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Crepits Dungeons & Dragons Copyright © 2014 Wizards of the Coast LLC, Dungeons & Dragons, O&D, Player's Handbook, Dungeon Masters Guide, and all other Wizards of the Coast product names and thee respective logos are trademarks of Wizards of the Coast. D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Rober]. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell, Open Game License v1.0a Copyright © 2000, Wizards of the Coast, LLC. ‘System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, In. Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James ‘wyatt, Robert J Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson, ‘The Elder Scrolls Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and their respective logos are registered trademarks of ZeniMax Media Ine. All Rights Reserved. At All artis used without permission. Artis expected to be property of Bethesda Softworks LLC, unless noted otherwise. Please correct any inaccuracies to the author of this website and credit will be given as appropriate, Known artists include: Bryan Sola, David Kaye, Joseph Watmough, Lemon Sky Studio, Lucas Slorninski, Meg Steckler, Nuare Studio, Ricardo Graham, Stephen Mabee, and Steve Shi Unofficial Elder Scrolls Tabletop Roleplaying Game Lead Desigrer/Writer: Michael Bonar Khajt subrace Designer: Juarchoclo Necromancer Playtest: Marian Special Thanks ‘Abraham_UK, Ben Allen, Cerialking, ChojiBoy, Emilio HF, EnricaDandolo, Flouke, HansRaider, Laser Rifle, LoPanda, Marian, Meri W, Muatra, Myrrdin, Rydiculous, TES Fan Gir, ‘The Thieving Mick, Timothy Hyche, Sandals & Storms, ‘jelvar Lidegran, TutorialTuna, UESP, Wes Wisdorn, \Whistlehunter, everyone on discord, and everyone who has supported this project. Intellectual Property ‘The information contained inthis booklet is an unofficial fan rade project. This work is not for profit and its commercial distribution o anyone under any circumstances is strictly prohibited, First Release: March 2020 CONTENTS About This Book 4 Welcome to Elsweyr 4 Home of Ancient Kingdoms..5 Noble Duality ofthe Kaji. 5 6 6 7 Ch, 1: Player Options. Subraces Alf & Alig Raht. Palmar & Pahmar Raht...8 Senche & Senche-Raht....8 Tay & Tejay-Raht 8 Necromancer 10 Balefol Sammoner...o. 14 Deathbringer. 15 Flesh Sculptor 16 Undying Warrior 17 Necromancer Spells... 19 Monk. 4 ‘Way of the Desert Wind...24 Ch, 2: Treasures, 26 Magic Ttems. 26 Artifacts ‘32 Dragon Shouts 34 Ch, 3: Monsters, 40 Stat Blocks by Type. 40 lit 41 ‘Atronachs: 42 Flame Atronach 44 Frost Atronach, “4 Iron Atronach 45 lighted Dragons Blighted Dragon, ‘Acareblight Dragon, Flame Dragons Flamespear Dragon. Wildfire Dragon, Frost Dragons: Tcewing Dragon Glacial Dragon, ‘Storm Dragons ‘Squalleater Dragon. ‘Tempest Dragon. Blood Dragon. Legendary Dragon Revered Dragon, ‘Serpentine Dragon. Undead Dragon, Dro-mAthra. Dro-mAthra SarmAthra DarmAthra. Do-mAthra JomAtha, Duneripper ‘Young Duneripper Elemental Wraiths: ‘Azureblight Wyrm Flame Wyrm. Tce Wraith, Storm Wyrm, Harpy Elder Harpy Insects ‘Assassin Belle ‘Giant Wasp. Giant Wasp Queen Giant Scorpion ‘Thunderbug ogre Minotaur Minotaur Shaman Skeletons. ‘Bone Flayer. Senche Tiger Skelton Skeletal Bear Skeleton Mage ‘error Bird Miscellaneous Creatures. ‘Addax. Antelope Badger. Blue Oasis Dragon Frog cael Daggerback. Dize Watt Fennec Fox Feliunner Goat Sack Jackal Packieader Jerboa. Monkey. Senche-Lion Senche-Tiger Vulture Nonplayer Characters ‘Alig Conjurer Aig Iusionist Bonechime Poacher Black Worm Neophyte Goutfang Adept. Moon-Singer Necromancer Senche-Raht Graveprowler Senche Noble. Smuggler “The Stricken Thiel. App A: Monsters Lists ‘Monsters by Challenge Rating Bees Sees AxBouT THIS BOOK 57 Isweyr is the ancient homeland of the Khajiit. The cat-people of Tamriel live in a world strongly influenced by the J auatity of the two moons, and their home province is no different, The varying lands change from the shifting sands of an unrelenting desert in the north to the untamed jungles of the south. This book showcases many of the peoples and dangers that can be found within the provinces borders, including over 70 new monsters, beasts, and non-player characters, For the first time we See Stat blocks for the powerful dragons of Tamriel, the iconic creatures fought in Skyrim and in The Elder Scrolls Online ‘While over 60 pages of this book covers the new threats of Elsweyr in Chapter 3, that’s not the only exciting dangers found within. Chapter 1 includes four new Khajiit subraces and a brand new player class: the dreadful Necromancer, along with 12 new spells made specifically for the class. Finally. Chapter 2 provides 30 magic and mundane items to use against the dragons, necromancers, and evil spirits that threaten the Khajiiti homeland, WELCOME TO ELSWEYR When you venture further into the homeland of the Khajiit, you find the wild and untamed land that they call home, The fertile grasslands are filled with stalking predators, winding canyons hide bandits On ° LOTR Elsweyr and worse, and wild borderlands harbor the Khajiit where they grow their famous moon-sugar crops, The province lines the southern coast of Tamriel and features a merciless desert in the north and the wild jungles of the Tenmar Forest to the south. Wandering nomads navigate the scorching deserts of the Scar. Within lies timeless Khajiiti ruins that are not as abandoned as they might seem, It is said that a hundred civilizations are buried beneath the sands of Elsweyr. Like the shifting sands of the desert province, no Empire can be assumed to stand forever, Elsweyr became the home of one of the oldest civilizations in all of Tamriel, existing long before the coming of mer and man, HOME OF ANCIENT KINGDOMS In the early First Era, there were sixteen independent realms in Elsweyr, Unlike typical human and elvish kingdoms. these regions did not compete with one another for land and power. Recognizing their own idiosyncratic characters and strengths, each territory specialized in one specific duty, supplying its neighbors with its bounty in. exchange for equal measure. Ne Quin-al, where great warriors were born and trained, might trade its warriors to Torval in exchange for fish and other bounties of the sea. The dominance of each region was checked by the moons. It is said when both moons, Masser and Secunda, were full, Ne Quin-al was in dominance; when both moons were half ‘Torval; when both moons were new, Senchal. The other regions too had their days of power and influence. For a thousand years this delicate astronomic and political dance was equal to facing every thre posed against the Khajiit. The Alessian Empire chose not to extend its borders too far south, and the Bosmer of Valenvwood likewise knew how far eastward they dared to extend their kingdom. But the terrible Thrassian Plague of IE 2260 finally. upset this balance forever. Traveling down the trade routes into the heart of Elsweyr, the