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NECROMANCER

Raise undead
Raise undead armies
armies as
as you
you bind
bind the
the souls
souls of
of the
the dead
dead to
to your
your will.
will.
Raise
Raise undead
undead armies
armies as
as you
you bind
bind the
the souls
souls of
of the
the dead
dead to
to your
your will.
will.
Necromancer

D
ark tendtrils of negative energy leapt from the deep
dwarf’s fingers, digging up old bones from the
earth. The skeleton’s form, creaking with unlife,
shambled forward, filling the invading dark elves
with fear.
The pounding grew louder against the decrepit
wooden door, its hinges beginning to splinter. A
noxious stench of death and the wordless moans of the
undead emanated from behind it. A rotten hand smashed
through the window, unhindered by the broken glass. Its
elvish master would have the have their revenge.
Spreading his arms in a sacred ritual, the lizardfolk
beckoned his ancestors back to the material plane. Their
spirits surrounded him, swirling for a moment before
charging the warriors of their rival tribe.
Necromancers are mages who focus their efforts entirely
on controlling negative forces to raise the dead and enervate
their enemies. Using energy from the lower planes, they
masterfully raise undead thralls on a whim. The unfeeling,
unthinking necrotic soldiers of a practiced necromancer can
be a horrific threat on the battlefield. The most powerful
necromancers can raise entire legions at a time, or resurrect
the bones of giants and dragons.
Negative Energy and Souls
It takes more than simply being a spellcaster to become a Necromancers typically have a solitary lifestyle, expanding
necromancer. Necromancers use their intense force of their skillset with necromantic experiments in whatever lair
presence to wield negative energy and bind the souls of the they can manage to carve for themselves. The call to
dead to their will. A necromancer’s iron temperament is what adventure often comes from an opportunity to test their
shields them from the fatal backlash most mortals would skills, expand their knowledge, or gain greater powers over
encounter when dealing with negative energy. the dead.
The outcome of a necromancer’s experimentation with
negative energy and soul binding magic is their undead thrall, Creating a Necromancer
which they use for a variety of purposes. The results of these
experiments can vary wildly from one necromancer to When creating a necromancer, decide first what it is about
another, though like-minded necromancers often create the art of necromancy that draws your character towards it.
Orders to share their knowledge and further the craft. Some Are they driven to impose their will upon the world, and see
see themselves as artists, creating magnificent, war- necromancy as a means to do so? Do they have a natural
mongering behemoths. Others approach necromancy from a affinity with negative energy, their necromancy simply a
more scientific perspective, trying and combining multiple natural extension of that connection? Or do they perhaps
methods in search of the optimal thrall. have a genuine fascination with the undead, reveling in the
When challenged, a necromancer’s first line of defense is artistic expression of necromancy?
their thralls, which mercilesses cary out their master’s Carefully consider the alignment of your character. A
commands. Necromancers can also utilize the essence of necromancer does not have to be evil, though it takes a
souls to fuel their magical abilities, using them to cast spells specific kind of mindset to see the eternal soul of a creature
and revitilize their thralls in the midst of battle. as being fundamentally less valuable than its living body; a
Power over Death
disposition one would require to not view disturbing the dead
as an act of evil. Such a mindset would typically come from
Necromancers are often ostricized for their work, which in the culture yoru character was raised in, therefore it helps to
most societies would be considered taboo at best, and worthy flesh out where your necromancer is from and how that
of immediate execution at worst. Not all societies have such society viewed necromancy.
taboos however. Some cultures utilize necromancers as their
foremost generals, raising the ancestoral dead to honor their Quick Build
eternal oath of defending the homeland. Governments on
warpaths often employ necromancers as a fear tactic, turning You can make a necromancer quickly by following these
the fallen soldiers of their opponents against them. suggestions. First, put your highest ability score in Charisma,
followed by Dexterity or Constitution. Second, choose the
hermit background.

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The Necromancer
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level Summon Limit
1st +2 Necromancy, Macabre Fascination — — — 1
2nd +2 Soul Magic, Rapid Reanimation 2 1 1st 1
3rd +2 Necromantic Order 3 2 1st 1
4th +2 Ability Score Improvement 3 2 1st 1
5th +3 Grave General 4 2 2nd 2
6th +3 Dark Mantle, Undead Artistry 4 2 2nd 2
7th +3 Order Feature, Soul Siphon (1) 5 2 2nd 2
8th +3 Ability Score Improvement 5 2 2nd 2
9th +4 — 6 2 3rd 2
10th +4 Resilient Binding 6 2 3rd 2
11th +4 Order Feature, Soul Siphon (2) 7 2 3rd 3
12th +4 Ability Score Improvement 7 2 3rd 3
13th +5 — 8 2 4th 3
14th +5 Versatile Reanimator 8 2 4th 3
15th +5 Order Feature, Soul Siphon (3) 9 2 4th 3
16th +5 Ability Score Improvement 9 2 4th 3
17th +6 — 10 2 5th 4
18th +6 Dread Harbinger, Dark Mantle (60 feet) 10 2 5th 4
19th +6 Ability Score Improvement 11 2 5th 4
20th +6 Reaper 11 2 5th 4

Class Features time. A Thrall crumbles to dust when it drops to 0 hit points,
when you die, or when you dismiss it (no action required).
Your Thrall’s game statistics are described in the Undead
Hit Points Thrall stat block on the next page. Many of its traits are
Hit Dice:1d6 per necromancer level determined by your Macabre Fascination, and it uses your
6 + your Constitution modifier
Hit Points at 1st Level: proficiency bonus (PB) and Charisma modifier (CM) in
1d6 (or 4) + your Constitution
Hit Points at Higher Levels: several places.
modifier per necromancer level after 1st When your Thralls make an attack roll or force a creature
Proficiencies to make a saving throw, they use your Necromancy attack
modifier (NM) and save DC, calculated as follows:
Armor: Light armor
Weapons: Simple weapons Necromancy save DC = 8 + your proficiency bonus +
Tools: Choose one type of artisan’s tools your Charisma modifier
Saving Throws: Wisdom, Charisma Necromancy attack modifier = your proficiency bonus +
Skills:Choose two skills from Arcana, Deception, History, your Charisma modifier
Intimidation, Investigation, Nature, Medicine, and Religion
Your Thralls are allies to you and your companions. In
Equipment combat, they share your initiative count, but take their turns
You start with the following equipment, in addition to the immediately after yours. Your Thralls can move and use their
equipment granted by your background: reaction on their own, but the only action a Thrall takes on its
(a) A light crossbow and 20 bolts or (b) any simple turn is the Dodge action, unless you use the following action:
weapon Command Thralls. As an action, you can mentally issue a
(a) A scholar’s pack or (b) a dungeoneer’s pack single Command to each of your Undead Thralls. A
Leather armor, any simple weapon, and two daggers Command must be a specific action against a specific target
or for a specific goal, such as “Dash to the bandit”. That
Necromancy action can be one in its stat block or some other action, and
the actions you command each Thrall to take can be
As an adept of the necromantic arts, you easily bind souls to different. The Thrall will then take that action with that target
your will. You can spend 1 minute channeling energy from each turn.
the lower planes to create Undead Thralls, each of which For example, if you Command an Undead Thrall to attack
appear in an unoccupied space of your choice within 30 feet a creature, you do not need to use this action on your
of you. If you already have one or more Thralls when you use following turn to repeat that Command; the Thrall will attack
this feature, those Thralls regain all of their hit points, so that creature until it is no longer a valid target, after which
long as they are within 30 feet of you for the full minute. you will need to issue it a new Command. If you tell it to
You can create a number of these Thralls at once up to “Dash to the bandit”, it will do so until it can no longer
your Summon Limit, as shown in the Necromancer class percieve the bandit. You cannot give general Commands
table, but you can never have more than that amount at one such as “Attack every creature until they are all dead.”
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Macabre Fascination
Necromancers begin their journey experimenting with the Undead Thrall
medium that fascinates them the most. Choose Bone, Flesh, Medium undead, unaligned

