You are on page 1of 17

A Life of Consequences Class Features

Necromancers don't have the best history with people. Until


As a Necromancer, you gain the following class features
recently, they were thralls of the Lich King. They waged war
against the living until the Knights of the Ebon Hold managed
Hit Points
to sever the link the Death Knights and Necromancers had to
Hit Die: 1d6 per Necromancer level
Arthas. Since then, they have wondered the lands, attempting
Hit Points at 1st Level: 6 + your Constitution modifier
to fit back into a society that often views them as heretical
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
and terrifying.
modifier per Necromancer level after 1st

Creating a Necromancer Proficiencies


The most important thing to consider when creating a Armor: No armor
necromancer are the reasons you became a necromancer. Weapons: Simple weapons
Were you driven to the edge when someone you love was Tools: Embalming tools
killed or did an oppressive government lead to your seeking Saving Throws: Constitution, Intelligence
rebellion? Either way, a necromancer is often misunderstood Skills: Choose two from Arcana, Deception, History, Insight,
by those around them. Necromancers must usually hide their Intimidation, Medicine, Persuasion, and Religion
abilities to avoid persecution.
Equipment
Undead Minions You start with the following equipment, in addition to the
equipment granted by your background:
Necromancers exert control over undead creatures. Unlike
hordes of wild undead, the undead controlled by a (a) Darkened robes and two daggers or (b) a light
necromancer act as one unit, often running or shambling to crossbow, simple clothes and 20 bolts
each other’s aid when a member of the horde is injured or (a) An arcane focus and embalming tools
destroyed. (a) a dungeoneer’s pack or (b) a scholar’s pack

Quick Build Alternatively, you may start with 5d4 × 10 gp to buy your
own equipment.
You can make a Necromancer quickly by following these
suggestions. First, make Intelligence your highest ability
score, followed by Constitution, and Strength or Dexterity
after that if you plan on taking the Reaper Archetype. Second,
choose the Sage background.

1
Necromancer
Proficiency Cantrips Spells
Level Bonus Features Corruption Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting, Unholy
1st +2 Presence, Arise and — 3 2 2 — — — — — — — —
Obey
Font of Corruption,
2nd +2 2 3 3 3 — — — — — — — —
Necromantic Initiation
3rd +2 Profane Power 3 3 4 4 2 — — — — — — —
Ability Score
4th +2 4 4 5 4 3 — — — — — — —
Improvement
5th +3 Empowered Undead 5 4 6 4 3 2 — — — — — —
6th +3 Initiation Feature 6 4 7 4 3 3 — — — — — —
7th +3 — 7 4 8 4 3 3 1 — — — — —
Ability Score
8th +3 8 4 9 4 3 3 2 — — — — —
Improvement
9th +4 — 9 4 10 4 3 3 3 1 — — — —
Initiation Feature,
10th +4 10 5 11 4 3 3 3 2 — — — —
Profane Power
11th +4 Unholy Restoration 11 5 12 4 3 3 3 2 1 — — —
Ability Score
12th +4 12 5 12 4 3 3 3 2 1 — — —
Improvement
13th +5 — 13 5 13 4 3 3 3 2 1 1 — —
14th +5 Initiation Feature 14 5 13 4 3 3 3 2 1 1 — —
15th +5 — 15 5 14 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 16 5 14 4 3 3 3 2 1 1 1 —
Improvement
17th +6 Profane Power 17 6 15 4 3 3 3 2 1 1 1 1
Unholy Restoration
18th +6 18 6 15 4 3 3 3 3 1 1 1 1
Improvement
Ability Score
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 All Will Serve 20 6 15 4 3 3 3 3 2 2 1 1

Spellcasting Cantrips
At 1st level, you know three cantrips of your choice from the
You we touched by profane magic, which brought you into the
necromancer spell list. You learn additional necromancer
services of the Lich King. His control over you has been
cantrips of your choice at higher levels, as shown in the
broken, but a small sliver of his power remains within you. Cantrips Known column of the necromancer table.
See Spells Rules for the general rules of spellcasting and the
Spells Listing at the end of the class description for the
necromancer spell list.

2
Spell Slots
The necromancer table shows how many spell slots you have
to cast your necromancer spells of 1st level and higher. To cast
Arise and Obey
one of these necromancer spells, you must expend a slot of Starting at 1st level you may use your own life force to
the spell’s level or higher. You regain all expended spell slots animate recently slain corpses and control the undead. Using
when you finish a long rest. your action, you may touch a creature that has died in the last
For example, if you know the 1st-level spell inflict wounds minute and raise it as an undead creature under your control.
and have a 1st-level and a 2nd-level spell slot available, you You must spend an hour raising a creature if it has been dead
can cast inflict wounds using either slot. for longer than one minute.
You may also attempt to bind a wild undead creature. As an
Spells Known of 1st Level and Higher action, an undead creature you can see within 30ft of you
You know two 1st-level spells of your choice from the must make a Charisma saving throw against your Spell Save
necromancer spell list. DC. If it fails, the creature is brought under your control
The Spells Known column of the necromancer table shows indefinitely; if it succeeds, you cannot use this feature on it
when you learn more necromancer spells of your choice. Each again for the next 24 hours. You cannot bind a creature that is
of these spells must be of a level for which you have spell already controlled by someone, or something else.
slots. For instance, when you reach 3rd level in this class, you When you successfully gain control of an undead creature
can learn one new spell of 1st or 2nd level. using this feature, your current and maximum hit points are
Additionally, when you gain a level in this class, you can reduced by an amount equal to the creature's CR (minimum of
choose one of the necromancer spells you know and replace it one). As long as the undead creature is under your control,
with another spell from the necromancer spell list, which also this reduction to your hit point maximum cannot be restored
must be of a level for which you have spell slots. by any means.
You may control one undead creature using this feature. You
Spellcasting Ability are able to control one additional creature using this feature
Intelligence is your spellcasting ability for your necromancer at 5th level, and you can control a third at 11th level.
spells. You use your Intelligence whenever a spell refers to You may only control undead creatures using this feature
your spellcasting ability. In addition, you use your Intelligence that have a CR of up to 1\2. At 5th level, this raises to a CR of
modifier when setting the saving throw DC for a necromancer up to 1. At 11th level, you can control creatures with CR of up
spell you cast and when making an attack roll with one. to 2.
You may direct the actions of any amount undead creatures
Spell Save DC = 8 + your proficiency bonus + under your control and that you can see as an action on your
turn, and they will attempt to execute your last orders to the
your Intelligence modifier
best of their ability. You also innately know the general
direction and distance of all your undead minions. You can
Spell attack modifier = your proficiency bonus +
maintain control of your minions as long as they are within 1
your Intelligence modifier mile of you. If they leave this 1 mile radius, they leave your
control and act as a wild undead creature.
Spellcasting Focus
If you want to raise a creature as its undead variant, it is
You can use an arcane focus (see the Adventuring Gear
recommended to use the Undead Creature Creation sidebar at
section) as a spellcasting focus for your necromancer spells.
the end of this document to represent the creature's changes
Unholy Presence after becoming undead.