plague decimated the Khajit, foreing the survivors into roles they did not choose. Thus was the province turned from sixteen states to only two: Pa'alatiin and Ne Quin-al, more commonly known by their Cyrodilic names of Peletine and Anequina, Noste DuALity oF THE KHAjuT ‘The two kingdoms represented the moons as their extremes, but also radically different interpretations of Khajiit culture, which they adopted from the tribes each had absorbed. The people of Pellitine considered their neighbors in Anequina to be uncouth barbarians, while the Anequinian looked to the south, and saw only decadence and depravity. For many more centuries, the two lands fought neither gaining appreciable ground. The South had the wealth and could hire mercenaries and withstand sieges, but the North had a warrior culture, and could never be dominated. When the two united in the 309th year of the 2nd Era with the marriage of Kiergo of Anequina and Eshita of Pellitine, the two rulers fully recognized how historic their pact was, and renamed their land accordingly, to Elsweyr. The derivation of this unusual name has perplexed scholars, One ‘commonly held rationale hinges on a particular Khajiit proverb that “a perfect society is always found elsewhere,” suggesting that the new King and Queen had that aim, and that sense of humor, Another is that it is a reference to Lleswier, paradise promised to the Khajiit by the Riddle"Thar, Either possibility points to the optimism of the Khajiit CHAPTER 1: PLAYER OPTIONS ( n the dangerous deserts, jungles, and savannas of Elsweyr, you can discover all forms of peoples looking for adventure or just trying to survive. You can seek adventure guiding political tensions in Senchal, or taming the wild dangers of the Tenmar Forest Perhaps you find yourself navigating the sifting sands outside Dune, or traversing the deep canyons of the Scar. Or you find yourself hunting the region's most dangerous wildlife in Predator Mesa. You can look for Skooma smugglers stealing moon sugar from Moonlit Cove, or join them to earn a profit. Or you can pursue peace or provide protection through prayers at Khenarthi’s Breath ‘Temple, Whatever your character finds themselves doing in Elsweyr will have an influence on your characters growth. ‘The ancient cities and crumbling ruins mixed in with the wilderness provides a landscape unlike anywhere else in Tamriel. Consider how this land affects your character and how they have been shaped by the free spirited characteristics of the Khajlit. This book offers a few new player options connected to the people who are drawn to Elsweyr: Subrace. Some of the Khajlit furstocks prefer to stay close to their home of Elsweyr, perhaps due to a geographical preference or because outsiders sometimes treat the more unique Khajiit as a novelty. In addition to the Khajiit subraces found in the Basic Rules, here you can learn about the Alfiq. Pahmar, Senche, and Tojay furstocks. Necromancer. Khajiit are known to overlook just about anything, for the right price. Necromancy is ‘accommodated in Elsweyr, and the deserts and marshes are accommodating of necromancy. In this chapter, you have the option to discover the dark arts and become an unmatched expert of necromancy. ‘Monk. Adepioriums can be found all throughout Elsweyr, where Khajilt monks learn ancient martial arts. One of those styles, the Way of the Desert Wind, can be found in this book. SUBRACES Elsweyr is the homeland of the Khajiit, where the cat-foik live with the seventeen different furstocks: from the diminishing alfiq to the regal Mane, the prophetic leader of all Khaiiit, Presented in alphabetical order, you will find four new Khajiit subraces, pe ee DM Tis: Lance AND TINY RACES. Large and tiny races can have unexpected effects on a campaign. Make sure to check wth your DM before choosing the Large and Tiny aces presented here, and take the time to understand the differences between your size and mediurn or small creatures. For even more ideas on Large and Tiny races, check out Jotungard by SwordMeow and Tiny Creatures by Valye_Knight. ——_ ALFIQ & ALFIQ-RAHT TRAITS Alfig resemble ordinary housecats, but they should not be underestimated. These highly intelligent Khajift are celebrated as spellcasters and often wear clothing to distinguish themselves from a typical cat. “Attribute Score Increase. Your Intelligence score increases by 1 ‘Size. Alfiq are the size of an average housecat, around 1 foot tall and weighing 4 to 7 pounds. Your size is Tiny. Size modifier = 164 Height = 10 inches + your size modifier in inches Weight in pounds = 2+ your size modifier Soft fall. You have resistance to falling damage, and always fall on your feet ‘Tiny Quadruped. You are a tiny creature that ‘walks on four legs and doesn't have opposable thumbs. Your reduced size and lack of hands gives ‘you the following traits: + You lack the opposable thumbs required to wield weapons and use tools. + You have advantage on saving throws to resist falling prone, but have disadvantage on Strength saving throws, + Your unarmed strikes deal slashing damage equal to 1 + your Strength modifier (minimum of », + Your tiny size makes you hard to hit. You gain a +1 bonus to AC and you gain advantage on Agility saving throws. + Your hit die is reduced by one size, which alfects your hit points at Ist level, and at higher levels For example, 1d6 (or 4) becomes 1d4 (or 3). + Your carrying capacity is equal to your Strength score multiplied by 5. + You can occupy another creatures space and vice RULE TiPs: LARGE AND TINY CREATURES ‘There area few rules to keep in mind if you ae playing an Alf or Senche character. Grappling and Shoving. Winen you attempt to grapple or shove another creature, they must be no more than one size larger than you. (PHB p.195) Food, Tiny creatures require half as much food as a small or medium sized creature. Large creatures require four times as such, Size. While in combat, a tiny creature controls an area that is 2 Ve fet by 2 V2 feet and can occupy the same space as another creature. Large creatures contral a 10 by 10 foot area —,_ i + Your creature type counts as beast, rather than, humanoid, Improved Mage Hand. You know the Mage Hand cantrip. Your lack of hands have made you especially proficient in it, allowing you to gain the following additional benefits: + You can cast mage hand as a bonus action. + When the hand is within 5 feet of you, it can, carry an additional 10 pounds, can make attacks, and can activate magic items. + The mage hand is proficient in any weapon you are proficient in, but it can't use weapons with the heavy, loading, or two-handed property, and can't wield versatile weapons with two hands. Compensating for Size. