Necromancer

by Cannibalistic Pandas

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Necromancer
The Necromancer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Flesh Craft, Spellcasting 3 4 2 1st
2nd +2 Undead Servant, Undead Specialization 3 5 3 1st
3rd +2 3 6 3 2nd
4th +2 Ability Score Improvement 4 7 3 2nd
5th +3 4 8 4 3rd
6th +3 Undead Specialization feature 4 9 4 3rd
7th +3 4 10 4 4th
8th +3 Ability Score Improvement 4 11 5 4th
9th +4 4 12 5 5th
10th +4 Undead Specialization feature 5 12 5 5th
11th +4 Necro Echo (6th level) 5 13 6 5th
12th +4 Ability Score Improvement 5 13 6 5th
13th +5 Necro Echo (7th level) 5 14 6 5th
14th +5 Undead Specialization feature 5 14 7 5th
15th +5 Necro Echo (8th level) 5 15 7 5th
16th +5 Ability Score Improvement 5 15 7 5th
17th +6 Necro Echo (9th level) 5 16 8 5th
18th +6 5 16 8 5th
19th +6 Ability Score Improvement 5 17 8 5th
20th +6 Life Taker 5 17 8 5th

Lore stuff

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Lore stuff

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Lore stuff

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Quick Build

You can make a necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the mage hand, chill touch, and mending cantrips, along with the the following 1st-level spells for your necronomicon: false life, fog cloud, magic missile, and ray of sickness.

Class Features

As a necromancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per necromancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Level: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
  • Tools: none

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Arcana, Investigation, Performance, Perception, Medicine, Insight, Survival

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor and a necronomicon

Fleshcraft

Starting at 1st level, you forming the essence of a creature that has died within the last hour into a protective barrier. As an action, you can touch a creature that has recently died,
and you gain temporary hit points equal to your Intelligence modifier + your necromancer level (minimum of 1).

Spellcasting

As a student of dark magic, you have a necronomicon containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the necromancer spell list.

Cantrips

You know three cantrips of your choice from the necormancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast your necromancer spells of 1st through 5th level.
The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your necromancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

For example, when you are 5th level, you have four 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know four 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new necromancer spell, which can be 1st, 2nd, or 3rd 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 which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, since you learn spells from dedicated study and memorization. You use your Intelligence whenever a spell refers to your spell casting 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

Ritual Casting

You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your necronomicon.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your necromancer spells.

Undead Servant

Beginning at 2nd level, at the end of a long rest, you can summon an undead that has sworn servitude to you. You can only have one undead servant at a time.

Undead Servitude

Your undead servant gains a variety of benefits while it is in your servitude.

  • Your servant takes it immediately after yours. It can move and use its reaction on its own, but the only action it takes on it's turn is the Dodge action. Unless, you take a bonus action on your turn to command it to take one of the actions in its stat block, or the Dash, Disengage, or Help action.
  • Your servant uses your proficiency bonus (PB) rather than its own for the attacks, saves and skills which it is proficient in.

Necromantic Vitality

You can repair the necromantic energy that fuels your undead servant allowing it to serve you longer. You learn the mending cantrip, which doesn't count against the number of necromancer cantrips you know. If you already know the mending cantrip choose another necromancer cantrip instead.

If you cast the mending spell on your undead servant, it regains 2d6 hit points. If it has been slain within the last hour, as an action you can re-animate it, provided you are within
5 feet of it and you expend a spell slot. The undead servant re-animates back into your servitude after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new undead servant. If you already have an undead servant from this feature, the first one immediately perishes. The undead servant also perishes if you die.

Undead Specialization

When you reach 2nd level, you choose a specialization for your undead servant, shaping their growth and skills. The specialization choices are: Bone Guard, Reaver, Dark Sage, or Priestess. The Undead Specializations are detailed at the end of the class description.

Your choice grants your servant features at 2nd 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.

Necro Echo

Beginning at 11th level, you can temporary bypass your your magical limits allowing you to to cast powerful magic, known as necro echo. Choose one 6th-level spell from the necromancer spell list as this necro echo.

You can cast your necro echo spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more necromancer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Necro Echo when you finish a long rest.

Life Taker

At 20th level, you have learned to collect even the tiniest amount of life. When you or your undead servant damage a creature, both of you regain hit points equal to 5 + your Intelligence modifier. You don’t gain this benefit if you
have 0 hit points.

Undead Specialization

Your undead servant gains a specialization in its combat ability. Choose one of the following: Bone Guard, Reaver, Dark Sage, or Priestess.

Bone Guard

Bone Guards are servants that specialize in protection and holding the front line. As the Bone Guard grows and evolves it becomes able to assist allies and cripple foes in order to assist its master to the most of its abilities. The Bone Guard can use your necromantic magic to grow a long sword like limb and bone armor. See its game statistic in the Bone Guard stat block.