or Soul to be your Macabre Fascination. Your choice Armor Class 10 (Flesh and Soul) or 12 (Bone) + PB (natural
determines the type of Undead Thrall you raise with your armor)
Necromancy feature, and grants you certain benefits as Hit Points 5 (Bone and Soul) or 10 (Flesh) + CM + your
described below: necromancer level (the thrall has a number of Hit Dice [d8s]
equal to your necromancer level)
Bone Speed 30 ft. (Bone and Flesh) or fly 40 ft. (hover) (Soul)
You bind souls to the bones of dead creatures, raising them
to do your biding. You can create one extra Undead Thrall STR DEX CON INT WIS CHA
that doesn’t count toward your Summon Limit. You cannot 12 (+1) 16 (+3) 14 (+2) 4 (-3) 10 (+0) 9 (-1)
have more than one of these extra Thralls at a time.
Flesh Saving Throws DEX +3 plus PB, CON +2 plus PB
Damage Resistances Necrotic (All), Acid, Cold, Fire, Lightning,
You lace dead flesh together to create hulking monsters, and Thunder; Bludgeoning, Piercing, and Slashing from
you embolden your own flesh as well. You have resistance to Nonmagical Attacks (Soul only)
poison damage and advantage on saving throws to avoid or Damage Immunities Poison
end the poisoned condition. Your hit point maximum also Condition Immunities Exhaustion, Poisoned (All); Grappled,
increases by 1, and it increases by 1 again each time you gain Prone, and Restrained (Soul only)
a level in this class. Senses Darkvision 60 ft., passive Perception 10
Languages Understands the languages you speak
Soul Challenge PB
Rather than reanimating corpses, you anchor souls to the
material realm with sheer will. You have advantage on
Wisdom saving throws while you are not unconcious. Breathless. The thrall cannot gain temporary hit points from
sources that do not specifically mention your undead thralls.
Mindless. The thrall can understand and obey the commands of
its creator, but is not intelligent enough to communicate, wield
or activate objects, or perform tasks more complex than taking a
single action at a specified time. A thrall cannot make
opportunity attacks unless you can see the thrall and the target,
and you use your reaction to allow them to do so.
Fractured (Bone Only). When the thrall takes bludgeoning
damage, it takes an additional 1d4 force damage.
Incorporeal (Soul Only). The thrall cannot interact with objects. It
can move through other creatures and objects as if they were
difficult terrain. If it ends its turn inside an object, it is shunted
to the nearest unoccupied space and takes 1d10 force damage
for every 5 feet traveled.
Undead Fortitude (Flesh Only). If damage reduces the thrall to 0
hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the thrall drops to 1 hit point instead.
Undead Nature. A thrall doesn’t require air, food, drink, or sleep.
Actions
Assault. Melee Weapon Attack: +NM to hit, reach 5ft., one target.
Hit 1d6 (Bone and Soul) or 1d8 (Flesh) + PB necrotic damage.
The target must also succeed on a Constitution (Flesh) or
Wisdom (Soul) saving throw or become poisoned (Flesh) or
Frightened of the thrall (Soul) until the end of its next turn. A
creature that succeeds on the saving throw is immune to this
effect from any thrall for 24 hours.
Necroblast (Bone Only). Ranged Spell Attack: +NM to hit, range
120 ft., one target. Hit: 2d4 necrotic damage.
Reactions
Overwhelm. In response to another one of your thralls within 5
feet of it being hit by a melee attack from a creature also within
5 feet of it, the thrall partially intercepts the attack, splitting its
damage evenly between both thralls (round down).
Soul Magic Spellcasting Ability
Your necromancer training has taught you to wield the power Charisma is your spellcasting ability for your necromancer
of souls to cast spells. spells, so you use your Charisma whenever a spell refers to
your spellcasting ability. You use your Charisma modifier
Cantrips when setting the saving throw DC for a necromancer spell
You know two necromancer cantrips of your choice. you cast and when making an attack roll with one, as shown
below:
Spell Slots Spell save DC = 8 + your proficiency bonus +

The Necromancer table shows how many spell slots you have your Charisma modifier

to cast your necromancer spells of 1st through 5th level. The Spell attack modifier = your proficiency bonus +
table also shows what the level of those slots is; all of your your Charisma modifier
spell slots are the same level. To cast one of your Spellcasting Focus
necromancer spells of 1st level or higher, you must expend a You can use a necromantic focus as a spellcasting focus for
spell slot. You regain all expended Soul Magic spell slots your necromancer spells, which is an arcane focus you create
when you finish a short or long rest. from bones by expending a Soul Magic spell slot while in
Spells Known of 1st Level and Higher contact with a bone of sufficienct size for the type of focus
At 1st level, you learn two 1st-level spells of your choice from you want to imitate (such as a skull for an orb or a rib for a
the Necromancer Spell List at the end of this class wand). Your necromantic focus has no gold value.
description.
The Spells Known column of the Necromancer table Optional Rule: Multiclassing
shows when you learn more necromancer spells of 1st level
and higher. Any spell you choose must be of a level no higher If you use the optional multiclassing rule in the Player’s
than what’s shown in the table’s Slot Level column for your Handbook, here’s what you need to know if you choose
level. For example, when you reach 7th level in this class you necromancer as one of your classes.
learn a new necromancer spell, which can be 1st or 2nd Ability Score Minimum. As a multiclass character you must
level. have a Charisma score of at least 13 to take a level in this
Additionally, when you gain a level in this class, you can class, or to take a level in another class if you already are a
choose one of the necromancer spells you know and replace necromancer.
it with another necromancer spell, which also must be of a Proficiencies Gained. If necromancer is not your initial class,
level for which you have spell slots. you only gain proficiency with light armor and simple
weapons.