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. Additionally, you know ‘one cantrip and one Ist level spell from the mage spell list. Intelligence is your spelleasting ability for these spells, you must expend magicka to cast them, and you can only cast them at their base level. You regain all expended magicka when you finish a long rest. PAHMAR & PAHMAR-RAHT Pahmar, especially Pahmar-raht, are known to be the strongest of the Khafiit. They usually have markings similar to a tiger and they seek out physical challenges, often as bodyguards and Attribute Score Increase. Your Strength score increases by 1 ‘Size, Pahmar stand between 7 and 8 feet tall, Your size is medium, To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2412 Height ~6 feet + 10 inches + your size modifier in inches. ‘Weight in pounds = 290 + (246 x your size modifier) Powerful Build, You count as one size larger when determining your carrying capacity and the ‘weight you can push, drag, or lift. ‘Strong Claws. You are stronger than the other furstocks and your powerful claws are more dangerous. You unarmed strikes deal slashing damage equal to 1d8 + your Strength modifier “Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear, You must end this move closer to the enemy than you started, SENCHE & SENCHE-RAHT TRAITS ‘Senche are Khajiit that appear more similar to a four legged tiger than to their bipedal cousins, They are often seen as protectors and defenders and are perfect for both solo and partnered combat. While they may appear as beasts, they are capable of, speech and casting spells, and prefer to be seen as equals. ‘Attribute Score Increase. Your Strength score increases by 1 Size. Senche are the largest of the Khajiit furstocks. Your size is Large. Size modifier ~ 2412 Height ~6 feet + your size modifier in inches Weight in pounds = 800+ (248 x your size modifier) Bite, Your fanged mouth is a natural weapon, which you can use to make unarmed strikes. If you hhit with it, you deal piercing damage equal to 246 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Large Quadruped. You are a large creature that walks on four legs and doesn't have opposable thumbs. Your reduced size and lack of hands gives you the following traits: + You lack the opposable thumbs required to wield, weapons, use tools, or grapple other creatures. + You have advantage on saving throws to resist falling prone and with Strength ability checks. + Your large size makes it difficult to move in spaces meant for medium or smaller creatures, requiring you (o squeeze into the smaller space. While squeezing through a space, you must spend 1 extra foot for every foot you move there, and you have disadvantage on attack rolls and Agility saving throws, Attack rolls against you have advantage while in the smaller space. + Your carrying capacity and the weight you can, push, drag, or lft is increased to that of a large creature. ‘+ Unarmed strikes made with your claws deal slashing damage equal to 2d4 + your Strength modifier. + When you reach 6th level, your unarmed strikes made with your bite or your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + You can act as an intelligent mount to a medium, or smaller creature, but you are unable to ride a mount unless it is able to accommodate you. + Your creature type counts as beast, rather than humanoid, Pounce. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike with your claws on the same turn, that target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action, Toyay & Toyay-RAnT TRAITS The slender Tojay are slightly smaller than the Suthay and are also bipedal with digitigrade legs ‘They usually live in southern Blsweyr, preferring the humid jungles and marshes, as well as the ‘Tenmar forest. Attribute Score Increase. Your Willpower score increases by 1. Size. Tojay stand between 4 and 5 feet tall. Your size is medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 244 Height ~ 4 feet + your size modifier in inches ‘Weight in pounds = 55 + (2d4x your size modifier) ‘Jungle Lore. You have proficiency in one of the following skills of your choice: Nature or Survival, Jungle Dwellers. You have advantage on Agility (Stealth) rolls made when attempting to hide within, vegetation. aS ALFIQ AND SENCHE EQUIPMENT Finding armor, clothing, or other equipment that fits an Ag ora ‘Senche is easy within Elsweyr, buts almost non-existent outside ‘of your home province. Buying custom gear may be difficult and time consuming, and costs twice as much as standard sized equipment. ds 10 NECROMANCER Dressed in his distinctive black robes, an Imperial soldier crouches down low on the battlefield, surrounded by fallen enemies. Sliding a lithe finger across a nearby blade, he collects a drop of blood and combines it with a fine dust from one of his many grim pouches, After completing his dark ritual, an army of fallen soldiers rises around him as he sets his, ‘eyes on the invaders ahead. Calling out in pain, an adventurer clenches his ‘chest and shoulder after taking a barrage of arrows from the goblin attackers. A tall Breton woman places her pale hand on the gaping wounds and begins to reeite a somber melody. She feels a part of her life force momentarily withdraw as the grievous wounds magically stitch closed. ‘Moving through the gloomy alley, a cloud 6f pestilence follows an Ore as he approaches an unmarked door. Checking over his shoulder, he knocks with a unique pattern until the door opens. As the shop Keep Fecognizes his guest, the Ore smiles as the ‘man before him keels over in pain. Necromancers have a unique outlook regarding fe, as their specific power comes from exploiting the life energies that exist in all mortal be | These magic-users are dedicated to the study of the dark arts, learning their spells through focused study. ensuring they've selected the right tools to hhone their eraft THe BALANcE OF Lire AND DEATH Necromancy is about the creative manipulation of the soul, or animus, one of the basic building blocks of life on Tamriel. Necromancers use this power to cast, spells, bind souls into service, and use lesser Daedric spirits to reanimate corpses. While the Mage's Guild may consider necromancy to be its own distinct school of magie, other scholars have put into question this categorization, Many necromancers will argue that the magic they practice is nearly indistinguishable from other schools, arguing that it's just an offshoot of mysticism, conjuration, and enchantment—no more dangerous than fireballs and serying spells. How a necromancer chooses to wield their power over the animus makes a significant different in how thelr Individual art is perceived. In some cases. the magic is nearly a mirror of the restoration spells used by priests in a temple. PRACTICED IN SECRET ‘The practice of necromancy is frowned upon in most, tures and is often seen as a taboo subject throughout much of Tamriel, Certain cultures view necromancy as the ultimate blasphemy, especially the Redguard, who find the entire practice to be utterly abhorrent. The Dunmer see necromancy as profane, yet their tradition of ancestral conjuration might be seen as hypocritical