True Necromancer

by Sarkhon

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True Necromancer

True Necromancer

A group of ill-prepared adventurers delve into dungeon’s deep and are greeted by a malignity of goblins. All hope for the ill-fated adventurers seems lost as torchlight fades amidst their hopeless struggle. A momentary gust of chilled wind embraces the now beaten and battered huddle of adventurers, extinguishing all form of light they had left. For what feels like minutes of uncertainty in the unknowing dark only the sound of incoherent groaning, flesh tearing, and screams of terror can be heard. The gruesome sounds of the quarrel fade swiftly, and there in the newfound torchlight a half-giant surrounded by scores of undead awaiting his command stands in the bloody aftermath.

In cloths of black, lined in white silk, a lone blonde-haired figure stands atop a hill overlooking the encroaching enemies. With swift gestures and the mumbling of a few unintelligible phrases he sends a maelstrom of spells hurtling towards a swathe of foes. Upon impact a bright light shoots outwards and with a flick and twist of the wrists the light is redirected to one of their unseen allies, all wounds vanishing in an instant.

Necromancers, unlike wizards who study necromancy, observe nothing other than the facts of death and the machinations for which the umbral energy of the realm can be used to their advantage. Where those within the school simply dabble, true necromancers thrive on and, in some cases, choose to succumb to the powers of necrotic energies wholly. In some rare instances, a true necromancer will choose to teach wizards interested in the arts of necromancy the basics at which the operations of undeath and its powers make the world tick.

Mastery Over Life and Death

Scrutinized, sequestered, and most of all vilified, true necromancers are vastly misunderstood spellcasters due to their association with beings such as liches and gods of undeath. While many are drawn to this class by the allure of immortality and other self-serving means, many others are persuaded by the prospects of helping the dead find peace through retribution or helping a loved one move on. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

True necromancers, like other casters of their caste, live and die by their spells, sometimes quite literally. They learn new spells as they experiment and grow in experience. They can also learn them from other necromancers, from ancient tomes or inscriptions, and ancient feys that are steeped in magic.

The Lure of the Macabre

A necromancer's life is generally a bleak, lonesome existence. Necromancers often face seclusion or rejection from society, given that they are usually alone, seldom within any company other than their undead minions. It is because of this that convening with a necromancer is often seen as shady business.

True Necromancer | Class Features
The True Necromancer
True Necromancer
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dark Replenish 3 2
2nd +2 Necromantic Sects 3 3
3rd +2 Undead Affinity 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Umbral Physique, Sects feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Sects feature, Undead Affinity improvement 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Sects feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Undead Affinity improvement 5 4 3 3 3 2 1 1 1 1
18th +6 Puppeteer of Death 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 Necromantic Perfection 5 4 3 3 3 3 2 2 1 1

Many people are under the delusion that necromancers can simply bring back the dead, and others say they’re simply a scam. True necromancers do not delve into these forbidden arts simply on a whim, but because they seek power, extended life, or the ability to preserve the lives of the ones they love even at the cost of their own.

Even so, the call of power and knowledge coaxes even the most separated of necromancers out of the safety of their cemeteries and laboratories and into crumbling ruins, lost cities, and decaying woodlands.

Creating A True Necromancer

When creating a true necromancer it is important to think about what drew your character to the necromantic arts. How did your character come into contact with the first callings? What event led you to realize you had the faculty for commanding the more taboo of magical arts? Is your talent one that came naturally or one that took years of training, of incessantly checking your notes and perfecting each of your spells until they were ingrained in your memories. Maybe you had a mentor, or perhaps you taught yourself in seclusion? What event led you from your life of seclusion? Did your curiosity leave you thirsty for more knowledge and power?

Quick Build

You can make a true necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose either the Inheritor or Charlatan background. Third, choose the light, sapping sting, and toll the dead cantrips, along with the following 1st-level spells for your spellbook: charm person, disguise self, frost fingers, inflict wounds, ray of sickness, and shield.

Multiclassing Prerequisite

You must have a Intelligence score of 13 or higher in order to multiclass in or out of this class.

True Necromancer | Class Features

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 Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Disguise Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Investigation, Nature, Deception, Medicine, Perception, Religion, Survival, and Stealth

Equipment

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

  • (a) a component pouch or (b) an arcane focus
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a scholar's pack or (b) an explorer’s pack
  • A spellbook

If you are using starting wealth, you have 2d4x10 gp in funds.

Spellcasting

As a practitioner of arcane arts, you have a spellbook containing spells that show the first emergence of your grim power. See chapter 10 in the PHB for the general rules of spellcasting and the end of this book for the necromancer spell list.