Ossein Cataphract

When you choose this undead specialization at 2nd level, your servant can causes dense bones to shroud a creature over their own armor. As a bonus action, you can have the bone guard shrouds a creature within 60 feet of you that you can see in bone plates. That creature gains resistance to slashing, bludgeoning, and piercing damage for the next minute.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Necrotic Strikes

At 6th level, the bone guard’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bone Storm

Beginning at 6th level, as a bonus action, the bone guard can create a whirlwind of bones that spin around it. All other creatures within 10 feet of it must succeed on a Dexterity save against your spell DC or take 1d8 + PB bludgeoning damage.

Once you use this feature you can't use it again until you finish a short or long rest.

Forest of Bone

Starting at 10th level, your servant can create 5 pillars of bone that can be place within 30 feet of it. Each pillar is 5 feet wide by 10 feet tall and has an AC 10 and 30 hit points.
A pillar is destroyed after 10 minutes or reducing it to 0 hit points. If a creature is in the same space of a pillar when it appears, the creature is pushed to one side of the
pillar (your choice).

Once you use this feature you can't use it again until you finish a long rest.

Carrion Maiden

At 14th level, as a bonus action, your servant grabs hold of a creature and encases both of them in a cabinet with sharp bone spikes on its interior. The creature must make a Dexterity saving throw against your spell DC or take 3d8 piercing damage and be restrained. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Once you use this feature you can't use it again until you finish a short or long rest.


Bone Guard

Medium undead, Unaligned


  • Armor Class 13 + PB
  • Hit Points 5 + five times your necromancer level (the servant has a number of Hit Dice [d8s] equal to your necromancer level.)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Saving Throws Str + PB, Con + PB
  • Skills Athletics, Survival
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft., passive Perception 9
  • Languages Understands All Languages It Spoke In Life but Can't Speak

Actions

Bone Sword. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 + PB slashing damage.

Reaction

Provoke. When a creature within 30 feet of the bone guard takes damage, the bone guard can magically take that damage, instead of that creature taking it.

Reaver

Reavers are servants that exploit its target's weak points and create opportunities. As the Reaver grows and evolves it learns to optimize its ability to create opportunities and become masters of the battlefield. The Reaver can use your necromantic magic to grow shards of bones similar to daggers. See its game statistic in the Reaver stat block.

Knowledge of a Past Life

Beginning at 2nd level, your undead servant's knowledge of its past battles has taught it how to gain the upper hand. When your servant uses the Help action and an ally attacks that target, your undead servant can also make an attack against that target.

Necrotic Strikes

At 6th level, the reaver’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Contamination

At 6th level, the reaver can release the necrotic energy fueling, causing it to impairing its targets capabilities. As a bonus action, a creature within 10 feet of the reaver can make a Constitution save against your spell DC. On failure the creature takes 2d4 necrotic damage and has disadvantage on its next attack roll. On a successful save, the creature takes half damage and the effect does not trigger.

Once you use this feature you can't use it again until you finish a short or long rest.

Evasion

Starting at 10th level, your undead servant can nimbly dodge out of the way of certain area effects. When your servant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Swift Strike

At 14th level, when you use your bonus action to have the reaver make an attack, you can have it make one additional attack.


Reaver

Medium undead, Unaligned


  • Armor Class 13 + PB
  • Hit Points 5 + five times your necromancer level (the servant has a number of Hit Dice [d8s] equal to your necromancer level.)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+1) 16 (+3) 14 (+2) 6 (-2) 6 (-2) 8 (-1)

  • Saving Throws Dex + PB, Con + PB
  • Skills Stealth, Intimidation
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft., passive Perception 8
  • Languages Understands All Languages It Spoke In Life but Can't Speak

Actions

Bone Dagger. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d4 + 3 + PB slashing damage.

Bone Dagger. Ranged Weapon Attack: your spell attack modifier to hit, reach 90ft., one target you can see. Hit: 1d4 + 3 + PB piercing damage.

Reaction

Intervene. When a creature you can see hits a target, other than the reaver, within 15 feet of it with an attack, the reaver can move beside that creature and reduce the damage the target takes by 1d8 + PB (to a minimum of 0 damage). This movement does not provoke opportunity attacks.

Dark Sage

Dark Sage's are servants that embody the persona of an innate spellcaster. They assist their masters in bombarding their foes with powerful magics. As they grown and evolve they become able to empower those around it and create a single mighty spell. See its game statistic in the Dark Sage stat block.

Shadow Shield

At 2nd level, your dark sage can cause a hardened plate of shadows to appear between it and an oncoming attack. When a creature within 60 ft. of you and the dark sage takes damage, it can use its reaction to roll a d6. Add your Intelligence modifier to the number rolled, and reduce the damage by that total.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.


Dark Sage

Medium undead, Unaligned


  • Armor Class 12 + PB
  • Hit Points 4 + four times your necromancer level (the servant has a number of Hit Dice [d6s] equal to your necromancer level.)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 11 (+0) 14 (+2) 8 (-1) 8 (-1) 14 (+2)

  • Saving Throws Con plus PB, Cha plus PB
  • Skills Insight, Arcana
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft., passive Perception 9
  • Languages Understands All Languages It Spoke In Life but Can't Speak

Actions

Void Bolt. Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft., one target you can see. Hit: 1d6 + 2 + PB necrotic damage.

