Necromancer

by EclipseFaze

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Necromancer

Necromancer


A tall, lanky man outstretches his hands, calling forth the spirits of the dead to come to his aid. The ground roils beneath his feet as leathery hands and bone claws break the surface as skeletons and zombies pull themselves from the soil.

The shadows of the ally undulate and grow like spilled ink, surrounding the goblins that had thought to stalk easy prey. With a smile the tiefling snaps her fingers and dozens of purple eyes snap open from withen the depths of the shadows.

A man raises a dagger to strike down a helpless elf. The passing dragonborns eyes gloss over into marble orbs and the mans blade stroke falls, piercing his own heart.

Necromancers are infamous for the manipulation of life and toying with death, finding many ways to cheat it. Some seek to revive their loved ones, others may seek nigh infinite power, and others are just trying to survive. Whatever the case, they know their is great power in death, a power which they command.

Masters of Life and Death

Whether they reach for Undeath themselves or simply master their control over reanimated forces, necromancers are the quintessential arcane masters of the dead. While a wizard may study necromantic spells, and a cleric may channel negative energy, neither have the innate connection to the once living that the necromancer does. While many may be able to call apon the dead for a brief time to answer questions or do their bidding, none have such mastery over the after life like that of a necromancer.

The Shepard

Through their intense research and experimentation, necromancers are able to exert control over undead creatures as if they were a part of them. Unlike hordes of wild undead, which shamble along more often then not without reason, attacking any creature they cross, the undead controlled by a necromancer act according to their masters wishes. Their are a great many stories and legends of legions of undead shaking the ground as they march with a powerful necromancer controling them.

Seekers of Knowledge

While a great many necromancers are regarded with ill repute and often use their power for nefarious means, that craft of necromancy requires a great deal of diligent study. As such, most necromancers go to great lengths to learn all that they can that they may apply what they have learned to their craft, making better servents and growing stronger ties to the necrotic energies that fuel them. It is likely that some of the most knowledable persons on the planet are necromancers, and most certainly are the formost experts on all manner of undead.




The Necromancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Shepard the Dead, Spellcasting 3 2
2nd +2 Strength of the Grave, Union 3 3
3rd +2 Death`s Scholar 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Union Feature 4 3 3 2
6th +3 Lord of the Dead 4 4 3 3
7th +3 Union Feature 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Unholy Strength 4 4 3 3 3 1
10th +4 Inured to Death 5 4 3 3 3 2
11th +4 Union Feature 5 4 3 3 3 3 1
12th +4 Ability Score Improvement 5 4 3 3 3 3 1
13th +5 5 4 3 3 3 3 1 1
14th +5 Undead Mastery 5 4 3 3 3 3 1 1
15th +5 5 4 3 3 3 3 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 3 1 1 1
17th +6 Union Feature 5 4 3 3 3 3 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Godflesh 5 4 3 3 3 3 2 2 1 1


Creating a Necromancer

As you create a necromancer, consider what it was that turned you on to the necrotic arts. Did you find an old tome hidden away in a library? Perhaps you studied under a master, intrigued by the possabilities. Maybe you yearned to return a loved one to you, only to find you lack the ability to do so, for now.

Quick Build

You can make a necromancert quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the acolyte background. Third, choose Spare the Dying and one other as your cantrips; False Life and Inflict Wounds would also be good choices.




Class Features

As a Necromancer you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per necromancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per necromancer level after 1st

Proficiencies


  • Armor: None
  • Weapons: daggers, shortswords, hand crossbows, whips
  • Tools: One of your choice
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Deception, Survival, Arcana, Religion, Nature, Stealth, and Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A whip

Spellcasting

An event in your life has caused you to study and learn the art of necromancy. Through intense study you have learned to channel the necrotic energies that fuel your spells and let you command the dead.

Cantrips

At 1st level, you know three cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as show n in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromaner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these necromancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the necromancer spell list. The Spells Know n column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for w hich you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your necromancer spells.

Strength of the Grave

Starting at 1st level, your study of necrotic energy has infused you with unholy resilience and makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

Shepard the Dead

Beginning at 1st level you may use an action to target a number of bone piles or corpses equal to your proficiency modifier within 60ft of you and create that many zombie dogs or skeleton vultures. These creatures act on your turn and can be given a command as an action which the will follow until completed or a new command given IF no command is given they will stay next to you and defend you. They remains until reduced to 0 hitpoints, or are released by you after which it immediately collapses. You can control a number of undead equal to your proficiency modifier at once using this feature.