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 shown in the Cantrips Known column of the True Necromancer table.


Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a necromancer spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the necromancer who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the

True Necromancer | Class Features

spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many necromancers keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Spellbook

At 1st level, you have a spellbook containing six 1st-level true necromancer spells of your choice.

Preparing and Casting Spells

The True Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

You prepare the list of necromancer spells that are available for you to cast. To do so, choose a number of necromancer spells from your spellbook equal to your Intelligence modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook.

If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells. 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

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 list of spells for the day. You don’t need to have the spell prepared.

Spellcasting Focus

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

Expanded Spell List

Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not necromancer spells according to the original spell list, they are for you and are added to your spellbook.

Learning Spells of 1st Level and Higher

Each time you gain a necromancer level, you can 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 on the Necromancer table. On your adventures, you might find other spells that you can add to your spellbook.

Dark Replenish

You have taught yourself how to regain some of your necrotic essence through draining the umbral energies from the decay of the realm. Using the bodies of the dead around you, you can choose expended spell slots to recover. You can draw energy from a corpse or pile of bones within 30 feet of you (no action required) to add a number of points equal to the creature's size to a dark pool of energy that is used to fuel your spell slot recovery. A Medium or smaller creature grants 1 point, a Large or Huge creature grants 2 points, and a Gargantuan creature grants 3 points. You can draw from this pool at any time, recovering one spell slot level per each point used. The spell slots can have a combined level that is equal to or less than half your true necromancer level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 5th-level true necromancer, you can recover up to three levels worth of spell slots by spending 3 dark pool points. You can recover either a 3rd-level spell slot or a 2nd-level spell slot and one 1st-level spell slot.

Corpses or piles of bones you target with this feature cannot be raised, controlled, resurrected (such as by the animate dead spell or revivify spell), or drained again for this feature. Only a wish spell can bring life back to a drained husk. Once you've recovered your maximum number of

spell slot levels allowed for your level, you must finish a long rest before you can do so again. Any points remaining in the dark pool vanish after you finish a long rest.

In addition, you can sacrifice any undead you control for this feature, such as those created or controlled by the create undead spell.

Necromantic Sect

When you reach 2nd level, you choose a sect. Choose between the War Liege, the Ghoulish Beckoner, the Soul Lord, or the Death Reverend. Your choice grants you features at 2nd level and again at 6th level, 10th level, and 14th level.

Undead Affinity

Starting at 3rd level, you begin to manifest a likeness to undead that cause them to otherwise ignore you and your allies. This manifestation grows stronger as you level in this class, becoming physical over time. You and allies within 10 feet of you gain a protective aura that causes undead with an Intelligence of 8 or lower to see you as one of their own. Undead will not attack unless you or your allies attack them first. Undead that are attacked or are being controlled by a target other than you are not affected by this feature. For example, zombies controlled by a wight's life drain are not affected by this feature.

At 10th level, your affinity with undead manifests physically. You have resistance to necrotic damage, your hit point maximum can't be reduced, and the range of undead affinity increases to 30 feet.

At 17th level, you are akin to the undead in such a way that you take on their hardy nature. You are immune to the exhaustion and poisoned conditions.

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.

Umbral Physique

By 6th level, your time spent dabbling in the necrotic magics of the realm has gifted you a hardier physique that makes you immune to disease.

Puppeteer of Undeath

At 18th level, your necrotic indulgence allows you to bring undead under your control through your umbral influence. 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 for 24 hours. 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 for 24 hours until it succeeds and

True Necromancer | Class Features

breaks free, or it remains under your control if 24 hours has passed and it has not succeeded on breaking free.

Necromantic Perfection

When you reach 20th level, you no longer age or need to eat or drink, and you gain the Undead Fortitude trait (see the zombie stat block MM pg.316).

In addition, your perfection allows you to summon additional types of undead when casting animate dead and create undead.

When you cast animate dead as a 7th-level spell you can choose a pile of bones or a corpse of a large or medium creature. The target becomes a minotaur skeleton if you chose bones or an ogre zombie if you chose a corpse. When you cast this spell using a spell slot of 8th level or higher, you animate or reassert control over one additional minotaur skeleton or ogre zombie for each slot above 7th. Each of the creatures must come from a different corpse or pile of bones. When you do so, you can’t do so again until you finish a long rest.

When you cast create undead as a 9th-level spell, you can choose to animate or reassert control over one beholder zombie. When you do so, you can’t do so again until you finish a long rest.

Undead created by this feature are friendly to you and your allies and have their own stat blocks which uses your proficiency bonus (PB) in several places, listed below.