Black Haze (PB/Day). An eerie magical pitch black mist encompasses a creature within 60 ft of the dark sage. That creature must make a Constitution save against your spell DC or be either blinded or deafened (your choice) for the next minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, black haze ends.

Dark Mirror

Starting at 6th level, the dark sage can reflect a portion of an attack back at the creature. When you or the dark sage are damaged from a spell that isn't radiant. You can have that creature make a Dexterity saving throw against your spell DC. It takes 2d8 necrotic damage on a failed save, or half as much on a successful one.

Once you use this feature you can't use it again until you finish a short or long rest.

Shade Infusion

At 10th level, when a friendly creature you can see is casting a spell you can use your servant's reaction to have that spell be casted with advantage. The creature can wait until after it rolls the d20 before deciding to use the Shade Infusion, but must decide before the DM says whether the roll succeeds or fails.

Once you use this feature you can't use it again until you finish a long rest.

Dread Barrage

Beginning at 14th level, when your undead servant cast void bolt, it creates a second bolt. The second bolt can be directed at the same target or at different one. Make a separate attack roll for each bolt.

Priestess

Priestesses are servants that where once clerics who crusader advancing the cause of righteousness with thaumaturgic arts. As they grow and evolve they gain the abilities to mend wounds and combine divine and necrotic magic. See its game statistic in the Priestess stat block.

Fallen Light

Beginning at 2nd level, the priestess places an ethereal cowl of light on a creature within 60 ft of it. That creature gains
a +2 to its AC for the next minute or until it loses its concentration (as if it were concentrating on a spell).

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Ruinous Touch

At 6th level, your servant's touch is as deadly as its restorative abilities are beneficial. As a bonus action, the priestess can make a melee spell attack against a creature that is within 5 feet of it. You use your spell attack modifier for the attack roll. On a hit, the target takes 3d8 necrotic damage.

Once you use this feature you can't use it again until you finish a short or long rest.

Shadowmend

Starting at 10th level, when your servant uses hallowed word on a creature other than you; you also heal for that amount as well.

Devoted in Death

At 14th level, when the priestess hits a creature with unholy flame that creature takes an additional 1d6 necrotic damage.


Priestess

Medium undead, Unaligned


  • Armor Class 12 + PB
  • Hit Points 4 + four times your necromancer level (the servant has a number of Hit Dice [d6s] equal to your necromancer level.)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (+2) 11 (+0) 14 (+2) 8 (-1) 14 (+2) 6 (-2)

  • Saving Throws Wis plus PB, Cha Plus PB
  • Skills Medicine, Religion
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft., passive Perception 14
  • Languages Understands All Languages It Spoke In Life but Can't Speak

Actions

Unholy Flame. Spell Save (Dexterity): your spell DC, reach 60 ft., one target you can see. On Failure: 1d6 + 2 + PB radiant damage.

Hallowed Word (PB/Day). The vestigial divine power inside the priestess can restore 1d4 + PB hit points to itself or to one creature within 60 feet of it.


Necromancer Spells

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade
  • Mage Hand
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • True Strike
1st Level
  • Bane
  • Burning Hands
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Hex
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce
  • Enthrall
  • Flame Blade
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Magic Mouth
  • Magic Weapon
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Ray of Enfeeblement
  • Scorching Ray
  • Shatter
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Blink
  • Counterspell
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Undead
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Dimension Door
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Mordenkaninen's Faithful Hound
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Stoneskin
  • Wall of Fire
5th Level
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Contact Other Plane
  • Creation
  • Danse Macabre
  • Dominate Person
  • Flame Strike
  • Geas
  • Hold Monster
  • Immolation
  • Legend Lore
  • Maelstrom
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Blade Barrier
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Harm
  • Investiture of Flame
  • Magic Jar
  • Mass Suggestion
  • Move Earth
  • Programmed Illusion
  • Scatter
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Gilbness
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Meteor Swarm
  • Power Word Kill
  • Shapechange
  • Psychic Scream
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Credits

In this section I like to give credit to the ones who help me create and test my homebrew material, as well as all the artists whose artwork inspired me. As I believe it is important for them to be recognized for their creativity to inspire through visuals or seeing just how far they can push a character to the point of no return. So thank you for all that you have done.

Testers

A special thanks to the creative minds that helped me create and test this class. Without you I would never have done any of this.

Art

Images used in this document and links to the originals are listed below.

Document Image: Necromancer by Carl Johan Bäckman
Cover Art: Necromancer by Tomasz Chistowski Page 3: Face Reaper by MianKong_面孔 Page 4: Necromancer by Istvan Straban Page 5: Triumphant Undead Warrior by LeoD Page 6: Undead Minotaur by Ubermonster
Page 7: Necromance by Istvan Straban
Page 8: Necromancer by Bogdan-MRK
Page 9: Summing Bone Guys by Forrestlmel

 

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