by outsiders, Even those that are willing to embrace it often do so with trepidation. Necromantic acts are illegal in many places, and there might be repercussions if the wrong person discovers the truth behind a necromancers magic. ‘While there are many spells from this school of magic that are indiscernible from restoration, there are also many acts that are blatantly necromantic, such as raising bodies out of the ground, Unless a necromancer is certain that the people they are around will accept their magical gift, they are likely to keep the true nature of their magic hidden, Tue NecROMANCER Level POEIY seatures “2 Speleasing Death Glesing 12 Nectomate At, Soul Harvest 12 Soul Strike 12 Reibute Score Inproverent Bon 43. Nectomantc Ar Feature Bon 42. tribute Score Improvement “oH +4 Inue to Undesth oo 14 Abbie Score Improvement oH 15 Nectomate At Festure BH 15 Atbute Score Improvement “oH +6 Necromantc rt Feature 416 Atbute Score inproverent 16 Reaimate NG A NECROMANCER Creating a necromancer requires you to consider your character's moral outlook on necromancy. How does your character view necromancy as a school of magic? Do you have any objections to reanimating the dead ‘or do you view a corpse simply as a vessel that can be utilized? Do you prefer to avoid the more controversial magic or do you embrace the school fully? ‘What was the lure that brought you into the dark: arts? Did you have a teacher in your college that introduced you to the prohibited magic. or was its banned nature what led you to seek out the knowledge in secret? Perhaps you felt wronged by the relentless circle of life and you have sought out the means to defy it Quick Burtp You can make a necromancer quickly by following these suggestions, First, Intelligence should be your highest attribute score, followed by Endurance or Agility. Ifyou plan on learning the necromantic art of the undying warrior, make Strength your next-best score. Second, choose the acolyte or sage background. Third, choose the flame skull, spare the dying, and thaumaturgy cantips, along with the 1st Cantrips Known Spells es Magicka 4 4 ist 6 Ist “ 2nd 7 2nd 2 Sed 2 3rd 38 ath 4 ath 37 sth 6 sth B eh B 6th 83 Th 33 Th 9 ath 9 Bh oth oth oth oth Spell Level level spells detect evil and good, false life, hex, and inflict wounds. Oprionat RULE: MULTICLASSING If your group uses the optional rules on multiclassing in the Player's Handbook and the Basic Rules, here's ‘what you need to know if you choose necromancer as, one of your classes, Attribute Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a necromancer, Proficiencies Gained. If necromancer isn't your initial class, here are the proficiencies you gain when you take your first evel as a necromancer: light armor, polearms, short swords, and quarterstafls ‘Magicka Points. Add half your levels (rounded up) in the necromancer class to the appropriate levels from other classes to determine your available magicka, CLASS FEATURES ‘As a necromancer, you gain the following class features. Hit Ponts Hit Dice: 1d8 per necromancer level Hit Points at Ist level: 8 + your Endurance modifier Hit Points at Higher Levels: 1d8 (or 5) + your Endurance modifier per necromancer level after Ist PROFICIENCIES Armor: Light armor Weapons: short swords, marksman, polearms, and quarterstafis Tools: none Saving throws: Endurance, Intelligence Skills: Choose two from Arcana, Deception. History, Intimidation, Medicine, Nature, and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background leather armor + (a)2 daggers or (b) a scythe + (a)a component pouch or (b) an arcane focus + (aya dungeoneer's pack or (b) a priest's pack SPELLCASTING ‘As a student of the dark arts, you have learned to ‘weave together lingering energies to cast necromantic spells. See chapter 10 of the Player's Handbook for the general rules of spelleasting and the end of the necromancer class description for the necromancer spell list. Canrris (O-Levet SPELLS) 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 Cantrips Known column of the Necromancer table MacIcKA, ‘The Necromancer table shows how much magicka you have to cast your necromancer spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10 of the Basic Rules, You regain all expended magicka when you finish a long rest. For example, if you know the Ist-level spell false life and have a Spell Level of 2nd, you can use magicka to cast false life at either level, SPELLS KNOWN OF 18T LEVEL AND HIGHER At first level, you know four Ist-level spells of your choice from the necromancer spell list ‘The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice, Each of these spells must be of a level for Which you c Level column for your necromancer level. For ‘ast, as shown on the table's Spell instance, when you reach 3rd level in this class, you can learn one new spell of Ist or 2nd level ‘Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level that you can cast. ‘Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with, another spell from the necromancer spell list. The new spell must be the same level as the spell you replace, SPELLCASTING ATTRIBUTE Intelligence is your spelicasting attribute for your necromancer Spells, as you learn your spells through an academic passion for the dark arts, You use your Intelligence whenever a necromancer spell refers to your spellcasting attribute, In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Rrtvaz Castinc ‘You can cast any necromancer spell you know as a ritual if that spell has the ritual tag. SPELLCASTING Focus You can tse an arcane focus (see chapter 5, “Equipment” of the Player's Handbook) as a spelleasting focus for your necromancer spells. DegaTH GLEANING You gain the ability to absorb some of the residual magical energy when a soul is released. Once per turn, when one or more creatures die within 30 feet of, you, you regain magicka points equal to the creatures Challenge Rating (CR), to a maximum of one quarter of your necromancer level (rounded up). If more than one creature dies, you only regain magicka points from the creature with the highest OR. Ifthe creature has a CR of less than 1, they do not produce enough magical energy to absorb. You don't gain this benefit for killing constructs or undead. NECROMANTIC ART When you reach 2nd level, your continued pursuit of the dark arts begins to express itself in a necromantic art of your choice: Baleful Summoner, Deathbringer, Flesh Sculptor, or Undying Warrior, Your choice grants you features at 2nd, 6th, 14th, and 18th level Arr SPELLS Each necromantic art has a list of associated spells. You learn these spells at the levels specified in the necromantic art description, Art spells don't count against the number of spells known, Ifyou gain an art spell that doesn't appear on the necromancer spell list, the spell is nonetheless a necromancer spell for you. Sout Harvest At 2nd level, whenever you gain magicka from your Death