Minotaur Skeleton

Large undead


  • Armor Class 12 (natural armor; 18 with plate armor)
  • Hit Points 45 + your intelligence modifier + 5 times your necromancer level (the skeleton has a number of Hit Dice [d10s] equal to your necromancer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Str +4 plus PB, Dex +0 plus PB, Con +2 plus PB
  • Skills Perception -2 plus PB × 2
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8 + (PB × 2)
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus


Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Armored Gore. The skeleton gains proficiency in plate armor. You must provide this equipment.

Great Weapon Fighting. When the skeleton rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for it to gain this benefit.


Actions

Multiattack. The skeleton makes two greataxe attacks. It can use its Gore in place of one greataxe attack.

Greataxe. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d12 + PB slashing damage.

Gore. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB piercing damage.


Ogre Zombie

Large undead


  • Armor Class 8 (16 with ring mail and shield)
  • Hit Points 57 + your intelligence modifier + 5 times your necromancer level (the zombie has a number of Hit Dice [d10s] equal to your necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Str +4 plus PB, Dex -2 plus PB, Con +4 plus PB, Wis -2 plus PB
  • Skills Perception -2 plus PB × 2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8 + (PB × 2)
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

True Necromancer | Class Features

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.

Accoutred Bulwark. The zombie gains proficiency in ring mail armor and shields. You must provide this equipment.

Dueling. When the zombie is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack).


Actions

Multiattack. The zombie makes two morningstar attacks. Morningstar. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB bludgeoning damage.


Beholder Zombie

Large undead


  • Armor Class 15
  • Hit Points 63 + your intelligence modifier + 5 times your necromancer level (the zombie has a number of Hit Dice [d10s] equal to your necromancer level)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws Str +0 plus PB, Dex -1 plus PB, Con +3 plus PB, Wis -1 plus PB
  • Skills Perception -1 plus PB × 2
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 9 + (PB × 2)
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

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: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4d6 + PB piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 15 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 effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

4. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile offine gray dust

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

True Necromancer | Class Features

Necromantic Sects

The machinations and practices of necromancy specifically, or rather the sole focusing on the necromantic arts, has been considered taboo for ages. These practices have led most practitioners to lives of evil, consumed by the greed and power that comes when you study that which can sustain a form even beyond the grave.

Commonly, necromancers are known to be macabre summoners, relying on droves of undead to do the hard work for them, though in some rare cases a necromancer may seek a life of piety, seeking to be a frontline medic to help protect home and country from those that would invade. A necromancer takes no solace in a place like a tower, a temple, or church. The learnings of a necromancer's arts come from places where death is most common: disease ridden towns, morgues, cemeteries, and the like. While rare, a necromancer may take on an apprentice. In these rare instances an apprentice typically has similar goals to those of the teacher, and in light of this the necromancer is reluctant to teach the student different methods for how best to use the umbral energies of the realm to their advantage.

Note: Stat blocks with (10th level) in them as an example (such as a new trait or proficiency), are not acquired until you have reached the indicated level as a true necromancer.

War Liege

War Lieges seek to rule the undead under their command with an iron fist, turning even the most common zombie into a capable fighter. War Lieges are one of the most infamous sects of Necromancy, using brute force and a never-ending army to swarm enemies when the light of day is no more. As a War Liege, you keep the undead you summon on a much tighter leash than an average necromancer would and bolster them in ways unheard of. You strive to not only properly arm yourself to be on the battlefield with your legion, but to learn new spells and acquire the knowledge to make your underlings a formidable force to be reckoned with.

War Liege Expanded Spells
Necromancer Level Spells
2nd hex, wrathful smite
3rd branding smite, warding bond
5th animate dead, crusader's mantle
7th aura of life, staggering smite
9th banishing smite, steel wind strike

Amass the Legion

Beginning when you select this sect at 2nd level, when you reduce a humanoid creature to 0 hp with necrotic damage you can choose to have that creature roll a Constitution saving throw against your spell save DC. A creature that fails the saving throw rises at the start of your next turn as a zombie that is under your control, unless the humanoid you killed is CR 9 or higher at which point it rises as a wight. On a successful save, the creature is immune to this effect for 24 hours. You can raise one wight at a time with this feature, in addition to a number of zombies equal to half your

proficiency bonus (rounded up). Raising another zombie or wight beyond your limit using this feature releases your control over the previous one(s) (oldest to new).

Hellish Training

Starting at 2nd level, you have taught yourself how to effectively prepare for battle. You gain proficiency with medium armor, shields, and martial weapons.