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Rapid Reanimation Undead Artistry
Also at 2nd level, you can expend a Soul Magic spell slot to At 6th level, when you create new Undead Thralls, you can
creature Undead Thralls with your Necromancy feature as an reduce your Summon Limit to Empower them, though you
action, instead of taking 1 minute. When used this way, the cannot reduce it below 1. For each 1 you reduce it by, one
Thralls appears with half their maximum hit points, and any Thrall you create gains the following benefits:
Thralls you already have regain half their maximum hit
points, instead of all of them. You can then use Command Its size increases by one stage, i.e., from Medium to
Thralls as part of the same action. Large.
Necromantic Order Its reach with Assault becomes 10 feet if it’s Huge, or 15
feet if it’s Gargantuan.
Collections of necromancers who specialize in specific
techniques are known as Necromantic Orders. At 3rd level, Its hit point maximum increases by 5 (Bone and Soul) or
choose a necromantic order whose teachings you will follow. 10 (Flesh) + your necromancer level.
Your options are detailed at the end of the class description. Its movement speed increases by 10 feet.
Your chosen order grants you features at 3rd level and again
at 7th, 11th, and 15th level. Its Strength and Consitution scores increase by 4.
Ability Score Improvement It gains a +1 bonus to attack and damage rolls.
When you reach 4th level, and again at 8th, 12th, 16th, and It rolls 1 additional damage die for its damage rolls when
19th level, you can increase one ability score of your choice it hits with an attack. I.e., a Bone Thrall rolls an extra 1d4
by 2, or you can increase two ability scores of your choice by when it hits with its Necroblast.
1. As normal, you can’t increase an ability score above 20 You can Empower the same Thrall with these benefits for
using this feature. each 1 you reduce your Summon Limit by, or you can
Grave General Empower multiple. I.e., if your Summon Limit is 4, you can
Your skill with commanding Thralls has improved. At 5th reduce it by 3 to create create one Gargantuan Thrall, or
level, you gain the following benefits: reduce it by 2 to create two Large Thralls. Your Summon
Limit remains reduced for as long as you control those
While you have two Thralls within 5 feet of you, you gain a Thralls.
+2 bonus to your AC. Additionally, if you have a fresh corpse that is Large or
bigger within 5 feet of you while creating your Thralls, you
You can use Command Thralls as a bonus action, though can use it as material for a new Thrall, destroying the corpse
you can only issue a single Command to one Thrall when in the process. When you do, you Empower the new Thrall
you do. once for each size above Medium the corpse is, up to your
When a creature you can see hits you with an attack, you Summon Limit minus 1, without needing to reduce your
can use your reaction to have a Thrall make an attack Summon Limit. You can still Empower another Thrall by
against that creature. reducing your Summon Limit, but you cannot empower the
Thrall you used the corpse for.
Also, your Thrall’s maximum hit points increase by 5 You can only have one Thrall Empowered by a corpse at a
(Bone and Soul) or 10 (Flesh). time. Creating another one causes the previous to crumble to
dust.
Dark Mantle Dread Harbinger
Your work with death has inured you to it, and honed your Few necromancers have ever held such power over undeath
craft. Also at 6th level, you have resistance to necrotic as you. At 18th level, you can use your action to raise an
damage, and whenever one of your Thralls makes a saving Undead Legion, which appears in a space within 60 feet of
throw while within 30 feet of you, it has advantage on the roll you.
if you are not unconscious. At 18th level, the range of this Your legion’s game statistics are described in the Undead
effect increases to 60 feet. Legion stat block below. Many of its traits are determined by
Additionally, undead creatures with an Intelligence score your Macabre Fascination. An Undead Legion does not count
of 6 or less that would be normally be hostile towards you by as a Thrall for the purpose of your class features.
default are instead indifferent to you. This effect extends to You must use your action on each of your turns to decide
your allies as long as they remain within 10 feet of you. what the Legion will do. If you don’t, the Legion takes the
Soul Siphon
Dodge action and does not move. Your Legion crumbles to
dust after 1 hour, when it drops to 0 hit points, when you die,
At 7th level, when a creature you can see within 60 feet of or when you dismiss it (no action required).
you dies, you can use your reaction to trap its soul and refuel While you control an Undead Legion, your Thralls will
your Soul Magic. If the creature was not a construct or automatically move to you, taking the Dash action if
undead, you regain an expended Soul Magic spell slot, so necessary, until they fill an unnoccupied space within 5 feet
long as its Challenge Rating was greater than or equal to of you (the space of your Undead Legion does not count as
your Soul Magic spell slot level. If its Challenge Rating was occupied). They then take the Dodge action. You can use
lower, you can instead cause one Thrall you can see within Command Thralls as a bonus action to have one Thrall take a
30 feet of you to regain hit points equal to the number of hit different course of action, but once their Command is
dice the target had. complete or no longer possible, they will resume moving
You can use this feature once at 7th level, twice at 11th, towards you.
and three times at 15th level. You regain all expended uses Once you use this feature, you must finish a long rest
when you finish a long rest. before you can do so again.
Resilient Binding Reaper
By 10th level, your necromancy has strengthened By 20th level, your necromantic abilties are legendary, and
significantly, granting your Thralls the following benefits: you can bind souls with little more than a touch. As an action,
you can touch a creature that is not a construct or undead
They gain proficiency in Wisdom saving throws (use your and force them to make a Constitution saving throw against
proficiency bonus). your Spell save DC. A creature with more than 100 hit points
They are immune to necrotic damage. succeeds automatically.
On a failure, the creature dies as its soul is bound to your
They are immune to being charmed or frightened. will, causing you to regain an expended Soul Magic spell slot
and turning the target into an Undead Thrall of the same size
Versatile Reanimator as the creature (the thrall is Empowered once for each size it
is above Medium). This Thrall doesn’t count against your
At 14th level, you’ve broadened your horizons to advance Summon Limit, but you can only have one Thrall created this
your art. When you create your Undead Thralls, you can way at a time. Creating another causes the previous to
make one Thrall be of any type (Bone, Flesh, or Soul). You crumble to dust.
can only have one Thrall that does not match your Macabre Once you use this feature, you must finish a short or long
Fascination at any time, and you cannot make it bigger than rest before you can use it again.
large with your Undead Artistry feature.
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Undead Legion critical hit. On a success, the legion’s hit points are instead set to
20.
Gargantuan swarm of Medium undead, unaligned
Noxious Stench (Flesh Only). When a creature enters the legion’s
Armor Class 12 (Flesh and Soul) or 14 (Bone) (natural armor) space for the first time on a turn or starts its turn there, the
Hit Points 75 (Bone and Soul) or 100 (Flesh) creature must succeed on a Constitution saving throw or become
Speed 30 ft.; fly 40 ft. (hover) (Soul only) poisoned until the beginning of its next turn.
Aetherstorm (Soul Only). When a creature enters the legion’s
STR DEX CON INT WIS CHA space for the first time on a turn or starts its turn there, the
12 (+1) 16 (+3) 16 (+2) 4 (-3) 10 (+0) 9 (-1) creature must make a Constitution saving throw, taking 4d8
necrotic damage damage on a failed save, or half as much
Saving Throws DEX +9, CON +9, WIS +6 damage on a success.
Damage Resistances Bludgeoning, Piercing, Slashing (All), Acid, Incorporeal (Soul Only). The legion cannot interact with objects. It
Cold, Fire, Lightning, Thunder (Soul Only) can move through other objects as if they were difficult terrain. If
Damage Immunities Necrotic, Poison it ends its turn inside an object, it is shunted to the nearest
Condition Immunities Charmed, Exhaustion, Frightened, unoccupied space and takes 1d10 force damage for every 5 feet
Grappled, Paralyzed, Petrified, Poisoned, Prone, and traveled.
Restrained
Senses Darkvision 60 ft., passive Perception 10 Targeted Immunity. If the legion would be affected by a spell or