Gleaning feature, you also absorb a fragment of the creatures soul, allowing you to power your spells. ‘Once per turn, when a creature with a Challenge Rating of 1 or higher dies within 30 feet of you, you gain one Soul Point. You can collect a maximum amount of Soul Points equal to your Intelligence modifier. ‘As an action on your turn, you can expend one or more Soul Points to regain 1d8 hit points for each ‘Soul Point used, Sout STRIKE ‘At 3rd level, you can use the soul energy you've siphoned to assault your enemies, When you deal damage from a weapon attack or a spell you cast. you ‘can expend one Soul Point to deal an additional 146 necrotic damage ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at &th, 12th, 16th, and 19th level, you can increase one attribute ‘score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you ‘can't increase an attribute score above 20 using this feature, INURED TO UNDEATH Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't bbe reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects, TRANSCENDENCE ‘At 17th level, you learn how to endure against the slow embrace of death. You are immune to disease, as well as poison and necrotic damage. Additionally, you. need to eat and drink only once each week, and for every 20 years that pass. your body only ages 1 year. REANIMATE AC Zoth level, you are able to bring your allies back from the brinik of death, When an ally that you can ssee dies, you can use your reaction to return their soul back to their bodies and undo any damage dealt to them from their killing blow. The ally is returned to life with 1 hit point. Additionally, you can expend Soul. Points as part of this reaction to restore an additional amount of hit points to the ally equal to 1d6 for each Soul Point used, ‘Once you use this feature, you can't use it again until you finish a long rest. NECROMANTIC ARTS Necromancy is often referred to as a dark art, as itis centered around the manipulation of souls, soul energies, or corpses. How a necromancer chooses to claim power over such forces is highly personalized and often based! on their culture's understanding and outlook on this particular school of magic. The way ‘you choose to wield your art is a reflection on your sense of morality and your views on soul magi. BALEFUL SUMMONER With a strong focus on conjuration, reanimation, and controlling the undead, necromancers who study the art of the baleful summoner often find themselves surrounded by undeath. These necromancers are often seen as outcasts, as most people view the act of reanimating corpses or summoning spirits as reprehensible ‘Not all societies fear the manipulation of these forces, however. Most cultures are generally amenable to the reanimation of beasts, and calling upon ones ancestors for protection is a valuable skill to many Nords and Dunmer. In the call of battle, Imperial armies are well known to utilize the corpses of fallen ‘enemies, which can be used to intimidate the remaining adversaries and bolster their own assault, BALEFUL SUMMONER FEATURES Necromancer Level Feature 2nd Art Spells, Grim Harvest 6th Undead Thralls Vth Command Undead 18th Conjure Flesh Colossus Ant SPELLS You gain art spells at the necromancer levels listed. Spells marked with an asterisk can be found at the end of the necromancer class description. BaLeruL SUMMONER ART SPELLS Necromancer Level Spells 3rd grave grasp, warding bond Sth animate dead, speak with dead Tih animate skeletal mage, blastbones Sth danse macbre, antife shell Grim Harvest At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells, Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spel's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead, UNDEAD THRALLS ‘At 6th level, when you cast a spell that animates the dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. ‘Whenever you create an undead using a necromaney spell, it has additional benefits: + The creature's hit point maximum is increased by. an amount equal to your necromancer level. + The creature adds your proficiency bonus to its ‘weapon damage rolls, ComMMAND UNDEAD Starting at 14th level, you can use magic (o bring. undead under your control, even those created by other necromancers. As an action, you can choose one undead that you can see within 60 feet of you. ‘That creature must make a Personality saving throw against your necromancer spell save DC. If it succeeds, you can't use this feature on it again. Ifit fails, it becomes friendly to you and obeys your commands until you use this feature again Intelligent undead are harder to control in this way. Ifthe target has an Intelligence of 8 or higher, it has advantage on the saving throw. Ifit fails the saving throw and has an Intelligence of 12 or higher, it ean repeat the saving throw at the end of every hour until it succeeds and breaks free. Conyure Fest Cotossus When you reach 18th Tevel, you can momentarily, summon a gigantic flesh colossus from Oblivion. As an action on your turn, a huge flesh colossus appear out of a 15-foot square portal that you can place on a surface large enough to hold it within 60 feet of you ‘Any creature in the same space as the portal, or within 10 feet of the portal must make an Agility saving throw. On a failed save, a creature takes 58 necrotic damage and 5d8 bludgeoning damage and is knocked prone. A creature takes half as much damage on a successful save and remains upright. Once you use this feature, you can't use it again, ‘until you finish a short or long rest DEATHBRINGER Deathbringers are those who have surrounded themselves with the effects of sickness and death, ‘They spread disease to those around them and have mastered the consequences of decay. Necromancer who study this art become so accomplished with their understanding of decomposition that they are capable of forcing the effects of death onto living flesh Anecromancer that seeks the art of the deathbringer becomes accustomed to persisting around illness and learns how to manifest diseases of their own creation. They see epidemics as a form of macabre beauty that can be harnessed to create a balance in the cycle of life DEATHBRINGER FEATURES Necromancer Level Feature 2nd Art Spells, Plague Bearer Gh Rapid Rot 14th Manipulator of Death 18th Plague Spreader Arr SPELLS ‘You gain art spells at the necromancer levels listed DEATHBRINGER ART SPELLS. Necromancer Level Spells 3rd gentle repose, ay of enfeeblement Sth feign death, stinking cloud Tih blight, confusion Sth cloudkil, contagion PLAGUE BEARER Starting at 2nd level, you learn how to create and spread disease in an instant, You learn (wo diseases of your choice. which are listed at the end of the deathbringer description. You learn one additional disease of your choice when you reach 11th level, and fone more when you reach 17th level. ‘Additionally, when you gain a level in this class, you can choose one of the diseases you know and replace it with another disease. