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Necromancer
With robes billowing in the night wind, a human stands atop a hill, watching legions of the undead march toward a distant city under the cover of darkness. As the front lines reach the gates, the city’s alarm rings out, but it is too late. The city is surrounded, and no help is coming.
Elsewhere, an elf wipes the sweat from her brow as her scythe cuts through the final stalk of wheat. Before her, undead servants harvest the fields in unison, their own scythes moving methodically. Out of the corner of her eye, she spots a ghoul shambling over a nearby hill. A sharp glare from the elf halts the creature in its tracks. It turns and reports: an army is approaching. Grabbing what wheat she can carry, the elf dashes away, her skeleton laborers following close behind.
In the shadow of a ruined temple, a halfling kneels beside the lifeless body of his dwarven friend. Tears streaming down his face, he mutters a desperate plea, asking his companion to lend him strength one final time. Moments later, the dwarf’s corpse rises, charging at a nearby goblin and buying the halfling just enough time to escape. Breathless, the halfling reaches the safety of his village and warns the townsfolk of the approaching goblin horde.
Necromancers channel the forces of life and death. While they may lack physical strength, they more than make up for it by commanding undead minions, each an extension of their will. Yet the path of necromancy is not one taken lightly — missteps or misunderstandings can cost a necromancer dearly in a world quick to condemn their art.
Undead Minions
A necromancer’s greatest strength lies in their mastery over the undead. Unlike feral, uncontrolled undead, those under a necromancer’s command act as a cohesive unit. When one member of the horde falls, the others instinctively rally to its defense, moving with eerie coordination.
A Life of Consequences
The life of a necromancer is one of isolation and suspicion. While many necromancers use their abilities to aid others — whether by facilitating contact with lost loved ones or challenging unjust rulers — tales of malevolent necromancers bent on destruction dominate the popular imagination.
Such a reputation can make life perilous for those who practice the dark arts. Even the most well-intentioned necromancer must tread carefully, as many will judge them solely by their craft, assuming them to be agents of evil. Careful consideration of allies and surroundings is essential for survival.
Creating a Necromancer
The most important thing to consider when creating a necromancer are the reasons you became a necromancer. Were you driven to the edge when someone you love was killed or did an oppressive government lead to your seeking rebellion? Either way, a necromancer is often misunderstood by those around them. Necromancers must usually hide their abilities to avoid persecution.
Quick Build
You can make a Necromancer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Sage background.
Class Features
As a Necromancer, you gain the following class features
Hit Points
- Hit Die: 1d6 per Necromancer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Necromancer level after 1st
Proficiencies
- Armor: No armor
- Weapons: Simple weapons
- Tools: Poisoner's Kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Darkened robes and two daggers or (b) a light crossbow, simple clothes and 20 bolts
- (a) An arcane focus and poisoner's kit
- (a) a dungeoneer’s pack or (b) a scholar’s pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites: Constitution and Intelligence 13.
Necromancer
Level | Proficiency Bonus | Features | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arise and Obey | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Undying Ambitions | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Necromantic Aspiration | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Unending Servitude | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Aspiration Feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Wicked Infusions | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Aspiration Feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Aspiration Feature | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | ─ | 5 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | ─ | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Unholy General | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Necromancer spells, which appear in the Necromancer spell list later in the class's description.
Spellcasting Ability. Intelligence is your spellcasting ability for your Necromancer spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Necromancer spells.
Cantrips. You know three Necromancer cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Necromancer cantrip of your choice.
When you reach Necromancer levels 4 and 10, you learn another Necromancer cantrip of your choice, as shown in the Cantrips column of the Necromancer Features table.
Spellbook. Your Necromantic apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Necromancer spells of your choice. Detect Magic, Shield, Mage Armor, Magic Missile, Hex, and Bane are recommended.
Whenever you gain a Necromancer level after 1, add two Necromancer spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Necromancer Features table. The spells are the culmination of magical research you do regularly.