Beginning at 1st level, you have undergone a horrifying Necromantic Initiation


transformation into the creature you are today. You are
Beginning at 2nd level, you choose a Necromantic Initiation:
undead. You do not need food, water, or sleep. When you take
Overlord, Reaper, or Death's Hand. All detailed information is
a long rest, you must spend at least six hours in an inactive,
at the end of the class description. Your choice grants you
motionless state, rather than sleeping. In this state, you
features at 2nd level, and again at 6th, 10th, and 14th level.
appear dead, but it doesn't render you unconscious. While in
this state, you can see and hear as normal.

3
Font of Corruption Gruesome Mending
Whenever you regain hit points from a spell of 1st level or
Additionally at 2nd level, you are able to tap into a well of higher, you can use your reaction and expend 1 corruption
dark power within yourself to perform profane miracles. This point to cause an undead creature you can see within 10 feet
font of power is represented as by corruption points, which of you to recover hit points equal to your Intelligence
allow you to create a variety of magical effects. modifier.

Corruption Points Necrotic Carapace


You have 2 corruption points, and you gain more as your reach As a bonus action, you can expend 2 corruption points and
higher levels, as shown in the Corruption column of the give yourself or an undead creatures you control within 10
Necromancer table. You regain all spent corruption points feet temporary hit point equal to half your necromancer level
when you finish a long rest. + your Intelligence modifier.

Heretical Prayer Terrifying Visage


You can use your corruption to gain additional spell slots, or When you are hit by a melee attack, you can spend 1
sacrifice spell slots to gain additional corruption points. You corruption point as a reaction and force the creature to
learn other ways to use your corruption points as you reach succeed on a Wisdom saving throw or be frightened of you
higher levels. until the start of your next turn.
Creating Spell Slots. You can transform unexpended
corruption points into one spell slot as a bonus action on your Touch of the Grave
turn. The Creating Spell Slots table shows the cost of creating When you roll damage for a necromancer spell, you can spend
spell slots of a given level. You can create spell slots no higher 1 corruption point to reroll a number of damage dice up to
in level than 5th. your Intelligence modifier (minimum of one). You must use
the new rolls for those dice.
Creating Spell Slots
Spell Slot Level Corruption Point Cost Unholy Grasp
As an action, you can expend 2 corruption points and flood a
1st 2
creature's mind with horrifying screams. One creature you can
2nd 3 see within 30 feet must succeed on a Wisdom saving throw or
be incapacitated until the end of its next turn.
3rd 5
4th 6 Will of the Necropolis
If you are forced to make a concentration check, you can
5th 7
expend 1 corruption point and add your Intelligence modifier
to the roll. You must use this feature before the roll.
Converting a Spell Slot to Corruption Points. As a bonus
action, you can expend one spell slot and gain a number of
corruption points equal to the slot's level.

Profane Power
At 3rd level, you are able to tap into your corruption and
manifest powerful magical effects. You gain two of the
following Profane Power options of your choice. You gain
another one at 10th and 17th level.

Death's Reach
When you cast a necromancy cantrip that normally targets
only one creature, you can expend 2 corruption points and
cause the spell to instead target two creatures within range
and within 5 feet of each other.

Debilitating Shadows
As a bonus action, you expend 1 corruption point and wreathe
a creature you can see within 60 feet in pain. The target must
succeed on a Constitution saving throw or have disadvantage
on all attack rolls until the end of its next turn.

Grim Harvest
Whenever you kill a creature with a necromancy spell of 1st
level or higher, you can use your reaction and expend a
number of corruption points up to your Intelligence modifier
(minimum of one). You regain hit points equal to the spells
level + 1d4 for each corruption point spent.
4
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this
feature.

Empowered Undead
Beginning at 5th level, you are able to empower undead
creatures under your control. You learn the animate dead
spell. This does not count against your known spells. When
you cast animate dead, you can target one additional corpse
or pile of bones, creating another zombie or skeleton, as
appropriate.
Additionally, undead creatures under your control gain the
following benefits:

They have an increase to their maximum hit points equal


to your necromancer level.
They add your proficiency bonus to their attack rolls and
saving throws.
Their attacks count as magical for the purposes of
overcoming resistances.

Unholy Restoration
At 11th level, you are able to replenish some of your unholy
power when you rest. You regain 1d4 corruption points
whenever you finish a short rest.

Unholy Restoration Improvement


At 18th level, you are now able to regain 1d8 corruption points
whenever you finish a short rest. Additionally, whenever you
roll initiative and have 0 corruption points, you gain
corruption points equal to your Intelligence modifier.

All Will Serve


At 20th level, you are able to empower your necromantic
magics. Whenever you create undead creatures with a spell of
1st level or higher, you can expend a number of corruption
points equal to 5 + the spell's level to double the amount of
creatures that the spell creates.

