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The Necromancer v10
The Necromancer v10
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.
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.
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
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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