Expanding and Replacing a Spellbook. You can add new spells or replace your spellbook according to Wizard's rules (PHB 2024, p165)
Spell Slots. The Necromancer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Necromancer levels, as shown in the Prepared Spells column of the Necromancer Features table. Whenever that number increases, choose additional Necromancer spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Necromancer, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Necromancer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Necromancer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Arise and Obey
Starting at 1st level, you have learned to channel the negative energy of the Shadowfell to create undying servants. As an action, you can summon a Restless Servant in an unoccupied space within 15 feet of you. When you summon the servant, you must choose one of two forms: Skeletal or Putrid. Each form grants unique traits and abilities.
Your Restless Servant is unwaveringly loyal and follows your mental commands. As a bonus action, you can issue commands to any or all of your servants. In combat, your servants share your initiative count and take their turns immediately after yours. If you do not issue a command, they remain idle, defending themselves only if attacked.
Restless Servants are summoned without physical anchors(like corpse), causing them to exist only for a limited time. A servant remains for up to 10 minutes, until its hit points are reduced to 0, or until you dismiss it (no action required), whichever comes first. When a servant is destroyed or its duration ends, it dissipates into shadow.
You can have a number of Restless Servants equal to your proficiency bonus summoned at one time. If you summon a new servant while at your maximum limit, the oldest servant immediately dissipates.
You can summon Restless Servants amount of times equal to intelligence modifier. You regain all uses of this feature when you finish a long rest. At higher levels you will gain new ways to create Restless Servants under your control.
Restless Servant
Up to medium size Undead, Neutral Evil
- Armor Class 12 (14 if Putrid)
- Hit Points 10 (15 at 5th, 20 at 9th, 25 at 13th and 30 at 17th level)
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 5 (-2) 8 (-1) 6 (-2)
- Saving Throws none
- Skills none
- Damage Vulnerabilities none
- Damage Resistances none
- Damage Immunities Poison
- Condition Immunities Poisoned, Exhaustion
- Senses Darkvision 60ft
- Languages understands all languages that necromancer knows but can't speak
Body Structure Type (Choose One).
Skeletal - Creature gains proficiency in Dexterity saving throws and can use Necrotic Bolt attack
Putrid - Creature gains proficiency in Constitution saving throws and it's Claw/Bite attack can poison the targetPhantom Proficiency. Creature gains proficiency in weapons in which necromancer is proficient
Actions
Claw/Bite. Melee Weapon Attack: +Spellcasting Bonus to hit, reach 5 ft., one target. Hit: 1d8 piercing or slashing damage (your choice). (Putrid Only) - target also makes constitution saving throw against your spell save DC or becomes poisoned until the start of your next turn
Necrotic Bolt. (Skeletal Only) Ranged Spell Attack: +Spellcasting Bonus to hit, range 30\60 ft., one target. Hit: 1d6 necrotic damage
Minion. Restless Servant uses Necromancer's level, proficiency bonus and spellcasting ability when mentioned in this statblock.
Undying Ambitions
Starting at 2nd level, your constant experiments and interactions with the undead have altered your very essence. Your senses are now suffused with negative energy, allowing you to perceive death in each living creature more precisely.
You can add your proficiency bonus to any death saving throw you make. Additionally, you inherently understand when a creature performs death saving throws within 30 feet of you, how many death saving throw faliures or successes it has and if it would receive 2 failures of death saving throw(both as a result of 1 die roll or any other effect), you can use your reaction to keep life essence a little longer, causing it to count as only one failure instead.
Necromantic Aspiration
At 3rd level choose a Necromantic Aspiration: Death Commander, or Soul Weaver. All detailed information is at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Unending Servitude
At 5th level, you unlock the secrets of ensuring the long-term and reliable service of your undying servants by effectively anchoring them to physical vessels, such as the bodies of the deceased.
You always have the Animate Dead spell prepared. When you cast Animate Dead, you can choose to raise a Restless Servant instead of a standard skeleton or zombie. A servant raised in this way can exist indefinitely.It also can retain proficiency in weapons that it was proficient in life. However, you are still limited by the maximum number of servants you can control at any given time.
Additionally, when you use your Arise and Obey feature, you can now summon up to two servants simultaneously as part of the same action.
Wicked Infusions
Starting at 9th level, you improve the creation and manipulation of your own servants, experimenting and endowing them with new properties.
You learn 3 Wicked Infusions from the list below. You learn 3 new Infusions at 13th level.