Undead Creature Creation


When creating an undead variant of a creature, follow
these guidelines. The creature keeps its ability scores,
skill and saving throw proficiencies. It loses any
special abilities it had in life that cannot reasonably
be used in undeath. It loses multiattack if it had it.
And it gains Undead Fortitude with a DC equal to 5 +
the damage taken if it is a zombie, or it gains
resistance to piercing damage and vulnerability to
bludgeoning damage if it is a skeleton.

5
Unrelenting Servants
Overlord Starting at 2nd level, you are able to assert your will over even
Overlords are powerful necromancers that assert their will stronger undead creatures. Undead creatures you control
over powerful undead creatures. Often the commanders of through your Arise and Obey feature can now be up to CR 1. At
undead armies, they are seen wading into battle surrounded 5th level, this increases to CR 2, and CR 3 at 11th level.
by a fearsome menagerie of creatures. Additionally, you can now command undead creatures under
your control using your bonus action.
Overlord Features
Class Level Feature Strength Through Numbers
At 6th level, you are able to bolster your defenses through
2nd Initiation Spells, Unrelenting Servants your necromantic bond to your undead servants. You gain a
6th Strength Through Numbers +1 bonus to saving throws you make for every undead
creature you control within 10 feet of you.
10th Unholy Frenzy Additionally, if you or an undead creature under your
14th Summon Golem control are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
Initiation Spells
and only half damage if you fail.
You learn additional spells when you reach certain levels in
this class, as shown on the Initiation Spells table. Each of Unholy Frenzy
these spells counts as a necromancer spell for you, but it
Beginning at 10th level, you are able to cause your undead
doesn't count against the number of necromancer spells you
minions to enter a rage. As an action, you can cause an
know.
undead creature under your control to enter a frenzy for a
Whenever you gain a necromancer level, you can replace
number of rounds equal to your Intelligence modifier. For the
one spell you gained from this feature with another spell of duration, the creature gains the following benefits:
the same level. The new spell must be a spell from the
necromancer spell list. When it takes the attack action, it can make one additional
attack.
Initiation Spells It's attacks deal an additional 1d6 necrotic damage.
Class Undead creatures that you control have advantage on
Level Spells attack rolls against a creature that is within 5 feet of the
frenzied creature and deal an additional 1d4 necrotic
2nd Corpse Explosion✦, Mage Armor
damage on their attacks against such a target.
3rd Aid, Pass Without Trace
Once you use this feature, you can't use it again until you
Mantle of the Fallen Crusader✦, Summon finish a long rest unless you expend a spell slot of 5th level or
5th
Undead higher to use it again.
Conjure Undead✦, Find Greater Steed
7th
(undead)
9th Army of the Dead✦, Circle of Power

6
Summon Golem
At 14th level, you are able to summon a horrific golem to aid Reaper
you in battle. As an action, you can summon a horrifying You have started down a path of carnage and destruction.
golem, which appears in an unoccupied space within 10 feet Reapers are able to wield truly terrifying might while fighting
of you. Choose either blood or bone while performing this up close with their enemies.
ritual. The golem gains benefits based on your choice. Use the
Golem stat block at the end of this Initiation's description. Reaper Features
The golem remains in your service for 1 minute, or until it or Class
you are killed. You can make the choice between blood and Level Feature
bone each time you summon a golem.
Initiation Spells, Bonus Proficiencies, Insidious
Once you use this feature, you can't use it again until you 2nd
Might
finish a long rest.
6th Blasphemous Alacrity
10th Ignoble Sacrifice
Golem 14th Unholy Strikes
Large undead, unaligned
Initiation Spells
Armor Class 16 (thick hide) / 18 (bone carapace) You learn additional spells when you reach certain levels in
Hit Points 90 this class, as shown on the Initiation Spells table. Each of
Speed 30 ft. these spells counts as a necromancer spell for you, but it
doesn't count against the number of necromancer spells you
know.
STR DEX CON INT WIS CHA
Whenever you gain a necromancer level, you can replace
18 (+4) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
one spell you gained from this feature with another spell of
the same level. The new spell must be a spell from the
Saving Throws Str +4 plus PB, Con +3 plus PB necromancer spell list.
Skills Athletics +4 plus PB
Damage Immunities necrotic (blood), poison Initiation Spells
Condition Immunities charmed, frightened, poisoned Class Level Spells
Senses Darkvision 60 ft.
Languages Understands the same languages as you but 2nd Armor of Agathys, Dread Favor✦
can't speak 3rd Misty Step, Shadow Blade

Jagged Carapace (Bone). Whenever a creature hits the 5th Haste, Spirit Shroud
golem with a melee attack, they take piercing damage 7th Shadow of Moil, Staggering Smite
equal to half your necromancer level.
9th Death Chain✦, Steel Wind Strike
Actions
Multiattack. The Golem makes two attacks. Bonus Proficiencies
Beginning when you choose this Initiation at 2nd level, you
Slam. Melee Weapon Attack: your spell attack modifier gain proficiency in light and medium armor and with martial
to hit, Reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning weapons and shields.
damage plus 3 (1d6) piercing damage (if you chose bone).
Blood Nova (1/Summon) (Blood). The golem releases Insidious Might
an explosion of caustic blood. Creatures within 10 feet of it At 2nd level, you are also able to infuse your strength with
must make a Constitution saving throw against your spell profane magic. Your hit point maximum increases by 2 and
save DC. A creature takes necrotic damage equal to 3d10 + increases by 1 again whenever you gain a level in this class.
your necromancer level on a failed save, or half as much Additionally, once per turn when you hit a creature with a
damage on a success.
weapon attack, you can deal additional cold or necrotic (your
choice) damage equal to your Intelligence modifier.

Blasphemous Alacrity
At 6th level, you begin to act with a frenzied speed in battle.
You can attack twice, instead of once, whenever you take the
Attack action on your turn. Additionally, you can cast one of
your cantrips in place of one of those attacks.