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to spread a disease that you know. forcing the creature to make an Endurance saving throw. The DC for the saving throw is equal to your spell save DC, On a failed save, the creature suffers the effects of the chosen disease for the next 10 minutes, If more than one creature starts its turn ‘within 10 feet of you, you can choose which creature to spread the disease to. A creature that succeeds on the saving throw is immune to this disease for the next 24 hours. If the disease requires the infected creature to make additional saving throws, the DC is equal to your spell save DC. ‘Additionally, A creature that is infected by the disease takes 1d6 necrotic damage on the start of each of ts turns, Rapip Rot Starting at 6th level, when you cast a spell that deals necrotic or poison damage, or when an infected creature takes damage from a disease created by your plague bearer feature, you can add your Intelligence modifier to the damage. MANIPULATOR OF DEATH ‘At 14th level, you can use fragments of soul energy to manipulate your spells and attacks to bring death and decay. When you cast a spell that deals acid. cold, fire, force, of lightning damage, or when you deal, damage from a weapon attack, you can expend one Soul Point to replace that damage with your choice of either necrotic or poison damage. You can only replace one type of damage from the attack. 16 PLAGUE SPREADER AL 18th level, you can expend one or more Soul Points and use an action to choose a corpse you can see or a creature infected by a disease. The corpse or creature explodes in a burst of disease, forcing each creature within 10 feet of it to make an Endurance saving. throw, On a failed save, each creature takes 248 necrotic damage for each Soul Point expended and they are infected with the same disease the creature was infected with. If the target is a corpse, you can. choose to spread a disease that you know. A creature takes half as much damage on a successful save and is not infected by the disease. DISEASES ‘The disease you can learn are presented in alphabetical order. ATAXIA ‘The creature is temporarily infected with the ataxia disease, causing muscle stifiness and pain, The infected creature's Strength and Agility attribute scores are reduced by 2 and they have disadvantage on Agility checks, BRAIN FEVER ‘The creature is temporarily infected with the brain fever disease, which slowly decays their mental strength. The infected creature's Intelligence attribute score is reduced by 2. Additionally, their magicka is reduced by 2 at the start of each of their turns. CHILLS ‘The creature is temporarily infected with the chills disease, creating an unnatural fear in their mind. The infected creature has disadvantage on Willpower saving throws. Additionally, each time the creature takes damage from one of your attacks, it must succeed on a Willpower saving throw or be frightened of you until the end of thelr next turn, Hewyort ‘The creature is temporarily infected with the helljoint disease, affecting the creatures mobility and coordination, The infected creature haa disadvantage on Agility saving throws and their speed is reduced by half SHAKES ‘The creature is temporarily infected with the shakes disease, causing the creature to shake uncontrollably. Each time the infected creature makes a weapon attack, it must make an Endurance saving throw. On a failed save, it has disadvantage on the attack. Additionally, the creature has disadvantage on Strength checks, WITBANE ‘The creature is temporarily infected with the witbane disease, affecting the creatures ability to concentrate. Each time the infected creature casts a spell that requires a spell attack roll, it must make an Endurance saving throw. On a failed save. it has disadvantage on the attack roll. Additionally, if the creature is concentrating on spel, it must make an Endurance saving throw equal to your spell save DC. at the start of each of its turns or the concentration ends. WITHER ‘The creature is temporarily infected with the wither disease, causing an acute loss of energy and weakness, The infected creature gains one level of exhaustion. At the start of each of the creatures turns, it must make an Endurance saving throw. On a. failed save, the creature gains one additional level of exhaustion. On a successful save, the creatures exhaustion level is reduced by one, but it can't be reduced below one. Wounp Rot ‘The creature is temporarily infected with the wound rot disease, which slowly erodes the creatures health. Whenever the infected creature takes poison or necrotic damage, their maximum hit points are reduced by an equal amount to the damage done, and they are unable to restore hit points until the end of their next turn, FLesH SCULPTOR Not all necromancers use their art for the destruction of life and the creation of undeath. Flesh sculptors use the residual soul energies of the dead to restore the living. Blending restoration magic with necromaney, these necromancers often have experience working alongside healers and clerics in temples and on battlefields, FLesH Scutpror FEATURES Necromancer Level Feature 2nd Art Spells, Render Flesh Sth Life amid Death V4th Spirit Guardian 18th Blood Sacrifice Art SPELLS You gain art spells at the necromancer levels listed. ‘Spells marked with an asterisk can be found at the ‘end of the necromancer class description. FLESH SCULPTOR ART SPELLS Necromancer Level Spells 3rd curative curse, prayer of healing Sth aura of vitality, restoring tether Th aura of ife, freedom of movement Sth mass eure wounds, greater restoration RENDER FLESH Starting at 2nd level, you learn how to alter necromantic magic to heal the living, You learn the cure wounds spell, which does not count against your spells known and it becomes a necromancer speli for you. Additionally, whenever you cast a spell of Ist level or higher to restore hit points to a creature, you can expend one or more Soul Points to restore additional hit points equal to 1d6 for each Soul Point used. After restoring hit points using Soul Points. the amount of hit points restored to you in any way is reduced by half for an amount of rounds equal to the number of Soul Points expended. Lire amrp DEATH At 6th level, you can cause a burst of restorative ‘energy when a creature dies. When you use your Soul Harvest feature, you can use a reaction to instantly restore hit points to each ally within 10 feet of the corpse. The amount of hit points restored is equal to the creatures CR rating (minimum of 1) Sprrir GUARDIAN ‘At 14th level, you can call forth a supernatural guardian to defend you and your allies. When you or an ally is hit by an attack, you can use a reaction to summon an intangible pirit guardian to take part of the damage. The spirit guardian is medium in size ‘and appears in an unoccupied space within 5 feet of the creature that has been hit by