Whenever you have undead creatures under your control within 60 feet, you can infuse them with necrotic energy, transforming them by granting new features. You can use your bonus action to select any number of undead creatures under your control and expend a spell slot of a level equal to or higher than required for the Infusion.
Creatures can only have one infusion at a time, and infusions last for 1 minute.
Wicked Infusions List
Undying Fortitude
Requirements - spell slot of 3+ level
If damage reduces the infused creature to 0 hit points, it crumbles into a corpse, rising again at the start of your turn in nearest unoccupied space from corpse with amount of hit points equal to half of their maximum hit points, unless the damage is radiant or from a critical hit. This effect can occur amount of times, equal to level of spell slot spent, divided by 3.Unfailing Strikes
Requirements - spell slot of 2+ level
The reach of the creature's melee attacks is increased by 5 feet. The creature's range with ranged attacks is doubled and ignores half-cover.Necrotic Weapons
Requirements - spell slot of 1+ level
The creature can add level of expended spellslot as a bonus necrotic damage to any successful attack rolls it makes.Reinforced Carapace
Requirements - spell slot of 3+ level
The creature's Armor Class is increased by 2. also, any slashing, piercing or bludgeoning damage it receives is lowered by amount equal to expended spell slot level.Shadowfell's Nature
Requirements - spell slot of 2+ level
The creature can attempt to hide as a bonus action while in dim light or darkness. It can also move through other creatures and objects as if they were difficult terrain while in dim light or darkness. It takes 5 (1d10) force damage if it ends its turn inside an object. While in solid objects such as walls, it can move freely within that object. It can't take actions other than Hide while in solid objects and cannot leave the solid object space into a space of bright light.Relentless Predator
Requirements - spell slot of 2+ level
The creature's movement speed is increased by 10 feet. It also gains swimming and climbing speeds equal to its movement speed. If the servant moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw against your Spell Save DC or its movement is decreased by 10 feet until the start of your next turn.
Unholy General
At 20th level, you uncover dark secrets that infuse your soul with a near infinite amount of necrotic energy, becoming the source of your very lifeforce.
A total number of Restless Servants you can have is increased to double of your proficiency bonus. Also, when using Arise and Obey, your minions are summoned directly from Shadowfell and they do not require any physical anchor, therefore they last indefinitely. You can summon up to 4 Restless Servants simultaneously with an action by using Arise and Obey feature instead.
Necromantic Aspirations
Necromancers share an affinity with the undead, but how they use their undead often varies. Some Necromancers tend carefully to their undead minions, while others use the souls of the departed as a source of energy.
Death Commander
While other necromancers use necromantic magic to gain power over death, you have always been more fascinated with the workings of unlife. Through years of experimentation, you have learned not only how to raise and dominate the undead, but also how to preserve, train, and improve them far beyond their usually meager abilities.
Caretaker
Starting at 3rd level, your commitment to the care and quality of your creations allows you to create more finely crafted creatures.
While an undead creature is under your control, its maximum hit points is increased by an amount equal to your necromancer level. All non-hostile undead creatures within 15 feet of you roll with advantage on d20 tests against Turning effects, such as Channel Divinity: Turn Undead.
Sacrificial Duty
At 6th level, whenever you are hit by an attack or fail a Dexterity saving throw while a Restless Servant is within 5 feet, you can sacrifice it as it leaps toward you to take the blow. You reduce the damage of the triggering attack by an amount equal to the current hit points of the sacrificed Servant. After that, the Servant is instantly destroyed.
You cannot sacrifice a Servant if the triggering effect forces both you and the selected Servant to make a Dexterity saving throw. Once you sacrifice a Servant, you can't do so again until you finish a long rest. You can expend a 2nd-level spell slot to regain the use of this feature.
Reinforced Arsenal
Beginning at 10th level, you have spent so much time dealing with undead and the forces that animate them that your art of creating majestic carcasses can be truly terrifying to the untrained eye.
Whenever you create a Restless Servant, it becomes permanently infused with the Necrotic Weapons infusion, bonus damage of which is equal to your Intelligence modifier instead. This infusion does not count towards the limit of infusions that creature can have.