Your time spent hardening yourself for combat has allowed you to apply your intellect to your fighting. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed weapon property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

War Sage

At 6th level, you and the undead you control are enforced by your growing strength in the necrotic arts and friendly to you and your allies. See their game statistics in their respective stat blocks at the end of the subclass description, which uses your proficiency bonus (PB) in several places.

Wights created or subdued via any mind-altering affect (such as the create undead spell or the necromancer's puppeteer of undeath feature) created by the war liege automatically become martial wights, a new variant of the wight listed at the end of the subclass description. Martial wights become wights again when they are no longer under your control. Zombies controlled by the martial wight are treated as though they are under your control and are friendly to you and your allies.

At level 10, and again at 14, zombies, skeletons, and martial wights gain additional traits and bonuses, which will be listed in their stat blocks. Undead lose all benefits gained if they are no longer under your control.

In addition, animate dead no longer requires components to cast.

Undead Militia

After an immense amount of training and experimenting, your mastery of resurrecting the undead is nearly unparalleled. Beginning at 10th level, animate dead no longer requires a pile of bones or a corpse to cast. You may chose whether the undead summoned are either zombies, skeletons, or a mixture of both. Undead summoned with animate dead will now crawl their way to the surface in an unoccupied space in a 60 foot radius centered on you.

Liege’s Presence

At 14th level, your presence amongst your undead legions bolsters them against outside influences as your mastery over the necrosis of the realm acts as a commanding presence for your undead legion. Undead you control now automatically succeed on saving throws against mind-altering effects not created by you, such as the wizard's command undead feature or the charm person spell.

Undead lose this benefit if they are no longer under your control.

In addition, animate dead is always prepared, and it doesn't count against your number of spells prepared.

True Necromancer | Subclass Features

Zombie

Medium undead


  • Armor Class 8
  • Hit Points 16 + your intelligence modifier + three times your necromancer level (the zombie has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 20 ft. (+10 ft. at level 6 necromancer)

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0 plus PB, Str +1 plus PB, Dex -2 plus PB, Con +3 plus PB
  • Skills Perception -2 plus PB
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception +8 + PB
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

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.

Bolstered Vanguard. The zombie gains proficiency in shortswords, shields, and an armor type of your choice. You must provide this equipment.

Protection (14th level). When a creature the zombie can see attacks a target other than it that is within 5 feet of it, it can use its reaction to impose disadvantage on the attack roll. The zombie must be wielding a shield.


Actions

Multiattack (10th level). The zombie makes two shortsword attacks. It can use its Slam in place of one shortsword attack.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.

Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage.


Skeleton

Medium undead


  • Armor Class 13 (armor scraps)
  • Hit Points 8 + your intelligence modifier + three times your necromancer level (the skeleton has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Str +0 plus PB, Dex +2 plus PB, Con +2 plus PB
  • Skills Perception -1 plus PB
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9 + PB
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

Proficient Armorer. The skeleton gains proficiency in an armor type of your choice. You must provide this equipment.

Archery (14th level). The skeleton gains a +2 bonus to attack rolls it makes with ranged weapons.


Actions

Multiattack (10th level). The skeleton makes two shortsword attacks or two shortbow attacks.

Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage.

Shortbow. Ranged weapon attack: your spell attack modifier to hit, range 80/320 ft., one target. Hit: 1d6 + PB piercing damage.

True Necromancer | Subclass Features

Martial Wight

Medium undead


  • Armor Class 14 (studded leather)
  • Hit Points 30 + your intelligence modifier + five times your necromancer level (the wight has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 15 (+2)

  • Saving Throws Str +3 plus PB, Dex +2 plus PB, Con +4 plus PB
  • Skills Perception +1 plus PB × 2, Stealth +2 plus PB
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 11 + (PB × 2)
  • Languages understands and speaks the languages you speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Advanced Armorer (10th level). The wight gains proficiency in shields and an armor type of your choice. You must provide this equipment.

Dueling (14th level). When the wight is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack).


Actions

Multiattack (10th level). The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d6 + 2 + PB necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than two zombies


under its control at one time.

Longsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage, or 1d10 + PB slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 1d8 + PB piercing damage.

Ghoulish Beckoner

Ghoulish Beckoners call to the more rancid, powerful, and evil of undead. If there could be a sect more infamous than the War Liege then the Ghoulish Beckoner would be next in line. Ghoulish Beckoners are not known for the sheer numbers they command but rather the strength of the few they have under their control. As a Ghoulish Beckoner you have sought to summon an army whose strength is built on skill and strength, not numbers. Your studies and training have led you to control and manifest the might of ghouls and ghasts, undead known for being ravenous, cannibalistic fiends.