the attack, and the damage is reduced by half. ‘The spirit remains for the next minute and as a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. On subsequent turns, if the spirit is within 5 feet of yourself or an ally that takes damage from an attack, you can use your reaction to halve the damage done, Once you use this feature, you can't use it again ‘until you finish a short rest. BLOOD SACRIFICE At 18th level, you can exploit the lingering soul ‘energy of the recently dead to empower your restorative spells Whenever you cast a spell of 1st level or higher to restore hit points to a single creature, you can use a nearby corpse to steal soul energy to cast the same spell on a second creature without expending magicka, The corpse must be of a creature that has died within the last 10 minutes and be within 30 feet of you and the initial target and is instantly turned, into dust once the sacrifice is complete. You can expend two Soul Points to cast the spell on one a third creature, and four Soul Points to cast the spell on a fourth creature. ‘Once you use this feature, you can't use it again, until you finish a long rest. UNDYING WARRIOR Unlike other necromancers who focus on control over undeath or the destruction of life's vitality, the undying warrior chooses to concentrate on ones own resilience. This art takes a specific interest in the tenacity and durability of bone and expanding the individuals survivability. Unpyinc Warrior FEATURES Necromancer Level Feature 2nd Art Spells, Grisly Totes Sth Bone Goliath Vath Disdain Harm th Last Gasp Ant SPELLS ‘You gain art spells at the necromancer levels listed Spells marked with an asterisk can be found at the end of the necromancer class description. UNDYING WARRIOR ART SPELLS Necromancer Level Spells 3rd expunge, protection from poison Sth dispel magic, remove curse Tth death ward, freedom of movement Sth dominate perso, hold monster BONUS PROFICIENGIES When you choose the Undying Warrior necromantic art at 2nd level, you gain proficiency with medium armor as well as axe, long blade, and blunt weapons, Gristy ToTeMs At 2nd level, you are able to use the corpses of the fallen to create grisly magical totems made of bone that can bolster your allies or harm your foes. As a bonus action on your turn, you can use a corpse of a small or larger creature that you can see and transform it into a totem of your choice. The totem is created in a location that you can see within 30 feet of, you. The corpse that is used to create the totem is destroyed and can't be used again. Ifa totem requires a creature to make a saving throw, the DC is determined by your Spell Save DC. Agony Totem. Whenever a creature moves into a space within a 30-foot radius of the totem for the first, time on a turn or starts its turn there, it takes 146 necrotic damage. Bone Totem. You and your allies gain a +1 bonus to AC and saving throws while within a 30-foot radius of the totem Fear Totem. One creature of your choice within a 30-foot radius of the totem must succeed on a Willpower saving throw or become frightened of you or an ally of your choice. You can use a bonus action on, a subsequent turn of yours to attempt to frighten another creature, ending the effect on a creature already frightened by the totem. A creature frightened by the totem can make a Willpower saving throw at the end of each of their turns, ending the effect on a Grasping Totem. Whenever a creature moves into a space within a 30-foot radius of the totem for the first time on a turn or starts its turn there, it must succeed on an Agility saving throw or become restrained. The restrained creature can make this| ‘saving throw again on the start of each of its turns. ‘The totem has 20 hit points and an AC of 12 and remains for 1 hour or until its hit points are reduced to 0 or anew totem is created, Bone GouiaTH At 6th level, you gain the ability to temporarily turn yourself into a guardian of bone. As a bonus action, you transform into a bone goliath, which lasts for the next minute, you use a bonus action to end it, or until you are incapacitated, You undergo the following changes while you are in your bone goliath form: + Your size becomes large, unless you were larger. + Your reach increases by 5 feet, + You gain a number of temporary hit points equal to twice your necromancer level. When your transformation ends, you lose any temporary hit points you have from it + You deal an extra die of damage when you make a melee weapon attack, Once you use this feature, you can't use it again until you finish a long rest. Dispain HarM At 14th level, you become more resilient to bodily devastation, You gain a damage threshold of 5, which grants you immunity to all damage unless you take an amount of damage from a single attack or effect equal to or greater than your damage threshold, in which case you take damage as normal. Any damage that fails to meet or exceed your damage threshold is considered superficial and doesn't reduce your hit points, ‘Your damage threshold increases to 8 when you reach 17th level, and increases to 10 when you reach. 20th level ‘Additionally, when you take damage from an attack you can see, you can use your reaction and expend, one or more Soul Points to reduce the damage taken by 108 for each Soul Point used. Last Gasp At 18th level, when you are reduced to 0 hit points, any Soul Points that you have are immediately expended and you regain 10 hit points for each soul point expended. If yout do not have any Soul Points, you are reduced to 1 hit point instead. ‘Once you tse this feature, you can't use it again until you finish a long rest, NEGROMANCER SPELLS CANTRIPs (0 Level) Protection from Evil and Acid Splash Good Blade Ward Ray of Sickness hill Touch Sleep Flame Skull (EOE) Tasha's Hideous Laughter Infestation (XG) Unseen Servant Mage Hand Witch Bolt Mending Mold Earth (XG) 2Np Levet Poison Spray Blindness / Deafness Ray of Frost Curative Curse (EoE) Resistance Darkness Spare the Dying Darkvision Thaumaturgy Enhance Ability Toll the Dead (XG) Expunge (EoE}) Gentle Repose Ist Lever Grave Grasp (FoF) Alarm Hold Person Bane Misty Step Bone Armor (FOE) Phantastnal Force Cause Fear (XC) Protection from Poison Charm Person Ray of Enfeeblernent Comprehend Languages See Invisibility Death Scythe (EoF) Shocking Siphon (FoF) Detect Evil and Good Suggestion Detect Magic Detect Poison and Disease 3D LEVEL Disguise Self Anirmate Dead False Life Bestow Curse Fog Cloud CCounterspel! Hex Dispel Magic Inflict Wounds Enemies Abound (XG) SPELL DESCRIPTIONS ‘These spells are presented in alphabetical order. ANIMATE SKELETAL MAGE 4th-level necromaney Casting Time: 1 action Range: 30 feet Components: V. S, M (a pile of bones} Duration: Concentration, up to 1 minute ‘The spell creates a temporary undead minion. Choose a pile of bones of a Medium or Small humanoid within range. Your spell knits the bones back together to create a skeletal mage. You