Unholy Creation
Starting at 14th level, for a brief moment, you can create a terrifying fusion of your servants into something... magnificent.
As an action, you can use Rise and Obey feature to summon an Unholy Creation to your service instead. Such creation counts (and reserves total amount of Servants while present) as if 3 Restless Servants where summoned and it counst as Restless Servant for any spells or features.
Alternatively, you can choose 3 Restless Servants within 30 feet of you that where risen through Animate Dead spell to be destroyed. If you do so, as part of summoning Unholy Creation, you can also apply one known Wicked Infusion to it without spending a spell slot (effect is applied as if the lowest possible level of spell slot was used).
Once you use this feature, you can't use it again until you finish a long rest.
Unholy Creation
Medium, Large or Huge size Undead(your choice) Neutral Evil
- Armor Class 15 (Natural Armor)
- Hit Points 100
- Speed 30ft
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 5 (-2) 8 (-1) 16 (+3)
- Saving Throws Dex(2+PB), Str(4+PB), Con(3+PB)
- Skills Athletics(4+PB)
- Damage Vulnerabilities none
- Damage Resistances none
- Damage Immunities Poison, Necrotic
- Condition Immunities Poisoned, Exhaustion
- Senses Darkvision 60ft
- Languages understands and speak all languages necromancer knows.
Siege Creature. Unholy Creation deals double damage to objects and structures.
Aura of Despair. Any creature that is hostile towards necromancer within 30ft has disadvantage with d20 tests against frightened condition.
Perfected Carapace. When Unholy Creation gains Reinforced Carapace infusion - effect is doubled, but it gains vulnerability to radiant and critical damage instead.
Actions
Multiattack. Unholy Creation makes two attacks with Withering Crush or Damned Toss in any order.
Withering Crush. Melee Weapon Attack: +Spellcasting Bonus to hit, reach 5 ft., one target. Hit: 2d10 Necrotic damage.
Damned Toss. Ranged Attack: +Spellcasting Bonus to hit, range 60\90 ft., one target. Unholy Creation can grab and throw within its reach object, undead under your control or any willing creature of medium size or smaller. Hit: 2d6 bludgeoning damage plus thrown creature lands in nearest unoccupied space at target location.
Minion. Unholy Creation uses Necromancer's level, proficiency bonus(PB) and spellcasting ability when mentioned in its statblock.
Soul Weaver
Soul Weavers focus on controlling the powers of souls, the most dangerous yet most powerful aspect of necromancy. They are masters at controlling and manipulating life essence, knowing how to imprison souls or tear them apart for use as fuel in their dark magic and spells.
Dark Lore
Starting at 3rd level, due to your extensive knowledge of Necromancy, you gain advantage on any Religion and Arcana checks related to necromantic spells, rituals, or undead creatures.
Moreover, you learn and prepare 2 necromancy spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Necromancer table, or a cantrip.
You learn and prepare 1 additional necromancy spell from any class at 5th, 9th, 14th, and 17th levels.
Undying Nature
At 6th level, the time you've spent wielding necrotic energy has made it a part of you. You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Stealing Death
Also, at 6th level, whenever an ally would drop to 0 hit points within 30 feet, as a reaction you can instantly destroy one of your Restless Servants within range to drop ally to 1 hit point instead and grant temporary hit points equal to current hit points of destroyed Servant until the end of current turn. This reaction can also be used against effects that would outright kill target, such as Power Word: Kill spell or 3rd failure of death saving throw. You can use this reaction once between long rests. You can expend a 2+ level spell slot to regain the use of this reaction.
Circle of Lifeforce
Beginning at 10th level, whenever you deal necrotic damage with a spell of 1st level or higher, you can choose a creature other than yourself within 30 feet. It gains temporary hit points equal to 2d4 + the spell slot level used.
Gaze of Death
Starting at 14th level, your gaze can awaken a creature's sense of mortality by giving them visions of their death, shaking their very soul or essence of existence.
As an action, choose a creature within 30 feet that you can see. The target must succeed on a Wisdom saving throw against your Necromancer spell save DC or become frightened for 1 minute. The frightened target can repeat its saving throw at the end of each of its turns if you don't have direct vision of it. On a success, the target suffers no effects and frightening condition ends. You ignore creature's immunity to frightened condition if it is not undead.