7
Ignoble Sacrifice Unholy Strikes
Starting at 10th level, you are able to use your undead At 14th level, you are able to infuse your attacks with your
minions as shields in combat. When you are hit by an attack unholy magic. Whenever you deal additional cold or necrotic
from a creature you can see within 5 feet of you, you can use damage to a creature with your Insidious Might feature, you
your reaction to cause the attack to target an undead creature can sacrifice a spell slot to deal additional damage to the
under your control as long as there is one within range of the target. The extra damage is 2d8 for a 1st-level spell slot, plus
attack and within 5 feet of you. 1d8 for each spell level higher than 1st,
If the triggering attack deals enough damage to kill the to a maximum of 5d8. This extra damage
undead minion, you gain temporary hit points equal to half is of the same type you chose for your
your necromancer level. Insidious Might feature.

8
Rapid Ossification
Death's Hand At 6th level, you are able to quickly form skeletal armor to
Death's Hand necromancers were once the high sorcerers of protect yourself from harm. Whenever you take damage, you
the scourge. Powerful spellcasters, able to bend magic and can use your reaction and expend up to 2 corruption points.
undeath to their will. Roll 1d4 per corruption point spent and reduce the triggering
damage by that much.
Death's Hand Features Once you reach 14th level in this class, you can instead roll
Class Level Feature 1d6 per corruption point spent on this feature.

2nd Initiation Spells, Dark Lore, Bone Spear Shared Suffering


6th Rapid Ossification Starting at 10th level, you are able to share some of your pain
with your enemies. As a bonus action, you can cause a
10th Shared Suffering crackling cord of negative energy to tether you to a creature
14th Death's Embrace you can see within 30 feet. Whenever you take damage, the
target must make a Constitution saving throw. On a failed
save, you take half the damage (rounded down), and the
Initiation Spells target takes the remaining damage. This tether lasts until the
You learn additional spells when you reach certain levels in
start of your next turn.
this class, as shown on the Initiation Spells table. Each of
Once you use this feature, you can't use it again until you
these spells counts as a necromancer spell for you, but it
finish a short or long rest unless you expend a spell slot of 3rd
doesn't count against the number of necromancer spells you
level or higher to use it again.
know.
Whenever you gain a necromancer level, you can replace
Death's Embrace
one spell you gained from this feature with another spell of
At 14th level, you are able to to twist the magic of your spells
the same level. The new spell must be a spell from the
to inflict even greater levels of suffering. Whenever you cast a
necromancer spell list.
necromancy spell of 1st through 5th level that targets only
one creature, the spell can instead target two creatures within
Initiation Spells
range and within 5 feet of each other.
Class Level Spells
2nd Inflict Wounds, Icy Touch✦
3rd Nystul's Magic Aura, Spiritual Weapon
5th Bestow Curse, Fear
7th Amplify or Dampen Magic✦, Rend Shadows✦
9th Deathwyrm's Fury✦, Shadow Crash✦

Dark Lore
Beginning when you choose this Initiation at 2nd level, you
have bolstered your knowledge of all things unholy. You gain
proficiency in your choice of Arcana, History, or Religion.
Additionally, whenever you make an Intelligence based ability
check to recall information about necromantic spells, rituals,
or studies you can double your proficiency bonus if it would
be added to the check.

Bone Spear
Additionally at 2nd level, you are able to sacrifice your undead
minions in order to inflict grievous wounds. As an action, you
can cause an undead creature you control within 20 feet of
you to drop to 0 hit points as you cause magic to extract the
bones from their body and form a jagged spear. Make a ranged
spell attack against a creature you can see within 60 feet. On a
hit, the target takes piercing damage equal to your
Intelligence modifier + the remaining hit points the undead
creature had before you used this feature.
You can use this feature a number of times equal to your
proficiency bonus and regain expended uses of it when you
finish a long rest.

9
Necromancer Spell List
Spells with a ✦ appear later in this section.

Cantrips (0 Level) 2nd Level 4th Level 6th Level


Acid Splash Alter Self Arcane Eye Banshee's Wail✦
Chill Touch Arcane Lock Banishment Circle of Death
Create Bonfire Augury Blight Create Undead
Decompose✦ Blindness/Deafness Compulsion Eyebite
Diabolism✦ Borrowed Knowledge Confusion Forbiddance
Friends Crown of Madness Conjure Undead✦ Harm
Green Flame Blade Darkness Death Ward Magic Jar
Infestation Darkvision Dimension Door Mass Suggestion
Mage Hand Detect Thoughts Dominate Undead✦ Mental Prison
Message Drain Life✦ Evard's Black Tentacles Soul Cage
Mind Sliver Enthrall Greater Invisibility Tenser's Transformation
Minor Illusion Gentle Repose Hallucinatory Terrain True Seeing
Mold Earth Hold Person Locate Creature Word of Recall
Ray of Frost Invisibility Phantasmal Killer
Sapping Sting Locate Object Raulothim's Psychic Lance 7th Level
Shadow Glide✦ Mind Spike Rend Shadows✦ Divine Word (Unholy Word)
Spare the Dying Mirror Image Shadow of Moil Finger of Death
Toll the Dead Nystul’s Magic Aura Sickening Radiance Forcecage
Phantasmal Force Summon Aberration Mirage Arcane
1st Level Ray of Enfeeblement Vitriolic Sphere Power Word Pain
Absorb Elements See Invisibility Profane Command✦
Alarm Shadow Blade 5th Level Resurrection
Arms of Hadar Silence Antilife Shell Simulacrum
Bane Spider Climb Army of the Dead✦ Tether Essence
Cause Fear Suggestion Cloudkill Umbral Assault✦
Chains of Ice✦ Tasha's Mind Whip Cone of Cold
Command Contagion 8th Level
Wither and Bloom
Comprehend Languages Danse Macabre Abi-Dalzim's Horrid Wilting
Corpse Explosion✦ 3rd Level Death Chain✦ Antimagic Field
Detect Evil and Good Animate Dead Deathwyrm's Fury✦ Black Lightning✦
Detect Magic Bestow Curse Destructive Wave Black Lore of Moil✦
Detect Poison and Disease Counterspell Dispel Evil and Good Clone
Disguise Self Dispel Magic Enervation Feeblemind
Dissonant Whispers Enemies Abound Hold Monster Maddening Darkness
Dread Favor✦ Fear Insect Plague Power Word Stun
Expeditious Retreat Feign Death Legend Lore Reality Break
False Life Glyph of Warding Mislead
9th Level
Find Familiar Hypnotic Pattern Negative Energy Flood
Frost Fingers Intellect Fortress Raise Dead Astral Projection
Hex Life Transference Rary's Telepathic Bond Foresight
Ice Knife Magic Circle Scrying Imprisonment
Icy Touch✦ Mantle of the Fallen Seeming Plague of Undeath✦
Inflict Wounds Crusader✦ Shadow Crash✦ Power Word Kill
Identify Phantom Steed Telekinesis Psychic Scream
Protection From Evil and Remove Curse Unholy Weapon✦ Time Ravage
Good Revivify True Resurrection
Ray of Sickness Sending Weird
Shield Slow
Silent Image Speak With Dead
Spirit Shroud
Summon Undead
Tongues
Vampiric Touch
10
Chains of Ice
New Spells for the 1st-level evocation

