiques or
questions regarding the Necromancer feel free
to contact me at gmsarkhon@gmail.com.
Art Credits:
Art Credits:
Cover Art - RaydenChen

Preview - Wizards of the Coast

Page 6 - Adam Paquette

Page 8 - Svetlin Velinov

Page 10 - Ben Zweifel

Page 14 - Kekai Kotaki

Page 15 - KILART

Art
Art copyright:
copyright: Markus
Markus Neidel
Neidel
Page Textures: Amellwind

Created Using: GMBinder

Special Thanks: Amellwind, u/SamuraiHealer,


u/Fist-Cartographer, and all other redditors who
gave me much needed feedback. Without any of
you this class would not have been possible.

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