Languages Understands the languages you speak effect that targets individual creatures and does something other
Challenge 10 than damage, such as banishment or power word kill, it is instead
unaffected and takes 10 damage. If such an affect would also
deal damage, the legion takes that damage as normal.
Hoard. The legion can occupy another creature’s space and vice
versa, and the legion can squeeze through any opening large Undead Nature. A legion doesn’t require air, food, drink, or sleep.
enough for a medium humanoid. The legion’s space counts as Actions
difficult terrain for other creatures. The legion cannot regain hit
points or gain temporary hit points, and when it drops to half its Multiattack (Bone and Flesh Only). The legion does the following a
hit points, its size becomes huge and any damage it deals is combined total of two times: It uses Overwhelming Assault
halved. against each creature in its space or within 5 feet of it (make a
separate attack roll for each creature), or it uses Necroblast
Mindless. The legion can understand and obey the commands of Barrage.
its creator, but is not intelligent enough to communicate, wield
or activate objects, or perform tasks more complex than taking a Overwhelming Assault. Melee Weapon Attack: your Necromancy
single action at a specified time. attack modifier to hit, reach 5ft., one target. Hit 4d8 (Bone and
Soul) or 4d10 (Flesh) necrotic damage. The target must also
Strength of the Grave (Bone and Flesh Only). The legion has succeed on a Wisdom saving throw (Soul) or become frightened
advantage on Strength checks and Strength saving throws. of the legion until the end of its next turn.
Deafening Clatter (Bone Only). Creatures are deafened while in the Necroblast Barrage (Bone Only). Blasts of necrotic energy fill a 20-
legion’s space. foot-radius sphere centered on a point within 120 feet of the
Undead Fortitude (Flesh Only). If damage reduces the legion to 0 legion that it can see. Each creature in the affected area must
hit points, it must make a Constitution saving throw with a DC of make a Dexterity saving throw, taking 4d6 necrotic damage on a
5 + the damage taken, unless the damage is radiant or from a failed save, or half as much damage on a success.
When a creature regains hit points from one of your
Aethermancy spells, any hit points gained beyond the
creature’s hit point maximum become temporary hit points if
Order of the Aetherleech the creature is within 30 feet of you.
While a creature has temporary hit points from either of
Specializing in the cursed art of Aethermancy, the Order of these effects, they become Surged, dealing an additional 1d4
the Aetherleech drains the life from their enemies to necrotic damage when they hit with an attack. The necrotic
empower themselves and their allies. Their dread powers damage increases at 7th, 11th, and 15th level to 1d6, 1d8,
excel at turning the living into the undead, and the near-dead and 1d10, respsectively.
into tireless soldiers thirsty for blood. At 15th level, the range of this feature increases to 60 feet.
Aethermancy Aetherbolt
3rd-level Aetherleech feature 3rd-level Aetherleech feature
You learn additional necromancer spells when you reach When a single creature would regain hit points from one of
certain levels in this class, as shown on the Aethermancy your Aethermancy spells, you can instead redirect that
Spells table. These spells don’t count against the number of energy to deal necrotic damage to another creature you can
necromancer spells you know. see within 60 feet of you equal to half the amount of hit
You can cast your Aethermancy spells without requiring a points the creature would have regained.
spell slot, at a level equal to your Summon Limit if the spell’s
level is lower. When you cast one this way, you must finish a Death Knell
long rest before you can cast that spell in this way again. 7th-level Aetherleech feature
When a Surged creature hits another creature with an
Aethermancy Spells attack, that creature has disadvantage on the next saving
Necromancer Level Spells
throw it makes against one of your Aethermancy spells.
3rd bane, siphon essence Arbiter of Essence
5th ray of enfeeblement, tether souls 11th-level Aetherleech feature
9th leeching aura, vitality burst Your Aethermancy spells ignore resistance and immunity
13th aura of death, mass siphon essence to necrotic damage.
17th antilife shell, mass tether souls Additionally, when you use your Aetherbolt feature, the
creature that would have regained hit points now regains hit
Vital Surge points equal to the damage dealt with Aetherbolt.
3rd-level Aetherleech feature
As an action, you can create a Vital Surge, causing any of Aethermaster
your Undead Thralls within 30 feet of you regain hit points 15th-level Aetherleech feature
equal to your Charisma modfiier. Any hit points gained this You can cast siphon essence at will as a 1st level spell
way beyond their hit point maximum become temporary hit without expending a spell slot. Your Aetherbolt feature also
points. When you cast an Aethermancy spell, you can use deals damage equal to the full amount of hit points that
Vital Surge as part of the same action. would have been gained, rather than half.
INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
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Order of the Bound Soul Executioner
The Order of the Bound Soul specializes in capturing and 3rd level Bound Soul feature
When you use Command Thralls, you can make one
commanding the spirits of dead creatures. They bind souls to weapon attack as a bonus action. Also, when you hit a
their armor and weapons, leeching the life experience of creature with a weapon attack, your Thralls have advantage
those souls to bolster their own abilities. They can even on attacks they make against that creature until the
capture the soul of a downed opponent mid combat, beginning of your next turn.
releasing it as a spectre to slay their foes.
Lashing Spirits
Soulbound Armor
3rd level Bound Soul feature
3rd level Bound Soul feature
By binding the souls of ancient warriors to your person, When a creature hits you or one of your Thralls with a
you gain proficiency with martial weapons. You gain an melee attack, the creature that was hit can use its reaction to
additional benefit based on your Macabre Fascination: release angry spirits against them. The attacking creature
takes necrotic damage equal to 1d4 + your Summon Limit.
Bone The damage die increases at 7th, 11th, and 15th level to 1d6,
1d8, and 1d10, respsectively.
You gain proficiency with medium armor. As part of a short
or long rest you can create Bone Armor, which is medium Spirit Seal
armor that lets you calculate your AC as 13 + your Summon 7th level Bound Soul feature
Limit + your Dexterity modifier (max 2) while wearing it. When you use Soul Siphon, you can make a Charisma
You can also create a Bone Weapon as part of the same check against the Charisma score the target had in life. On a
rest, which is a magical martial weapon. The weapon can be success, you bind their soul to your will rather than just
any martial melee weapon that deals bludgeoning or piercing trapping it. While the soul is bound to you, you can use your
damage. You can also use your bone weapon as your action to release it, causing a spectre version of the creature
necromantic focus. to appear in a space you can see within 30 feet of you. The
While wielding your Bone Weapon, you can use your creature then uses one action of your choice from its stat
Charisma modifier in place of Strength or Dexterity for the block (including multiattack if it has one), afterwhich it is
attack and damage rolls, and you gain a bonus to attack and released. When the soul is released, roll a die the size of the
damage rolls made with it equal to your Summon Limit - 1. If Hit Die it had in life. Your thralls regain hit points equal to
you create a second Bone Weapon, the first crumbles to dust. the number rolled. You roll 2 of these dice at 11th level, and
3 at 15th level.
Flesh You can only have one soul bound this way at a time.
You bolster your flesh with undead strength, granting you Graven Vengeance
proficiency with heavy armor. Your hit point maximum also
increases by 3, and it increases by an additional 1 each time 11th level Bound Soul feature
When you (not one of your thralls) would use Lashing
you gain a level in this class. Spirits, you can release the soul you have bound with Spirit
Soul Seal in place of dealing damage.
You use trapped souls to create spectral armor. While not Collector of Souls
wearing any armor, you can calculate your AC as 13 + your 15th level Bound Soul feature
Charisma modifier. At 7th level, you can use your action to You can have two souls bound with Spirit Seal at once,
gain a flying speed of 40 feet for 1 minute. You can do so a though you can only release one of them at a time.
number of times equal to you Charisma modifier, and you
regain all expended uses when you finish a long rest.