While frightened this way, creature also cannot regain hit points from any healing effects, such as regeneration, spells, healing potions or magical items and it loses resistance to necrotic damage.
Once you use this feature, you cannot use it again until you finish a long rest.
Balance Thoughts
Unfortunately, having multiple creatures under your control in 5th edition of D&D can be very unbalanced. Even though I have tried to balance it as much as I could without ruining the fun of playing with more than 2-3 minions, this class can possibly break the balance of the game if a player tries to maximally optimize it. I STRONGLY recommend forbidding multiclassing with or into this class.
Credits
Created by /r/SamuelWillmore
Credits to all of the arts:
Liliana Vess arts by WotC
Necromancer by Tulio Brito
Knight Sarlamir by WotC
Crawling Craw by Roll for Combat
Lich by Owlcat Games (possibly Paizo)
Rot Hulk by Greg Rutkowski
Special Thanks
Thanks to /r/UnearthedArcana, /r/McLellanCM, u/Squ4tch_ and TheDiscordOfManyThings, for giving me feedback and helping me balancing this class.
Necromancer Spell List
Cantrips (0 Level)
- Acid Splash
- Chill Touch
- Dancing Lights
- Frostbite (XG)
- Green-Flame Blade (SC)
- Infestation (XG)
- Lightning Lure
- Mage Hand
- Message
- Minor Illusion
- Mold Earth (XG)
- Poison Spray
- Ray of Frost
- Spare the Dying
- Sword Burst (SC)
- Thaumaturgy
- Thunderclap
- Toll the Dead (XG)
- True Strike
- Tasha's Caustic Brew (TCE)
1st Level
- Alarm
- Bane
- Cause Fear (XG)
- Catapult
- Chromatic Orb
- Command
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- False Life
- Fog Cloud
- Gease
- Hex
- Ice Knife
- Identify
- Magic Missile
- Mage Armor
- Purify Food and Drink
- Protection from Evil and Good
- Ray of Sickness
- Shield
- Tenser's Floating Disk
- Thunderwave
- Tasha's Caustic Brew (TCE)
2nd Level
- Aid
- Arcane Lock
- Augury
- Blindness/Deafness
- Blur
- Borrowed Knowledge (SCC)
- Darkness
- Detect Thoughts
- Enlarge/Reduce
- Flaming Sphere
- Gentle Repose
- Hold Person
- Lesser Restoration
- Melf's Acid Arrow
- Misty Step
- Nystul's Magic Aura
- Phantasmal Force
- Ray of Enfeeblement
- Rime's Binding Ice (FTD)
- Scorching Ray
- See Invisibility
- Shadow Blade (XG)
- Vortex Warp (SCC)
- Web
- Wither and Bloom (SCC)
3rd Level
- Antagonize (BMT)
- Animate Dead
- Blink
- Counterspell
- Dispel Magic
- Enemies Abound (XG)
- Fear
- Feign Death
- Fireball
- Hypnotic Pattern
- Leomund's Tiny Hut
- Lightning Bolt
- Magic Circle
- Phantom Steed
- Remove Curse
- Revivify
- Speak With Dead
- Spirit Shroud (TCE)
- Summon Undead (TCE)
- Vampiric Touch
4th Level
- Arcane Eye
- Banishment
- Blight
- Death Ward
- Dimension Door
- Dominate Beast
- Evard's Black Tentacles
- Locate Creature
- Leomund's Secret Chest
- Mordenkainen’s Private Sanctum
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Shadow of Moil (XG)
- Sickening Radiance (XG)
- Spirit of Death (BMT)
- Vitriolic Sphere
5th Level
- Antilife Shell
- Contagion
- Creation
- Danse Macabre (XG)
- Dimension Door
- Dream
- Enervation (XG)
- Hallow
- Modify Memory
- Mislead
- Negative Energy Flood (XG)
- Raise Dead
- Rary's Telepathic Bond
- Seeming
- Synaptic Static
- Teleportation Circle
6th Level
- Arcane Gate
- Circle of Death
- Create Undead
- Disintegrate
- Eyebite
- Harm
- Magic Jar
- Move Earth
- Soul Cage
- True Seeing
7th Level
- Delayed Blast Fireball
- Dream of the Blue Veil (TCE)
- Etherealness
- Finger of Death
- Forcecage
- Power Word Pain (XG)
- Resurrection
- Symbol
8th Level
- Abi Dalzim’s Horrid Wilting (XG)
- Antimagic Field
- Demiplane
- Feeblemind
- Maddening Darkness (XG)
- Mighty Fortress (XG)
- Maze
9th Level
- Astral Projection
- Blade of Disaster (TCE)
- Gate
- Imprisonment
- Power Word Kill
- Psychic Scream (XG)
- Time Stop
- True Resurrection
- Wish
(XG) - Xanathar's Guide to Everything
(TCE) - Tasha's Cauldron of Everything
(FTD) - Fizban's Treasury of Dragons
(SCC) - Strixhaven: A Curriculum of Chaos
(BMT) - The Book of Many Things
Alternative Spell List
At DM's approval, you can use Wizard's spell list as Necromancer Spell List instead.