Necromancer Casting Time: 1 action


Range: 60 Feet
Decompose Components: V
Necromancy cantrip Duration: 1 Minute

Casting Time: 1 action Frost ridden chains erupt from the ground beneath a creature
Range: Touch that you can see within range. The target must succeed on a
Components: V, S Strength saving throw or take 2d8 cold damage and have their
Duration: 1 minute movement speed halved for the spells duration.
At the end of a chained creatures turn, they can make
You reach out and touch the corpse of a creature. Over the
another Strength saving throw, ending the effect on a success.
next minute, the corpse begins to rapidly decompose,
At Higher Levels. When you cast this spell using a spell slot
sprouting fungus and moss as it begins to degrade into
of 2nd level or higher, you can target one additional creature
compost and mulch. An odd-colored flower or two may also
for each slot level above 1st.
bloom from the corpse in this time.

Diabolism Corpse Explosion


Necromancy cantrip 1st-level necromancy
Casting Time: 1 action
Casting Time: 1 action
Range: 120 Feet
Range: Self
Components: S, M (a corpse, which the spell destroys)
Components: S
Duration: Instantaneous
Duration: Up to 1 hour
The corpse of a recently deceased creature rapidly bloats at
This spell channels a small amount of dark magic. You create
your command and erupts in a gruesome explosion. You
one of the following magical effects:
target the corpse of a creature that's been dead for no longer
Choose a point within 30 feet. In a 5-foot radius of that than 1 minute that you can see within range. Each creature
point, bright light becomes dim light, and dim light within 5 feet of that corpse must make a Dexterity saving
becomes darkness for 1 hour. Any light sources within the throw. A target takes 3d6 necrotic damage on a failed save, or
area have the light they produce suppressed for the half as much damage on a successful one. The radius of the
duration. explosion increases by 5 feet for every size category of the
An object up to 1 cubic foot in size or an area up to 1 corpse above Medium.
square foot that you touch lightly decays. Wood rots, glass A corpse detonated in this way is destroyed and cannot be
cracks, flowers wilt. Casting the spell and then continuing raised or resurrected by any ability that requires a complete
to touch the target advances the decay; after 1 minute, the corpse. Not all creatures leave a corpse; constructs and oozes
target is destroyed. This spell cannot affect creatures, almost never do, neither do incorporeal undead.
magical objects, or sturdy materials like metal and stone. At Higher Levels. When you cast this spell using a spell slot
You can reanimate a Tiny CR 0 beast for 1 hour. It is undead of 2nd level or higher, the damage increases by 1d6 for each
and obeys all of your commands to the best of it's abilities, slot level above 1st.
though it cannot attack. You can only control 1 creature at
a time using this spell. Dread Favor
You instantaneously light a candle, torch, or small 1st-level necromancy
campfire. The fire glows your choice of a smoldering red, Casting Time: 1 bonus action
bright green, or shadowy purple until extinguished. Range: self
Your fingertip glows green or purple for up to 1 minute. Components: V, S
While it glows, you can use your finger to draw glowing Duration: 1 minute (c)
lines of the same color on a solid surface that last for 1
hour. You are empowered by profane magics. Until the spell ends,
your weapon attacks deal an extra 1d4 necrotic damage on a
If you cast this spell multiple times, you can have up to hit.
three of its non-instantaneous effects active at a time, and you
can dismiss such an effect as an action.

Shadow Glide
Necromancy cantrip
Casting Time: 1 bonus action
Range: Self (5 feet)
Components: V
Duration: Instantaneous
As long as you are obscured by shadows, you teleport to an
unoccupied space you can see within 5 feet.