You must complete a long rest before using this ability again.

Union

Starting at 2nd level you must choose a union, which describes the necromantic specialty you pursue: Bone, Shadow, or Spirit, which are detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 5th, 7th, 11th, and 17th level.

Death's Scholar

Starting at 3rd level, you have advantage on Wisdom (Survival) checks to track Undead, as well as on Intelligence checks to recall information about them. Undead creatures with a CR rating equal to or less than your Necromancer level won't attack you unless you attack first

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lord of the Dead

Starting at 6th level, you add your proficiency bonus to the undead under your control's AC, attack rolls, and damage rolls.

Unholy Strength

Starting at level 9, as a bonus action you may sacrifice a spell slot and gain a number of temporary hitpoints equal to 3 times the spell slot level. You may choose to give these temporary hitpoints to any number of undead you control, dividing them among them. These temporary hit points last for 1 hour per spell slot level.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Undead Mastery

Starting at 14th level, you can use magic to bring undead under your control. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your necromancer spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Godflesh

Starting at level 20, undead under your power have resistance to radiant, bludgeoning, slashing, and piercing damage and Their minimum AC is now 16.

Union

Necromancers choose different approaches to how they focus their craft and develop their prowess over necrotic forces. The union you choose to study will improve your command over the necrotic energy that influences each.

Union of Shadow

Those who pursue the union of umbra learn the manipulation and conjuration of the stuff of shadows. Through this craft they can conjure the very darkness itself, and even command the creatures that call it home.

Dark Deeds

Your studies of the shadow realm have imbued your own shadow with s semblance of life, or unlife. You can direct your shadow to move along a solid surface up to 120 feet as a bonus action. Your shadow can communicate with charades or sign language and is considered to be an area of dim light or darkness. You may choose to have your shadow attach itself to another creatures shadow. It can stay attached in this way until you choose to recall it but may not move more then 1 mile from you, or it will immediatly return to your location. Additionally you may choose to lose your sense of hearing to hear through your shadow.

Shadow Jaunt

Starting at 5th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

Additionlly when you are the target of an attack or damaging spell you may use a reaction to teleport up to 15 feet to an unoccupied space you can see that is also in dim light or darkness. If this would move you out of reach of the attack you take no damage.

Shadow Minions

Starting at 7th level, when using the Shepard the Dead feature you can instead conjure shadows (Monster Manuel pg.269).

Umbral Aura

Starting at 11th level, you can cause the area around you to grow thick with shadows, blotting out the light. As an action you can cast Darkness centered on yourself. This use of darkness moves with you at its center and extinguishes light sources it touches. This use of Darkness does not impede your vision. You must complete a short rest before using this ability again.

Lord of Shadows

At 17th level, you can expend a spell slot transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. Whenever you deal damage to a creature the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. You remain in this form for 1 minute per spell slot level.

Union of Bone

Necromancers who pursue the union of bone learn to raise more powerful undead. While every necromancer is capable of raising the undead those who follow the union of bone can make truly monsterius minions that cause a lesser necromancers to pale in comparison.

Flesh of my Flesh

Starting at 2nd level you can detach or reattach one of your hands. While detached your hand functions as a Crawling Claw that obeys your commands. Should your hand be destroyed you can grow another after taking a long rest. Additionally you may choose to lose your vision to see through your crawling claw until you choose to stop.

Grave Pact

Starting at 5th level you can redirect any amount of damage you would take to your minions, up to their HP max. Any damage that exceeds their HP max is dealt to you.

Greater Undead

Beginning at 7th level, when you use Shepard the Dead you can create a an Ogre Zombie. While controlling the Ogre Zombie you may not control or create any other undead with Shepard the Dead. Any undead under your control with Shepard the Dead collapse after creating a flesh golem.

Sacrifice

Starting at 11th level you can use an action to sacrifice a number of undead under your control created with the Shepard the Dead feature. You regain 1 spell spell slot level for each undead sacrificed this way.

Lich Form

At 17th level you can use an action to take on the form of a lich for 1 minute and gains some of their traits. While transformed you have resistance to cold, lightning and necrotic damage and truesight 60ft. You can make a melee spell attack as an action, dealing 3d6 cold damage and the target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.

Union of Spirit

Those who choose to follow the union of spirit are perhaps the most in tune with the afterlife. A necromancer who follows this union can command ghosts and banish them as they please.