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Order of Eternal War Commander of the Fallen
Necromancers that hail from the Order of Eternal War are 7th-level Endless War feature
When you use Command Thralls as a bonus action, you
the more selective with the souls they snare. Often serving as can use Dread Rally as part of the same action, targeting the
warlords, they call back long dead warriors that still hunger Thrall you command.
for blood, giving their undead shells a more effective Addtionally, when one of your Undead Thralls is affected
presence on the battlefield. by Baleful Charge, they gain temporary hit points equal to
Warrior Thralls your necromancer level.
You also regain an expended use of Baleful Charge when
3rd-level Endless War feature
Your Undead Thralls are raised with the souls of fallen you regain a Soul Magic spell slot with your Soul Siphon
warriors, granting them the following benefits: feature.
Warcry
Their AC increases by 1. 11th-level Endless War feature
The damage die for their Assault action increases to 1d8 When you use Dread Rally, each of your other Undead
(Bone and Soul) or 1d10 (Flesh). Thralls within 30 feet of you that can see you gain temporary
They can make Opportunity Attacks without requiring you hit points equal to your Charisma modifier.
to use your reaction. The range of this feature increases to 60 feet at 15th level.
Dread Warlord
Baleful Charge
15th-level Endless War feature
3rd-level Endless War feature
When you use Command Thralls, you can have each of When one of your Thralls is affected by Baleful Charge
your Undead Thralls within 60 feet of you that can see you while they have temporary hit points, they can use Assault
use their reaction to move up to their speed, then use their twice instead of once. Also, the temporary hit points your
Assault action. Undead Thralls gain from Dread Rally is doubled.
You can use this feature a number of times equal to your Finally, your Thralls gain the following benefits:
Charisma modifier. You reagin one expended use when you Their AC increase by 1
finish a short rest, and you regain all expended uses when The damage die for their Assault action increases to 1d10
you finish a long rest. (Bone and Soul) or 1d12 (Flesh).
Dread Rally
They no longer need to use their reaction for Baleful
3rd-level Endless War feature
As a bonus action, you can choose one of your Undead Charge
Thralls that you can see within 60 feet of you. That Thrall
gains temporary hit points equal to your Charisma Modifier.
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Order of the Necrovoltist Necrovoltage
Necromancers of the Necrovoltist’s Order utilize evocation 3rd level Necrovoltist feature
When an Energized Thrall deals damage with an attack, it
magics to supercharge their thralls. The lightning imbued in deals an additional 1d6 lightning damage and is no longer
their dead flesh increases their speed and electrifies their Energized. This damage increases at 7th, 11th, and 15th
foes. Necrovoltists also specialize in black lightning, a fusion level to 1d8, 1d10, and 1d12, respectively.
of evocation and necromancy that delivers payloads of
negative energy at the speed of a lightning bolt. Lightning Rod
Necrovolt Spells 7th level Necrovoltist feature
You and your Thralls have resistance to lightning damage,
3rd level Necrovoltist feature
You learn additional spells when you reach certain levels in and when you use Rapid Reanimation, lightning courses
this class, as shown on the Necrovolt Spells table. These from your hands, Energizing any of your Thralls within 30
spells count as necromancer spells for you, but they don’t feet of you (including newly created thralls).
count against the number of necromancer spells you know. Additionally, when you use Soul Siphon and regain a Soul
You also gain an additional Soul Magic spell slot which you Magic spell slot, you also regain the Soul Magic spell slot
can only use to cast Necrovolt spells. from your Necrovolt Spells feature if it is expended.
Voltage Overload
Necrovolt Spells
11th level Necrovoltist feature*
Necromancer Level Spells When one of your Thralls becomes Energized, lightning
3rd absorb elements, witch bolt leaps from that Thrall to another creature of your choice that
5th black lightning, shatter you can see within 10 feet of it. That creature takes lightning
9th haste, lightning bolt damage equal to half the amount of lightning damage that
13th elemental bane, storm sphere Energized the Thrall (before resistance). If the creature is
17th antilife shell, necrostorm another one of your Thralls, it becomes Energized but takes
no damage, and this feature is not triggered again. At 15th
Energize level, the range of this feature increases to 30 feet.
Additionally, any speeds your Thralls have are increased by
3rd level Necrovoltist feature
You learn the
shocking grasp cantrip, or another 10 feet while they are Energized.
necromancer cantrip of your choice if you already know it. Ionizing Death
When you cast shocking grasp, your reach is 10 feet, and you
can target two creatures with it, so long as one of them is one 15th level Necrovoltist feature
You can cast without expending a spell slot.
of your Undead Thralls. chain lightning
When cast this way, creatures that aren’t a construct or
When one of your Undead Thralls takes lightning damage, undead take necrotic damage instead of lightning damage.
it is Energized until the end of its next turn. If the damage Once you cast chain lightning this way, you must finish a long
was dealt by you, the Thrall instead takes no damage and rest before you can do so again.
regains hit points equal to half the amount of lightning Also, when one of your Thralls would take lightning
damage it would have taken (before resistance). damage from a source other than you, they instead take no
Moreover, when you target one of your Thralls with an damage and regain hit points equal to half the amount of
attack or force them to make a saving throw against an effect lightning damage they would have taken.
that deals lightning damage, you can choose to automatically
hit or have the Thrall automatically fail the saving throw.
Order of the Osteomancer Skeletal Familiar
One of the darker collections of necromancers, the Order of 3rd level Osteomancer feature
You learn the spell, except your material
the Osteomancer focuses less on commanding thralls than find familiar
components for casting it are the skeleton of the form your
utilizing negative energy for powerful spells. They conjure familiar will take, rather than the usual components.
constructs of sharpened bone to impale their enemies, and Your Skeletal Familiar appears as the reanimated skeleton
the most powerful can summon a portion of the death god of the form you chose, retaining its normal statistics, except it
Ukthulus; a blood soaked skeleton of endless appendages. is undead rather than any other type. It also gains the
Osteomancy following benefits:
3rd level Osteomancer feature
You learn additional necromancer spells when you reach Its hit point maximum equals 5 + your necromancer level.
certain levels in this class, as shown on the Osteomancy It has resistance to necrotic damage.
Spells table. These spells don’t count against the number of It is immune to poison damage and being poisoned.
necromancer spells you know.
You can cast your osteomancy spells without requiring a It counts a Thrall for the purpose of your necromancer
spell slot, at a level equal to your Summon Limit if the spell’s feautres, but does not count against your Summon Limit.
level is lower. When you cast one this way, you must finish a
long rest before you can cast that spell in this way again. You cannot have your Skeletal Familiar take on a form that
does not have a skeleton, such as an octopus.
Osteomancy Spells Additionally, you can cast chill touch and your Osteomancy
Necromancer Level Spells spells as if you were in your Skeletal Familiar’s space.
3rd bone spurs, drag under Blackened Bones
5th aether skull, briar bones 7th level Osteomancer feature
9th grasp of the damned, spine of ukthulus When one of your Thralls starts its turn or drops to 0 hit
13th command skeleton, rib cage of ukthulus points, you can use your reaction to cause it to explode,
17th fingers of ukthulus, wall of bones destroying it and forcing each creature within 10 feet of it—
Additionally, when you cast a necromancy spell that affects other than you and your thralls—to make a Dexterity saving
other creatures that you can see, you can choose to have your throw. A creature takes a number of d12s equal to your Soul
Undead Thralls automatically succeed on their saving throws Magic spell slot level as necrotic damage on a failed save, or
against the spell, and they take no damage if they would half as much damage on a success.
normally take half damage on a successful save. Once you use this feature, you must finish a short or long
rest before you can use it again. You also regain the use of
Marked for Death this feature when you regain a Soul Magic spell slot with
3rd level Osteomancer feature
your Soul Siphon feature.
You learn the chill touch cantrip, or another necromancer Skeletal Reinforcement
cantrip of your choice if you already know it. When you cast 11th level Osteomancer feature
chill touch, the skeletal hand is real rather than ghostly, and You conjure plated bone armor for your Undead Thralls,
when you hit a creature of any type with chill touch, not just increasing their AC by 2.
undead, that creature has disadvantage on attack rolls
against both you and your Undead Thralls until the end of Lord of Bones
your next turn. 15th level Osteomancer feature
When you roll initiative, you regain an expended Soul
Magic spell slot and the use of your Blackened Bones feature.
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Necromancer Spell List
Cantrips (0 Level) Shadow Blade
Chill Touch Silence
Dancing Lights Tether Souls
Frostbite
Lightning Lure 3rd Level
Mage Hand Animate Dead
Mold Earth Bestow Curse
Poison Spray Couterspell
Ray of Frost Dispel Magic
Shocking Grasp Fly
Toll the Dead Grasp of the Damned
Haste
1st Level Leeching Aura
Alarm Lightning Bolt
Bane Speak with Dead
Bone Spurs Spine of Ukthulus
Cause Fear Spirit Shroud
Detect Evil and Good Stinking Cloud
Detect Magic Summon Undead
Disguise Self Vampiric Touch
Drag Under Vitality Burst
False Life
Floating Disk 4th Level
Fog Cloud Aura of Death
Identify Blight
Inflict Wounds Command Skeleton
Protection from Evil and Death Ward
Good Dominate Undead
Ray of Sickness Greater Invisibility
Siphon Essence Mass Siphon Essence
Private Sanctum
2nd Level Rib Cage of Ukthulus
Aether Skull Shadow of Moil
Arcane Lock Stoneskin
Black Lightning
Blindness/Deadness 5th Level
Briar Bones Antilife Shell
Darkness Cloudkill
Darkvision Contagion
Dust Devil Danse Macabre
Enhance Ability Fingers of Ukthulus
Invisibility Mass Tether Souls
Knock Necrostorm
Pass without Trace Negative Energy Flood
Ray of Enfeeblement Seeming
Wall of Bones
Necromancer Spells Siphon Essence
1st-level necromancy
1 st-Level Casting Time: 1 action
Range: 60 feet
Bone Spurs Components: V, S, M (A leather funnel)
1st-level necromancy Duration: Instantaneous
Casting Time: 1 action Spell Lists: Necromancer
Range: Self (15-foot cone) You leech the essence from a creature you can see within
Components: V, S range. Constructs are immune to this effect. The target must
Duration: Instantaneous make a Charisma saving throw, taking necrotic damage
Spell Lists: Druid, Necromancer, Warlock equal to 2d8 + the target’s own Constitution modifier on a
Shards of broken bone shoot from your fingertips in a 15-foot failed save, or half as much damage on a success. Another
cone. Each creature in that area must make a Dexterity creature of your choice within range that is not a construct
saving throw, taking 3d4 piercing damage on a failed save, or regains hit points equal to the necrotic damage dealt.
half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell
A creature that fails the saving throw and can bleed also slot of 2nd level or higher, the damage increases by 2d8 for
has its speed reduced by 10 feet and takes an additional 1d4 each slot level above 1st.
necrotic damge at the start of each of its turns. That creature 2 nd-Level
makes a Constitution saving throw at the end of each of its
turns, ending these effects on itself on a success. Aether Skull
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage (both initial and later) 2nd-level necromancy
increases by 1d4 for each slot level above 1st. Casting Time: 1 action
Range: 120 feet
Drag Under Components: S, M (Three miniature skull-shaped candles)
1st-level necromancy Duration: Instantaneous
Casting Time: 1 action Spell Lists: Necromancer
Range: 90 feet You summon 3 hovering skulls wreathed in aetherflame. The
Components: V, S, M (Wood from a coffin and a bone from skulls are tiny objects and they appear in your space. Choose
its occupant) up to three targets of your choice that you can see within
Duration: Concentration, up to 1 minute range. The skulls slowly begin to fly towards the targets,
Spell Lists: Necromancer divided as you choose between them. On their turn, if a target
A skeleton rises from the ground beneath the target, which can see a skull flying towards it, it recognizes the danger
must make a Dexterity saving throw. On a successful save, a posed by the skull.
Large or smaller target has its speed halved as the skeleton At the beginning of your next turn, each skull moves in as
grabs onto them. It crumbles to dust at the start of your next direct a path as possible towards their target, or to their
turn, ending the effect. A Huge or bigger creature succeeds target’s last known location if you can no longer see them.
automatically. Once a skull has moved 120 feet or comes within 5 feet of its
On a failed save, the target is restrained by the skeleton, target, it explodes, forcing each creature within a 5-foot-
which begins to pull it underground. A restrained creature radius sphere centered on the skull to succeed on a Dexterity
can use its action to make a Strength check against your saving throw or take 3d4 necrotic damage. The skulls
Spell save DC, freeing itself on a success. A Large creature explode sequentially, each requiring their own saving throw
has advantage on the check. to avoid damage. If an ally is near the target and there is
The skeleton can also be attacked. It has an AC of 10 and 5 movement to spare, the skulls will attempt to explode in a
hit points. If the skeleton drops to 0 hit points, the spell ends space that doesn’t affect the ally.
At Higher Levels. When you cast this spell using a spell
early. slot of 3rd level or higher, the damage of each skull increases
At the beginning of each of your turns while the spell by 1d4 for each slot level above 2nd.
persists, the target is pulled further into the ground, taking
2d8 bludgeoning damage and increasing the DC of the Black Lightning
Strength check by 1. If you concentrate on the spell for the
full duration, the target is pulled completely underground, 2nd-level necromancy
where it stays and begins to suffocate. If it manages to free Casting Time: 1 action
itself before then, it is shunted harmlessly back above Range: 90 feet
ground. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 2nd level or higher, the number of skeletons that Spell Lists: Necromancer, warlock, wizard
appear to grab the target increase by 1 for each slot level Bolts of black lightning leap from both your hands. Make a
above 1st. For each additional skeleton, the DC of the spell attack roll against up to two creatures within range (you
Strength check increases by 1, and the spell only ends early if cannot target the same creature twice). On a hit, a target
all skeletons are destroyed.
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takes 3d6 lightning damage. If a target is not a construct or damage, except from this spell, the other takes half that
undead, they also take 1d6 necrotic damage. amount as necrotic damage.
At Higher Levels. When you cast this spell using a spell The spell ends if both target creatures are ever more than
slot of 3rd level or higher, the damage (both lightning and 120 feet apart.
necrotic) increases by 1d6 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage on a successful save
Briar Bones and the damage of Draining Tether on a failed save increases
2nd-level necromancy by 1d8 for each slot level above 2nd.
Casting Time: 1 action 3 rd-Level
Range: 90 feet
Components: V, S, M (A birdcage made of bone) Grasp of the Damned
Duration: Concentration, up to 1 minute
Spell Lists: Druid, necromancer, warlock 3rd-level necromancy