11
Icy Touch Amplify or Dampen Magic
1st-level necromancy 4th-level abjuration
Casting Time: 1 Action Casting Time: 1 action
Range: 60 Feet Range: Touch
Components: S, M (a corpse, which the spell destroys) Components: V, S
Duration: 1 round Duration: 1 minute (c)
You summon icy energy to strike against a creature you can You manipulate the flow of mana rushing through a creature,
see within range, freezing them with the chill of the grave. if the creature is unwilling you must succeed on a melee spell
Make a ranged spell attack against the creature to assail it attack before you can manipulate their flow. When you touch
with the chill of the grave. On a hit, the target takes 3d8 cold a creature with this spell, you choose which effect you want to
damage, and it can't regain hit points until the start of your affect the creature with for the spells duration.
next turn. Until then, the target’s skin grows as pale as ice. If Amplify. You amplify a creatures magical prowess. The
you hit a celestial target, it also has disadvantage on attack creature takes additional damage when hit by a spell, deals
rolls against you until the end of your next turn. additional damage when casting a spell, and restores
At Higher Levels. When you cast this spell using a spell slot additional hit points to a creature with a spell by an amount
of 2nd level or higher, the damage increases by 1d8 for each equal to your spellcasting modifier.
slot level above 1st. Dampen. You dampen a creatures magical prowess. The
creature reduces damage taken by spells, damage dealt by
Drain Life spells, and the number of hit points restored to it by a spell by
2nd-level necromancy an amount equal to your spellcasting modifier.
Casting Time: 1 action
Range: 30 Feet Conjure Undead
Components: V, S 4th-level necromancy
Duration: 1 minute (c) Casting Time: 1 action
Range: 60 feet
A beam of pale green energy lances out toward a creature
Components: V, S, M (viscera from a creature killed within the
within range, forming a sickly looking beam between you and
past 24 hours)
the target. Make a ranged spell attack against that creature.
Duration: 1 hour (c)
On a hit, the target takes 2d8 necrotic damage and you heal
for the same amount. On each of your turns for the duration, You summon a powerful undead being from the crypts and
you can use your action to deal 1d8 necrotic damage to the slaughterhouses of Northrend. You choose the undead’s type,
target automatically and heal for the same amount. The spell which must be one of challenge rating 5 or lower, such as a
ends if you use your action to do anything else. The spell also revenant or wraith. The undead appears in an unoccupied
ends if the target is ever outside the spell’s range or if it has space you can see within range, and the undead disappears
total cover from you. when it drops to 0 hit points or when the spell ends.
At higher levels. When you cast this spell using a spell slot Roll initiative for the undead, which has its own turns. When
of 3rd level or higher, the initial damage increases by 1d8 for you summon it and on each of your turns thereafter, you can
each slot level above 2nd. issue a verbal command to it (requiring no action on your
part), telling it what it must do on its next turn. If you issue no
Mantle of the Fallen Crusader command, it spends its turn attacking any creature within
3rd-level evocation reach that has attacked it.
Casting Time: 1 action If you stop concentrating on the spell before it reaches its
Range: Self (30-foot radius) full duration, the undead spends the rest of the spell’s
Components: V duration pursuing and attacking the nearest non-undead to
Duration: 1 minute (c) the best of its ability.
At higher levels. When you cast this spell using a spell slot
Unholy power radiates from you in an aura with a 30-foot
of 5th level or higher, the challenge rating increases by 1 for
radius, awakening bloodlust in friendly creatures. Until the
each slot level above 4th.
spell ends, the aura moves with you, centered on you. While in
the aura, each nonhostile creature in the aura (including you)
deals an extra 1d4 necrotic damage when it hits with a
weapon attack.

12
Dominate Undead Army of the Dead
4th-level necromancy 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S, M (brain matter from a humanoid killed
Duration: 1 minute (c) within the past 24 hours)
Duration: 1 minute (c)
You attempt to beguile an undead that you can see within
range. It must succeed on a Wisdom saving throw or be You voice profane words, and summon an army of the dead to
charmed by you for the duration. If you or creatures that are kill and consume everything in its path. A horde of shambling
friendly to you are fighting it, it has advantage on the saving corpses appears around you, and disappears when it drops to
throw. Intelligent undead with a will of their own are immune 0 hit points or when the spell ends.
to this spell. Roll initiative for the horde, which has its own turns. You
While the undead is charmed, you have a telepathic link cannot control the horde. It spends its turns pursuing and
with it as long as the two of you are on the same plane of attacking the nearest living creature to the best of its ability. If
existence. You can use this telepathic link to issue commands no creatures are within its reach, the horde will use its full
to the creature while you are conscious (no action required), movement to approach any living creatures it can see or hear.
which it does its best to obey. You can specify a simple and If no such creatures are evident, it will mindlessly follow you
general course of action, such as “Attack that creature,” “Run until targets present themselves.
over there,” or “Fetch that object.” If the creature completes When you first cast this spell, you can designate any
the order and doesn't receive further direction from you, it number of creatures that you can see to be ignored by the
defends and preserves itself to the best of its ability. shambling horde. If you stop concentrating on the spell before
You can use your action to take total and precise control of it reaches its full duration, the horde remains for 1d6 rounds,
the target. Until the end of your next turn, the creature takes and no longer ignores these creatures.
only the actions you choose, and doesn't do anything that you
don't allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
Each time the target takes damage, it makes a new Wisdom
saving throw against the spell. If the saving throw succeeds,
the spell ends.

Rend Shadows
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute (c)
Choose up to 4 creatures within range. Each creature must
succeed on a Charisma saving throw or have their shadow
forcibly ripped from their body, conjuring a shadow in an
unoccupied space next to them. As long as the shadow is
separate from their body, they do not cast a shadow. A
shadow created through this spell reforms with its
host when it drops to 0 hit points or when the spell
ends, and it disappears if its host dies. If its host
dies, a new shadow does not rise from the corpse.
The shadows seek only to attack the creature they were
separated from, and disappear when that creature is killed.
Roll initiative for the shadows as a group, which have their
own turns. They spend their turns attacking their host,
without any thought for strategy or tactics.
At Higher Levels. When you cast this spell using certain
higher level spell slots, you can target more creatures: twice
as many with a 6th level slot and three times as many with an
8th level slot.