Death Sight

Starting when you choose this union at 2nd level, you can see invisible undead up to 30 feet away. If someone is possessed within 30 feet if you, you can see the spirit within them as a dark aura surrounding the creature. Additionally you can cast Speak with Dead. Once you cast Speak with Dead using this feature you must complete a long rest before doing so again.

Cross the Veil

Beginning at 5th level as a bonus action you may enter the Ethereal Plane from the Material Plane. You can use this power for up to a number of minutes equal to your proficiency bonus, either all at once or in smaller bursts, using a minimum of 1 minute if the usage was shorter then that.

You are visible on the Material Plane while in the Border Ethereal but appear as a ghostly visage. You can't affect or be affected by anything while on the Ethereal plane. In addition you can move through other creatures and objects as if they were difficult terrain. You takes 5 (1d10) force damage if you end your inside an object. You may cast Mage Hand while using this feature to interact with the material plane. Once you use all the time availible with this feature you must complete a short or long rest to use it again.

Ghost wisper

Starting at 7th level, when using Shepard the Dead you can instead summon a number of specters equal to half your proficiency bonus in place of whatever creature you may have raised.

At 10th level you can summon poltergeist's in place of specters.

Excorcism

Starting at 11th level, as an action you can attempt to excorcise an undead or fiend. This functions as the banishment spell but does not require concentration and the target does not return by default.

You can attempt to excorsize a targets living soul, if you do the target must make a Charisma saving throw, taking 10d8 necrotic damage on a failed save or half as much damage on a success. Once you use this ability you must complete a long rest to use it again.

Possesion

At 17th level you have learned to use one of the most terrifying abilities of ghosts. You can project your spirit from your body up to 1 mile. While your spirit is projected the material body you leave behind is uncounscious and in a state of suspended animation; it does not need food or air and does not age. Your spirit takes on a ghostly appearance and can move through solid objects and creatures as if they were difficult terrain. While in this form you cannot physically interact with the material world, and it cannot physically interact with you.

You can try to posses another creatures body by ending your turn in their space. At the beginning of the creatures turn them must make a Wisdom save, on a failed save you posses the creatures body. While possessed, the creatures acts on your turn and does as you command and you have access to all abilities the creature has.

Should the creature be slain while you are in possession of it your are expelled from its body to an adjacent square and take 1d12 force damage. The creature may continue to make saving throws on its turn, expelling you on a success. You may return to your body as a bonus action.

After using this power you must complete a long rest before using it again.

Necromancer Spells

The Dark Arts
Cantrips (0 Level)
  • Grave Bolt **
  • Chill Touch
  • Spare the Dying
  • Toll the Dead
  • Conjure Rat **
  • Minor Drain **
  • Infestation
  • Minor Illusion
  • Thaumaturgy
  • Prestidigitation
  • Gust
  • Mold Earth
  • Light
1st Level
  • Acid Stream
  • Inflict Wounds
  • Ravanous Flock **
  • Cause Fear
  • Detect MAgic
  • False Life
  • Earth Tremor
  • Ray of Sickness
  • Mage Armor
  • Magic Missle
  • Puppet
  • Find Familiar
  • Shield
  • Silent Image
  • Ravenouse Swarm
  • Bone Barrier **
2nd Level
  • Know Flesh **
  • Blindness/Deafness
  • Crown of Madness
  • Flock of Familiars
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Knock
  • Magic Mouth
  • Ray of Enfeeblement
  • Rope Trick
  • Spider Climb
  • Ghastly Stench **
  • Mourning Mist **
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Soeak with Dead
  • Life Transference
  • Revivify
  • Dispel Magic
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Remove Curse
  • Spirit Shroud
  • Stinking Cloud
  • Summon Shadow Spirt
  • Summon Undead Spirit
  • Vampiric Touch
  • Wall of Bone (NEW)
  • Water Breathing
  • Lance of Black Ice
  • Lay Waste
  • Spell C
4th Level
  • Blight
  • Dimension Door
  • Greater Invisibility
  • Phantasmal Killer
  • Polymorph
  • Summon Abberant Spirit
  • Shadow of Moil
  • Blight
  • Vitriolic Sphere
  • Energy Ebb
  • Consumptive Field
  • Spell C
5th Level
  • Cloudkill
  • Dominate Person
  • Modify Memory
  • Dance Macabre
  • Contagion
  • Enervation
  • Negative Energy Flood ( New name)
  • Raise Dead
  • Sensory Deprivation
  • Avascular Mass
6th Level
  • Sunder Soul
  • Harm
  • Soul Cage
  • Circle of Death
  • Create Undead
  • Eyebite
  • Globe of Invulnerability
  • Magic Jar
  • Summon Fiendish Spirit
7th Level
  • Investiture of Death
  • Finger of Death
  • Plane Shift
  • Teleport
  • tether Essence
  • Ressurection
  • Siphon Soul
  • Bite of the Ghoul King
8th Level
  • Deaths Breath
  • Clone
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Demiplane
  • Incendiary Cloud (death cloud)
  • Obliterating Globe
  • Black Blade of Disaster
9th Level
  • Dark Star
  • Gate
  • Imprisonment
  • Power Word: Kill
  • Astral Projection
  • Time Ravage
  • True Ressurection
  • Spell B
  • Spell C