A 10-foot-radius circle of bone spikes erupt from the ground, Casting Time: 1 action
centered on a point you can see within range and pointing Range: 120 feet (20-foot square)
inward. Each creature whose space the circle intersects must Components: V, S, M (Three finger bones from a mass
make a Dexterity saving throw. On a failed save, a creature is grave)
Duration: Concentration, up to 1 minute
impaled by the spikes, becoming restrained by them and Spell Lists: Necromancer, Warlock
taking 3d8 piercing damage. A creature can use its action to
remove themselves from the spikes, so long as there is an Your raise a slugish swarm of skeletons in a 20-foot square
unoccupied space within 5 feet of them inside the circle, on the ground within range. For the duration, the skeletons’
which the creature then moves to. On a successful save, a bodies stick halfway out of the ground, turning the area into
creature takes half as much damage and moves to an diffuclt terrain for other creatures that are not undead.
unoccupied space within 5 feet of its current location that the When a creature other than you that is not undead enters
circle is not touching. the affected area for the first time on a turn or starts its turn
A creature inside the circle that tries to walk outside it there, the creature must succeed on a Dexterity saving throw
takes 1d6 piercing damage and is prevented from doing so. or take 3d4 bludgeoning damage and be grappled by a
Creatures can attmpt to jump over the spikes, which are 5 skeleton until the spell ends. A creature that starts its turn in
feet tall. If it fails the attempt, it takes damage and is impaled the area and is already grappled by a skeleton takes 3d4
and restrained as if it had failed the saving throw. Creatures bludgeoning damage.
outside the circle treat spaces intersected by the circle as A creature grappled by the skeletons can use its action to
difficult terrain when trying to enter it. make an Acrobatics or Athletics check (its choice) against
At Higher Levels. When you cast this spell using a spell your spell save DC. On a success, it frees itself. Attacking the
slot of 3rd level or higher, the damage increases by 1d8 for skeletons is pointless, as more constantly rise to replace
each slot level above 2nd. damaged ones.
On each of your turns after you cast this spell, you can use
Tether Souls an action to move the swarm up to 30 feet in any direction.
2nd-level necromancy At Higher Levels. When you cast this spell using a spell
1 action slot of 4th level or higher, the damage increases by 2d4 for
Casting Time:
Range: 30 feet each slot level above 3rd.
Components: V, S, M (The skeleton of a two-headed rodent) Leeching Aura
Duration: Concentration, up to 1 minute
Spell Lists: Necromancer 3rd-level necromancy