13
Death Chain
5th-level necromancy
Army of the Dead Casting Time: 1 action
Huge swarm of medium undead, neutral evil Range: Self (20-foot radius)
Components: V, S
Armor Class 8 Duration: 1 minute (c)
Hit Points 100 Ghastly chains erupt from you towards up to three different
Speed 20 ft.
creatures you can see within range. Make a ranged spell attack
against each target. On a hit, a target takes 4d8 necrotic
STR DEX CON INT WIS CHA damage and becomes chained together with you and any
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) other target hit for the spell's duration. A chained creature's
speed is also halved.
Damage Immunities necrotic, poison Chained creatures must succeed on a Strength saving throw
Condition Immunities charmed, exhaustion, frightened, to move more than 20 feet away from you. On a successful
grappled, incapacitated, paralyzed, poisoned, prone, save, the target breaks the chain, ending the spell’s effect on
restrained, stunned, unconscious them. Whenever you or another chained creature takes
Senses darkvision 60 ft., passive perception 8 damage from a weapon attack or spell, each other creature
Languages understands the languages you speak chained together (including you) takes psychic damage equal
to half the damage taken.
Swarm. The army can occupy another creature's space and Damage you take through this spell does not prompt a
vice versa, and the army can move through any opening Constitution saving throw to maintain concentration on it.
large enough for a Medium zombie. The army can't regain
hit points or gain temporary hit points. Deathwyrms's Fury
5th-level necromancy
Overwhelming. Whenever a hostile creature ends its
turn occupying the army's space, the army can make an Casting Time: 1 action
immediate Slam attack against it. Range: Self
Undead Fortitude. If the army takes damage, it must Components: V, S, M (a scale from a slain dragon)
make a Constitution saving throw with a DC of 5 + the Duration: Instantaneous
damage taken, unless the damage is radiant or from a You summon a mighty undead dragon to breath destruction
critical hit. On a success, the army takes no damage
on your enemies. You choose where to summon an
instead.
emberwyrm, frostwyrm, or vilewyrm. It appears hovering
Actions above you and unleashes its breath weapon, tainted by
necrotic power, before vanishing.
Multiattack. The army makes up to three Slam attacks,
The spell fails if there is insufficient room for the dragon to
each of which must be against a different target
appear (for example, you are in a narrow tunnel). Any living
Slam. Melee Weapon Attack: your spell attack modifier dragons that witness you cast this spell will almost surely view
to hit, reach 5 ft., one target. Hit: 4d6 + 4 bludgeoning you as a sworn enemy, if they didn't already.
damage, or 2d6 + 2 bludgeoning damage if the army has Emberwyrm. The dragon exhales fire in a 60-foot cone. Each
half of its hit points or fewer. If the target is Large or creature in that area must make a Dexterity saving throw,
smaller, it is also grappled (escape DC equals your spell taking 5d8 fire damage and 5d8 necrotic damage on a failed
save DC)
save, or half as much damage on a successful one.
Frostwyrm. The dragon exhales an icy blast at a point
within 120 feet. Each creature within 20 feet of that point must
make a Dexterity saving throw, taking 5d8 cold damage and
5d8 necrotic damage on a failed save, or half as much damage
on a successful one.
Vilewyrm. The dragon exhales acid in a 120-foot line that is
10 feet wide. Each creature in that line must make a Dexterity
saving throw, taking 5d8 acid damage and 5d8 necrotic
damage on a failed save, or half as much damage on a
successful one.

14
Shadow Crash Profane Command
5th-level necromancy 7th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, M (a pinch of ashes from a humanoid
Duration: Instantaneous creature)
Duration: Special (1 minute)
Shadow energy drips from your palm as you pull it towards
the ground and blanket a point that you can see within range You utter a damning command. When you cast this spell, you
in darkness. Each creature in a 20-foot-radius sphere centered can choose two of the following effects. An effect cannot be
on that point must make a Constitution saving throw. A chosen more than once.
creature takes 8d8 necrotic damage on a failed save, or half as
much damage on a successful one. The darkness spreads Choose a creature you can see within range. The target
around corner and the area of the spell is heavily obscured by must make a Wisdom saving throw. It takes 3d10 psychic
magical darkness until the end of your next turn. damage plus 3d10 necrotic damage on a failed save, or half
At Higher Levels. When you cast this spell a spell slot of 6th as much damage on a successful one.
Choose up to 3 corpses of small or medium creatures
level or higher, the damage increases by 1d8 for each slot level
within range. Each corpse immediately stands up and
above 5th.
becomes undead. You decide whether it is a zombie or a
Unholy Weapon skeleton, and it gains a bonus to its attack and damage
5th-level necromancy rolls equal to your spellcasting ability modifier. You can
use a bonus action to mentally command the creatures you
Casting Time: 1 bonus action make with this spell, issuing the same command to all of
Range: Touch them. To receive the command, a creature must be within
Components: V, S 60 feet of you. You decide what action the creatures will
Duration: 1 hour (c) take and where they will move during their next turn, or
You imbue a weapon you touch with unholy power. Until the you can issue a general command, such as to guard a
spell ends, the weapon creates an area of darkness in a 30- chamber or passageway against your foes. If you issue no
foot radius and dim light for an additional 30 feet. The bearer commands, the creatures do nothing except defend
of the unholy weapon is immune to this effect. In addition, themselves against hostile creatures. Once given an order,
weapon attacks made with it deal an extra 2d8 necrotic the creatures continue to follow it until their task is
damage on a hit. If the weapon isn't already a magic weapon, complete.
it becomes one for the duration. You cause a creature within range to convulse. The target
As a bonus action on your turn, you can dismiss this spell must succeed on a Constitution saving throw or suffer 1
and cause the weapon to emit a torrent of corrupting level of exhaustion and have disadvantage on Strength,
shadows. Each creature of your choice that you can see within Dexterity, and Constitution saving throws they make within
30 feet of the weapon must make a Constitution saving throw. the next minute. A target suffering this pain can make a
On a failed save, a creature takes 4d8 necrotic damage and is Constitution saving throw at the end of each of its turns.
blinded for 1 minute. On a successful save, a creature takes On a successful save, the effect ends.
half as much damage and isn't blinded. At the end of each Of Choose a number of creatures up to your spellcasting
its turns, a blinded creature can make a Constitution saving ability modifier within range that can hear you. Each target
throw, ending the effect on itself on a success. must succeed on a Wisdom saving throw or all attacks
made against them until the end of your next turn are
Banshee's Wail made at advantage and deal an additional 1d8 necrotic
6th-level necromancy damage.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
Range: Self (30-foot radius) of 9th level, you can choose one additional effect.
Components: V, S, M (a strand of banshee hair)
Duration: Instantaneous Umbral Assault
You release a mournful wail that pierces into the mind of
7th-level necromancy
those that hear it. Each creature within 30 feet of you must Casting Time: 1 action
make a Constitution saving throw. On a failed save, a creature Range: 30 feet
takes 6d8 psychic damage and falls unconscious. On a Components: V, S, M (a wisp of smoke)
success, it takes half as much damage and suffers no other Duration: Instantaneous
effect.
You cause shadows to lash out at a creature you can see
An unconscious creature wakes up if it takes any damage or
within range. The shadows of creatures within 5 feet of the
if another creature uses its action to shake them awake. A target turn against them, attacking them from all sides. The
deafened creature is immune to this spell. target must make a Dexterity saving throw. The creature takes
3d6 necrotic damage for every creature within 5 feet of it, up
to a maximum of 24d6 on a failed save, or half damage on a
successful one.

