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True Necromancer GM Binder
True Necromancer GM Binder
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
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
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
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.
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.
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.
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
Suggestion
Magic Jar
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
Necromancer
By Sarkhon
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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.
Page 15 - KILART
Art
Art copyright:
copyright: Markus
Markus Neidel
Neidel
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