You attempt to link the essence of two creatures you can see Casting Time: 1 action
within range. Constructs are immune to this effect. You Range: Self (30-foot sphere)
choose the effect of the tether from the options below: Components: V
Draining Tether. Choose one of the target creatures to
Duration: Concentration, up to 1 minute
make a Charisma saving throw. On a success, the creature Spell Lists: Necromancer
takes 1d8 necrotic damage and the spell ends. On a failure, You manipulate the life essence of creatures in an aura with
the creature takes necrotic damage equal to 2d8 + the a 30-foot radius. Until the spell ends, the aura moves with
creature’s own Constitution modifier, and the other creature you, centered on you. You can use a bonus action to force one
regains hit points equal to the damage dealt. Until the spell creature in the aura to make a Charisma saving throw, taking
ends, you can use your action to deal this damage again to necrotic damage equal to 1d8 + the target’s own Constitution
the same creature, causing the other creature to regain hit modifier on a failed save, or half as much damage on a
points in the same way. success. Constructs are immune to this effect.
Whithering Tether. Both creatures must make a Charisma Another creature of your choice within the aura that is not
saving throw. If either creature succeeds, they both take 1d8 a construct regains hit points equal to the necrotic damage
necrotic damage and the spell ends. If both fail, their essence dealt.
becomes linked. Each time one of the creautres takes At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8.
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Spine of Ukthulus Command Skeleton
3rd-level necromancy 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (100-foot line) Range: 60 feet
Components: V, S, M (The spine of a rat) Components: S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Spell Lists: Necromancer Spell Lists: Necromancer
An endless blood-soaked spine bursts from your palm in a You attempt to seize control of the skeleton of a Medium or
direction you choose, affecting a line 100 feet long and 5 feet smaller creature. It must succeed on a Consitution saving
wide. Each creature in the line must make a Dexterity saving throw or have its skeleton be controlled by you for the
throw. On a failed save, a creature is impaled by the spine, duration. A construct or creature with no skeleton
taking 2d10 piercing damage. On a successful save, a automatically succeeds.
creature is not impaled and takes half as much piercing When the creature fails its save, and as your action on each
damage. of your turns while the creature’s skeleton is controlled by
A creature impaled by the spine that is not a construct or you, you can choose to control the creature on its turn. When
undead also has its life siphoned, taking 2d10 necrotic you do, you determine how the target moves on its turn, up to
damage. The spine then returns to your hand, and you regain half its speed, and you can force the creature to use its action
hit points equal to half the total necrotic damage dealt to to make one weapon attack or unarmed strike at
creatures this way. disadvantage against a creature of your choice within reach.
At Higher Levels. When you cast this spell using a spell If you don’t use your action to control the creature, it is
slot of 4th level or higher, the necrotic damage dealt to an restrained and incapacitated during its turn. Regardless, the
impaled creature increases by 1d10 for each slot level above creature is still able to speak freely.
3rd. At the end of the creature’s turn, it takes 2d12 necrotic
damage and repeats the Constitution saving throw. On a
Vitality Burst success, the spell ends.
3rd-level necromancy At Higher Levels. When you cast this spell using a spell
1 action slot of 5th level, the damage increases by 1d12, and you can
Casting Time:
Range: 150 feet target a Large or smaller creature.
Components: V, M (A glass marble filled with blood) Dominate Undead
Duration: Instantaneous
Spell Lists: Necromancer 4th-level necromancy