Bite of the Ghoul King

8th level necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Bone Barrier

1st level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A protective barrier of bones surrounds and floats around you. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the necrotic damage increase by 5 for each slot

Bone Storm

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 5d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and the size of the cone increases by 5 feet for each spell slot level above 1st.

Death's Grasp

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Grasping spectral hands sprout from the ground in a 10- foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain. Creatures ending their turn in the area must succeed on a Dexterity saving throw or take 3d6 necrotic damage from the spectral hands. At Higher Levels. When you cast this spell using certain higher-level spell slots, the area covered by the spell increases. With a 3rd-level slot, the area covered becomes a 20-foot square. With a 5th-level slot, the area covered becomes a 30-foot square. With a 7th-level slot, the area covered becomes a 40-foot square. With a 9th-level slot, the area covered becomes a 50-foot square.

Manacle of Burden

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You target two creatures that are within 20 feet of each other within range and cause them to make a Strength saving throw with disadvantage. If both targets fail, they are bound to one another by a spectral manacle of your creation and will split all damage done to them. For the duration, any damage done to either target is halved (rounded down) and then dealt to the other bound creature as well. If the two bound creatures move more than 20 feet apart, the manacle breaks causing 4d6 necrotic damage to each target

Ravanous Flock

1st level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A roiling burst of smoke and ravens erupt from the casters palm and streaks towards their target. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. If you are at your maximum total hit points, you receive double the amount as temporary hit points instead.

At Higher Levels: Each spell slot past the first used to cast this spell generates another smokey murder of crows that can target the same or another creature, also dealing 1d8 damage.

Song of the Dead


  • Necromancy cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a musical instrument)
  • Duration: Instantaneous

You perform a haunting tune that causes spirits of the dead to stir. Make a ranged spell attack against a target within range. On a hit, an incorporeal entity materializes and deals 1d4 necrotic damage to the target. Additionally, the target cannot take reactions until the start of its next turn. You can select an additional target within range at 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).

Shadowgrasp

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a floating hand made of shadow in an unoccupied space that you can see within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the shadowy hand. On a hit, the target takes 1d12 of necrotic damage and must make a Wisdom saving throw or be frightened of you until the end of its next turn. As a bonus action, you can move the shadowy hand up to 20 feet and repeat the attack against a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the hand increases by 1d12 for every two spell slot levels above 2nd.


Zombie Dog

medium undead, unaligned


  • Armor Class 12
  • Hit Points 6 (1d8 +2)
  • Speed 30 feet

STR DEX CON INT WIS CHA
14(+2) 14(+2) 14(+2) 3 (-4) 8 (-1) 3 (-4)

  • Saving Throws wisdom +0
  • Damage Immunities Poison
  • Condition Immunities Poison
  • Senses Darkvision 60ft., passive perception
  • Languages Understands All Languages It Spoke In Life But Can't Speak
  • Challenge Challenge and Xp

Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone

Changelog

  • General Typos
  • Deaths Scholor: Added Undead creatures with a CR rating equal to or less than your Necromancer level won't attack you unless you attack first
  • Lord of the Dead: Removed bonus hit points granted by this feature.
  • Dark Deeds: You may now hear through your shadow. You may know attach your shadow to another creature.
  • Flesh of my Flesh: You may know see through the crawling claw
  • Greater Undead: Removed Flesh Golem for Flesh Hulk
  • Death Sight: Can now cast Speak with Dead.
  • Cross The Veil: Time limit reduced at early levels but scales with progression. Can use mage hand to interact with material plane

Homebrew By

H.J. Wann

Credits

To the people who inspire imagination

The Artists

  • Necromancer by Unknown

  • Liliana by Wizards of the Coast

  • Cemtery by KotnoneKot

  • Necromancer by Atroposdios

  • Zombie by Anna Stlinbauer

 

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