15
Black Lightning
8th-level necromancy
Casting Time: 1 action
Range: Self (120 foot line)
Components: V, S
Duration: Instantaneous
You conjure a bolt of lightning seeped in negative energy and
launch it towards your enemies. The bolt of lightning lets out
a mournful wail and streaks forward in a 120 foot long and 5
foot wide line from your finger in a direction you choose. Each
creature in the line must make a Dexterity saving throw. A
creature takes 6d8 lightning damage plus 6d8 necrotic
damage on a failed save, or half as much damage on a
successful one.
A humanoid killed by this spell has it's flesh incinerated and
rises at the start of your next turn as a skeleton that is
permanently under your command, following your verbal
orders to the best of its ability.
The lightning ignites flammable objects in the area that
aren't being worn or carried, and all nonmagical plants in the
area that aren't creatures wither and die instantly.

Black Lore of Moil


8th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a gilded and gem-encrusted crawling
claw worth at least 1500gp, which the spell consumes)
Duration: 1 hour (c)
Flame-like shadows wreath your body until the spell ends,
causing you to become heavily obscured to others. The
shadows turn dim light within 30ft of you into darkness, and
bright light in the same area to dim light. Until the spell ends,
you have resistance to necrotic and radiant damage. Also, you
automatically succeed saves against necromancy spells, and
other creatures within 120ft of you have disadvantage on
saves against necromancy spells.

Plague of Undeath
9th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one or more black sapphires whose total
value equals or exceeds 10,000 gp)
Duration: Instantaneous
Great necromantic power causes any number of Small or
Medium corpses you can see within range to animate. Each
corpse immediately stands up and becomes undead. You
decide whether it is a zombie or a skeleton, and it gains a
bonus to its attack and damage rolls equal to your
spellcasting ability modifier. These undead are permanently
under your command and follow your verbal orders to the
best of their ability.

16
Empowered Ossification
Talents Prerequisite: 10th level, Death's Hand
Beginning at 5th level, you gain a talent from the following Your Rapid Ossification feature now reduces damage by 1d6
list. You gain additional talents at 10th and 15th level. You per corruption point spent to activate it.
must meet the prerequisite for a talent to learn it. When you reach 14th level, it then decreases damage by 1d8
per corruption point spent.
Unholy Vitality
Prerequisite: 5th level Dread Commander
Whenever you spend corruption points, you or an undead Prerequisite: 15th level
creature you control within 10 feet of you gain 1d4 temporary You gain a +1 bonus to the attack and damage roll of spells
hit points per corruption point spent, up to a maximum of you cast for every under creature under your control within 10
4d4. feet of you.
Additionally, whenever you deal damage to a creature with
Corrupted Strikes a spell of 1st level or higher, undead creatures under your
Prerequisite: 5th level, Overlord control within 10 feet of you gain a bonus to their attack and
Whenever you spend corruption points, one undead creature damage rolls until the start of your next turn equal to the level
under your control gains a bonus to their next attack and of the spell.
damage roll equal to the number of corruption points you
spent. Siphoned Power
Prerequisite: 15th level, Overlord
Corrupted Shielding When you use your Summon Golem feature, you can siphon
Prerequisite: 5th level, Reaper some of its power for your own. If you do so, your golem's hit
Whenever you spend corruption points, you gain a bonus to poit maximum is reduced by half and you gain the following
your AC until the start of your next turn equal to the benefits as long as your golem remains active:
corruption points spent.
You gain temporary hit points equal to you necromancer
Corrupted Knowledge level.
Prerequisite: 5th level, Death's Hand Whenever you cast a spell of 1st through 5th level, treat
You can spend 2 corruption points to gain proficiency in the that spell as though it were cast at 1 level higher.
Arcana, History, Nature, or Religion skills for 1 minute. You Damage you deal with spells is increased by an amount
may also spend 1 corruption point to be able to read any equal to your proficiency bonuns.
language for 1 hour. This does not allow you to understand
codes or secret messages buried within texts, but simply
Blighted Storm
Prerequisite: 10th level, Reaper
understand the language.
Whenever you deal extra damage with your Unholy Strikes
Power From Blood feature, you can spend 4 corruption points to enhance the
Prerequisite: 10th level strike. Creatures of your choice within 10 feet of the target
As an action, you can sacrifice a number of hit dice up to your must make a Dexterity saving throw or take the same damage.
proficiency bonus. You regain a number of corruption points A creature takes half as much damage on a success. You gain a
equal to the dice sacrificed. You then take necrotic damage +1 bonus to attack rolls, saving throws, and damage rolls you
equal to a roll of those dice. make until the end of your next turn equal to the number of
Once you use this talent, you cannot use it again until you creatures that failed their saving throw against this talent.
finish a long rest.
Rend Bone
Twinned Frenzy Prerequisite: 15th level, Death's Hand
Prerequisite: 10th level, Overlord Whenever a Small or Medium sized creature dies within 20
When you use your Unholy Frenzy feature, you can target one feet of you, you can use your reaction to launch a bone spear
from its corpse. The damage of these bone spears equals your
additional undead creature under your control.
necromancer level + your intelligence modifier and doesn't
Infused Strength expend a use of your Bone Spear feature.
Prerequisite: 10th level, Reaper Additionally, your Bone Spear feature can benefit from your
Whenever you hit a creature with a weapon attack, you can Death's Embrace feature.
spend corruption points to deal additional damage to the
target. The attack deals an additional 1d6 necrotic damage
per corruption point you spend on the attack.

You might also like