can, find the creature's game statisties in Chapter 5 of this book. ‘On each of your turns, while you can see the creature you can direct its actions, no action required by you. Ifyou issue no commands, the creature only defends itself against hostile When the spell ends, or its hit points are reduced to 0, the magic leaves the skeleton and it collapses into a pile of bones again. Fear Feign Death Life Transference (XG) Magle Circle Nondetection Remove Curse Restoring Tether (EoE) Revivify ‘Speak with Dead Spirit Guardians Stinking Cloud Vampitic Touch 4H Leven. ‘Animate Skeletal Mage (EoE) Banishment Blastbones (EoE) Blight Confusion Death Ward Phantasmal Killer Sickening Radiance (XG) Shadow of Moil (XG) STH Leven. Anitlfe Shel Contagion Cloudkall Cone of Cold Danse Macabre (XC) Detonating Siphon (EoE) Dominate Person [Negative Energy Flood (XC) Seeming Gre Lever Boneyard (EoE) Circle of Death Contingency Create Undead Disintegrate Eyebite Harr Magic jar Soul Cage (XG) True Seeing 77H Leven Etherealness Finger of Death Forcecage 81H LeveL, Abi-Dalzie's Horrid Wilting xc) Clone Dominate Monster Feeble Mind 91H Lever Imprisonment Power Word Kill 20 BLASTBONES 4thelevel necromancy Casting Time: 1 action Range: 60 feet Components: V; S, M (a pinch of sulfur) Duration: Instantaneous Choose a corporeal undead creature that is under your control within range, The target explodes in a blast of fire, Each creature within a 20 foot radius of the target must make an Agility saving throw. On a failed save, a creature takes 4d8 fire damage and an additional 4d8 piercing damage if the undead creature is a skeleton, or 4d8 bludgeoning damage if, the creature is a zombie. A creature takes half as much damage on a successful ave. ‘At Higher Levels. When you cast this spell at Sth level or higher, the fire damage increases by 148 for each level above 4th. BONE ARMOR Ist-level necromancy Casting Time: 1 action 2 Self ts: V. S, M (a small fragment of bone) Duration: 1 hour + an amount of hours equal to twice your spellcasting modifier. You wrap yourself in magical hardened bone. Until the spell ends, you gain a +1 bonus to your AC. At Higher Levels. When you cast this spell at 3rd level, the bonus increases to +2. When you cast this spell at Sth level, the bonus increases to +3, BONEYARD 6th-tevel necromancy (ritual) Casting Time: 1 action Range: 60 feet Components: V. S, M (a corpse or a pile of bones of a ‘small or larger creature, which the spell consumes} Duration: 24 hours ‘You target a corpse or a pile of bones of a small or larger creature within range. The target is consumed bby the spell and the ground surrounding it in a 20. foot radius becomes desecrated. If you cast this spell in the same area everyday for a year, the spell lasts until dispelled, ‘The spell creates the following effects within the area, When you cast this spell, you can specify creatures as friends who are immune to the effects, You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. ‘The entire desecrated area radiate necromantic magic, A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area, That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled. Frozen Grave. You can create a supernatural coldness that fills the desecrated area. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates, Additionally, if you are within the desecrated area, you can force any enemy that is also in the desecrated area that you can see to make an Endurance saving throw. A creature takes 646 cold damage on a failed save, and half as much damage on a successful one. A creature can take the same damage when it enters the desecrated ground for the first time on a turn or ends its turn there. ‘Acreature that is immune to this effect does not feel a change in the temperature, can't take the cold damage by being in the area, and is empowered by the cold energy. Any weapon attacks made by a creature that is immune to the effects while in the desecrated area deals an additional 146 cold damage. ‘Moving Earth. You can cause the desecrated area to writhe with undeath beneath it. The area is considered difficult terrain for creatures that are not immune to this effect. Solid Fog. You can cover the ground within the desecrated area with a thick fog, making the area heavily obscured. The fog reaches 2-feet high. To a creature immune to this effect, the fog obscures nothing and looks like soft mist. ‘Additional Spell Effect. You can place your choice of one of the following magical effects within the desecrated area’ + Creatures that are immune to the effects gain 1d6 temporary hit points at the start of each of their turns while in the area, + Creatures that are immune to the effects can use a bonus action on their turn to force an enemy to make an Endurance saving throw, using your Spell Save DC. On a failed save, the creature takes 246 cold damage. * Grave grasp in one location of your choice. To a creature immune to this effect, the grave grasp is harmless. CurATIVE CURSE 2nd-level necromaney Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour ‘You place a curse on a creature you can see within range. The target must succeed on a Willpower saving throw or become cursed. A willing creature can choose to fail the saving throw. ‘The cursed creature can't regain hit points by any means other than by your abilities, and immediately either lakes 1d8 necrotic damage or gains 1d4 hit points, your choice. Whenever the cursed creature receives healing from a source other than you, it instead takes necrotic damage equal to half the hit points it would have received. ‘On subsequent turns. if you cast a spell on the cursed creature that restores hit points, the creature gains an additional 2d4 hit points. The curse remains on the creature until you use a bonus action to end it. ‘Additionally, you can use a bonus action to move the curse to another willing creature. The spell ends early if a remove curse spell or similar action is placed on the cursed creature, DeaTH ScyTHE Istlevel necromancy Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You summon a spectral scythe in front of you that slices into your enemies life foree. Each creature in a 5-foot cone centered on you must make an Agility saving throw. A creature takes 2d8 necrotic damage on a failed save, or half as much on a successful one, Additionally, you regain 2 hit points for each creature that is a part of the attack, At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 and the hit points restored increases by 1 for each level above Ist DETONATING SIPHON Sth-level necromaney Casting Time: 1 reaction, which you take when a creattire you can see dies within range Range: 30 feet Components: V. S Duration: Instantaneous ‘The target erupts in violent explosion of disease and decay. Each creature within a 15-foot radius of the ‘target must make an Agility saving throw. A creature

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