(I would actually recommend using it, as it is hard to update spell list with new spells from upcoming books each time.)
Optional Feature
Becoming a Lich
If a player would like to become a Lich to represent their character progression, here is a mechanic that will allow you to become a Lich without ruining the DM's balance. Still, it is strongly recommended to provide this feature as a late-game ability.
To become a Lich, you must complete a 24-hour ritual, concentrating on it as if you were concentrating on a spell. For this ritual, you will need to create a Phylactery first, as it is necessary for your continued existence. As the final part of the ritual, you can cleanse yourself of your flesh, which will be transformed into life force that infuses your Phylactery.
Once you have completed the ritual, you undergo significant changes and gain the following benefits:
- Your type changes to undead. All spells and effects that would apply to undead creatures apply to you. As an undead, you do not need to breathe or sleep, you cannot suffocate, and you do not age.
- You gain immunity to poison damage. You are also immune to diseases and the poisoned condition.
- You gain immunity to the Charmed, Frightened, and Exhaustion conditions.
- You gain advantage on all saving throws against any effect that turns undead.
- You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- You can cast any known 1st-level spell at will.
If you infused your Phylactery with your own flesh, you can cast the disguise self spell on yourself at will and without concentration, but you can only make yourself look exactly as you did before the ritual. You cannot cast this spell if your Phylactery is destroyed.
Lich Form and Phylactery
Changing the creature type of a PC can be greatly unbalanced in some Campaigns. Speak with the DM to see if there will be any problems with changing the type.
Also, your DM can create a few quests to obtain the required ingredients for the Ritual, instead of charging a gold price.Remember, Liches are dangerous, vile creatures. They are the strongest undead beings. If someone recognizes you as a Lich, beware, as you will be hunted by almost everyone, especially Paladin Orders such as Silver Flame or others.
DM Note - You can ignore or change the effect that restricts Lich players from traveling through other planes if it is necessary for your campaign.
Phylactery
Your phylactery is a special object that holds and safeguards a lich’s soul. In order to craft this wondrous item, you must spend 1d10+2 days and 6,000 gp. This cost covers the gems, precious metals, incense, and alchemical reagents needed in crafting the phylactery and brewing the Potion of Transformation.
Your phylactery can be a small jewel-encrusted box, a gemstone with pulsating runes, one of the other items mentioned above, or any other treasure a lich can dream up for their eternal existence.
After creating it, you may not travel to the outer planes as your soul is tethered by your phylactery.
Should you be reduced to zero hit points and die, your lich body crumbles to dust and, in 1d10 days, it reforms within 10 feet of your phylactery. Your phylactery must be intact for you to return. If your phylactery has been destroyed, you do not reform and cannot be brought back except by a Wish spell.
Similarly, a phylactery caught in an area of antimagic, such as one created by the Antimagic Field spell, cannot reform its lich. The lich is trapped inside their phylactery until it is removed or the field dissipates.
Your phylactery is tiny, has 40 hit points, is immune to poison and psychic damage, and has resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Whenever the phylactery is destroyed, you can survive for 1d10+10 days before your lich body will be turned to ashes. In such a case, you can only be resurrected by a Wish spell.