You agitate the essence of a creature within range and cause Casting Time: 1 action
it to explode. Constructs are immune to this effect. The target Range: 60 feet
must make a Charisma saving throw, taking necrotic damage Components: V, S
equal to 5d8 + the target’s own Constitution modifier on a Duration: Concentration, up to 1 hour
failed save, or half as much damage on a success. Spell Lists: Cleric, Necromancer, Warlock, Wizard
Each creature of your choice within 20 feet of the target You attempt to seize control of an undead that you can see
that is not a construct regains hit points equal to half the within range. It must succeed on a Wisdom saving throw or
necrotic damage dealt. be charmed by you for the duration. If you or creatures that
At Higher Levels. When you cast this spell using a spell are friendly to you are fighting it, it has advantage on the
slot of 4th level or higher, the damage increases by 1d8 for saving throw.
each slot level above 3rd. While the target is charmed, you have a telepathic link with
4 th-Level it as long as the two of you are on the same plane of
existence. You can use this telepathic link to issue
Aura of Death commands to the creature while you are conscious (no action
required), which it does its best to obey. You can specify a
4th-level necromancy simple and general course of action, such as “Attack that
Casting Time: 1 action creature,” “Run over there,” or “Fetch that object.” If the
Range: Self (30-foot sphere) creature completes the order and doesn’t receive further
Components: V direction from you, it defends and preserves itself to the best
Duration: Concentration, up to 10 minutes of its ability.
Spell Lists:Cleric, Necromancer, Warlock You can use your action to take total and precise control of
Enervating energy radiates from you in an aura with a 30-foot the target. Until the end of your next turn, the creature takes
radius. Until the spell ends, the aura moves with you, only the actions you choose, and doesn’t do anything that you
centered on you. Each time a hostile creature in the aura don’t allow it to do. During this time you can also cause the
takes necrotic damage, the damage is increased by 1d10, and creature to use a reaction, but this requires you to use your
the creature’s hit point maximum is reduced by the damage own reaction as well.
taken. In addition, a nonhostile undead creature regains Each time the target takes damage, it makes a new
1d10 hit points when it starts its turn in the aura. Wisdom saving throw against the spell. If the saving throw
succeeds, the spell ends.
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At Higher Levels. When you cast this spell using a spell slot Charisma saving throw. On a success, the creature can use
of 5th-level or higher, the duration is concentration, up to 8 that magic to exit the rib cage. On a failure, the creature
hours. takes 4d8 necrotic damage and can’t exit the rib cage,
wasting the use of the spell or effect. A shadow of the rib
Mass Siphon Essence cage also extends into the Ethereal Plane, blocking ethereal
4th-level necromancy travel.
1 action At Higher Levels. When you cast this spell using a spell
Casting Time:
120 feet (20-foot cylinder) slot of 5th level or higher, the damage dealt from the gas and
Range:
V, S, M (Blood, poured into a skull as the spell attempting to teleporting increases by 1d8, and the rib cage
Components:
is cast) has an additional 50 hit points.
Duration: Instantaneous 5 th-Level
Spell Lists: Necromancer
Choose a creature you can see within range that is not a Fingers of Ukthulus
construct. You create a swirling vortex of life essence 5th-level necromancy
siphoned from other creature of your choice in a 20-foot- 1 action
radius, 40-foot-high cylinder centered on the target, each of Casting Time:
Self (60-foot cone)
which must make a Charisma saving throw. Constructs are Range:
V, S, M (A freshly severed hand)
immune to this effect. Components:
Instantaneous
A creature takes necrotic damage equal to 5d8 + the Duration:
Necromancer
target’s own Constitution modifier on a failed save, or half as Spell Lists:
much damage on a success. The target then regains hit Gigantic, blood-soaked finger bones erupt from the ground in
points equal to the necrotic damage dealt. front of you. Each creature of your choice in a 60-foot cone
At Higher Levels. When you cast this spell using a spell must make a Dexterity saving throw. On a failed save, a
slot of 5th level or higher, the radius of the cylinder increases creature takes 5d10 bludgeoning damage and is knocked
to 30 feet, and the damage increases by 1d8 for each slot prone and restrained by the fingers as they smash onto them.
level above 4th. On a successful save, a creature takes half as much damage
and sufferes no other effects.
Rib Cage of Ukthulus The finger bones retract back into the ground at the start
4th-level necromancy of your next turn.
Casting Time: 1 action Mass Tether Souls
Range: 90 feet (10-foot cube)
Components: V, S, M (The skeleton of small bird preserved 5th-level necromancy
in corpse wax) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 60 feet (30-foot sphere)
Spell Lists: Necromancer Components: V, S, M (A tangled knot of blood vessels from
Choose a 10-foot cube within range. A giant, bloody rib cage different creatures)
Duration: Concentration, up to 1 minute
appears in that space and wraps around any creatures within. Spell Lists: Necromancer
A creature inside the cube must make a Dexterity saving
throw, moving to an unoccupied space outside the rib cage You attempt to link the essence of multiple creatures you can
on a successful save. On a failed save, the creature is trapped see in a 30-foot-radius sphere centered on a point within
within the rib cage. range. Constructs are immune to this effect. You choose the
The rib cage is a Large object with an AC of 15, 100 hit effect of the tether from the options below:
points, immunity to necrotic, poison, and psychic damage, Draining Tether. Choose one creature within the sphere.
and resistance to piercing damage. The top of it is blocked by Each other creature of your choice within the sphere must
a large skull attached to a long spine. The rib cage blocks make a Charisma saving throw. On a success, a creature
melee attacks and provides half cover against ranged attacks takes 3d8 necrotic damage. On a failure, a creature takes
made by creatures outside the rib cage against creatures necrotic damage equal to 4d8 + the creature’s own
inside it. Tiny creatures can fit throught the ribs and escape, Constitution modifier. The targeted creature then regains hit
but larger creatures cannot move outside the rib cage. points equal to half the total necrotic damage dealt to
As a bonus action while the spell persists, you can have the creatures that failed. Until the spell ends, you can use your
skull face inside the ribcage, or you can have it extend up to action to deal this damage again to each creature that failed
15 feet, facing a direction of your chocie. It then releases a the saving throw, causing the chosen creature to regain hit
blast of necrotizing gas from its mouth in a 15-foot cone, points in the same way.
forcing each creature in the affected area to make a Whithering Tether. Each creature of your choice in the
Constitution saving throw. A creature takes 3d8 necrotic sphere must make a Charisma saving throw. On a success, a
damage on a failed save, or half as much damage on a creature takes 3d8 necrotic damage. On a failure, a
successful one. creature’s essence becomes linked with each other creature
The portion of Ukthulus’ spirit bound to the ribcage that failed. Each time one of those creatures takes damage,
prevents a creature inside it from leaving by magical means except from this spell, you can choose one of the other
as well. If the creature tries to use teleportation or
interplanar travel to leave the cage, it must first make a
INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
17
affected creatures to take half that amount as necrotic A creature restrained by the wall and in its space is deafened
damage. and takes 4d6 piercing damage at the start of each of its
If an affected creature is ever more than 120 feet away turns. Destroying a section of the wall a restrained creature
from every other affected creature, it is no longer affected by is in only frees it if the creature is no longer within 5 feet of
this spell. another part of the wall, otherwise the wall pulls the creature
back into it at the start of the restrained creature’s next turn.
Necrostorm A restrained creature can use its action to make a Strength
5th-level necromancy check against your Spell save DC, freeing itself on a success.
1 action It can then move out of the wall’s space, spending 4 feet of
Casting Time:
Range: 120 feet (30-foot cylinder) movement for every 1 foot it moves.
Components: V, S, M (A humanoid skull blackened from a
lightning bolt)
Duration: Concentration, up to 1 minute
Spell Lists: Necromancer
Choose a point within range. Rifts of neegative energy open
up in a 30-foot-radius, 20-foot-high cylinder centered on that
point, sending bolts of black lightning to creatures within the
cylinder.
When the area appears, each creature in it must make a
Dexterity saving throw. On a failed save, a creature takes
3d12 lightning damage, and if it is not a construct or undead,
it takes an additional 1d12 necrotic damage and is poisoned
for the duration of the spell. A creature must also make this
saving throw when it enters the spell’s area for the first time
on a turn or ends its turn there.
Creatures poisoned by this spell have disadvantage on the
saving throw. A poisoned creature can make a Constitution
saving throw each time it ends its turn outside the sphere,
ending the effect on itself on a success.
Wall of Bones
5th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A mud brick filled with humanoid
teeth)
Duration: Concentration, up to 10 minutes
Spell Lists: Necromancer, Warlock
You raise a wall of tangled, restless skeletons on a solid
surface within range. You can make the wall up to 60 feet
long and 20 feet high, or you can make a ringed wall up to 20
feet in diameter and 20 feet high. In any form, the wall is 5
feet thick. The wall is opaque and prevents creatures from
moving through it, and it lasts for the duration. If the wall
cuts through a creature’s space when it appears, the creature
is pushed to one side of the wall (your choice).
The wall is an object made of undead that can be damaged
and thus breached. It has an AC of 15, 60 hit points per 10-
foot section, resistance to piercing damage, and vulnerability
to radiant damage. Reducing a 10-foot section of the wall to 0
hit points destroys it.
A hostile creature that moves within 5 feet of the wall or
starts its turn within 5 feet of the wall must make a Dexterity
saving throw. On a failed save, the creature is restrained by
the wall and takes 4d6 piercing damage as skeletal hands
pull it into the wall’s space. A Large creature has advantage
on the saving throw, and Huge or bigger creatures succeed
automatically .
The Necromancer
By u/23BLUENINJA

Art Credits:
Daarken - Cover
James Zapata - pg 1
Cynthia Sheppard - pg 3
Maciej Kuciara - pg 4
Steven Belledin - pg 5
Ryan Barger - pg 6
Vincent Proce - pg 7
Min Yum - pg8
G-host Lee - pg 9
Mark Winters - pg 10
Aaron Miller - pg 11
Seb McKinnon - pg 12
Bastien L. Deharme - pg 13
Grzegorz Rutkowski - pg 18
Grzegorz Rutkowski - Back Cover

A class that wields souls and raises the dead to


overwhelm their enemies.

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