Ghoulish Beckoner Expanded Spells
Necromancer Level Spells
2nd bane, chaos bolt
3rd find traps, crown of madness
5th haste, hunger of hadar
7th freedom of movement, shadow of moil
9th contagion, insect plague

Howl of the Damned

Beginning when you select this sect at 2nd level, when you reduce a humanoid creature to 0 hp with necrotic damage you can choose to have that creature roll a Constitution saving throw against your spell save DC. A creature that fails the saving throw rises at the start of your next turn as a ghoul that is under your control, unless the humanoid you killed is CR 8 or higher at which point it rises as a ghast. On a successful save, the creature is immune to this effect for 24 hours.

You can keep one ghoul or ghast under your control with this feature. At 10th level, you can control one ghoul and one ghast. Raising another ghoul or ghast beyond your limit using this feature releases your control over the previous one.

Ghastly Defense

At 2nd level, you inherit the ghoulish nature and manifest it physically. Your skin becomes grayish, and your figure more gaunt. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Ghoulish Sage

Starting at 6th level, the undead you control are enforced by

True Necromancer | Subclass Features

your growing strength in the necrotic arts and friendly to you and your allies. See their game statistics in their respective stat blocks at the end of the subclass description, which uses your proficiency bonus (PB) in several places.

At level 10, and again at 14, ghouls and ghasts gain new traits and bonuses which will be listed in their stat blocks. Undead lose all benefits gained if they are no longer under your control.

In addition, you and allies within 10 feet of you now automatically succeed on saving throws against the stench trait of ghasts. At 14th level, the range of this feature increases to 30 feet.

Ghastly Battalion

When you reach 10th level, your necrotic potency influences your learning. You can choose to expend a number of spell slots with a combined level that is equal to or more than six (for example, you can spend a 5th level spell slot and a 1st level spell slot, or a 2nd level spell slot and a 4th level spell slot or any other combination) to cast create undead. Once you use this feature, you can't use it again until you finish a long rest.

Master's Calling

Starting at 14th level, as an action, you can resurrect four ghouls or one ghast within unoccupied spaces in a 60 foot radius centered on you. Creatures summoned this way share your initiative but take their turn after yours, are friendly to you and your companions, and remain under your control for 5 minutes. After 5 minutes you must use any other feature or spell that allows you to control the undead if you wish to continue controlling the undead created by this feature, at which point they count normally for those features. Once used, you can't use this feature again until you finish a long rest.


Ghoul

Medium undead


  • Armor Class 12
  • Hit Points 16 + your intelligence modifier + five times your necromancer level (the ghoul has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Saving Throws Str +1 plus PB, Dex +2 plus PB, Con +0 plus PB
  • Skills Perception +0 plus PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

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

Ghoulish Armorer. The ghoul gains proficiency in a light armor of your choice. You must provide this equipment.


Actions

Multiattack (10th level). The ghoul makes two bite attacks or two claws attacks.

Corpse Feast (14th level). The ghoul feeds on a corpse within 5ft. of it. A medium or smaller creature is consumed whole, leaving a pile of bones. A large or huge creature takes 30 seconds, and a gargantuan creature takes 60 seconds or more. For each round it feeds on the corpse, it heals for an amount equal to double the creature's challenge rating.

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d6 + PB piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + PB slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 12 Constitution saving throw or be incapacitated and its movement speed is reduced to 0 for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

True Necromancer | Subclass Features

Ghast

Medium undead


  • Armor Class 13
  • Hit Points 25 + your intelligence modifier + five times your necromancer level (the ghast has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

  • Saving Throws Str +3 plus PB, Dex +3 plus PB, Con +0 plus PB
  • Skills Perception +0 plus PB × 2
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
  • Languages understands and speaks the languages you speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

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

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Ghastly Armorer (10th level). The ghast gains proficiency in a medium armor of your choice. You must provide this equipment.


Actions

Multiattack (10th level). The ghast makes two bite attacks or two claws attacks. It can use its Corrupting Claws in place of one bite or claws attack.

Corpse Feast (14th level). The ghast feeds on a corpse within 5ft. of it. A medium or smaller creature is consumed whole, leaving a pile of bones. A large or huge creature takes 30 seconds, and a gargantuan creature takes 60 seconds or more. For each round it feeds on the corpse, it heals for an


amount equal to double the creature's challenge rating.

Corrupting Claws (10th level). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d6 + PB necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a ghoul under the ghast's control, unless the humanoid is restored to life or its body is destroyed. The ghast can have no more than 2 ghouls under its control at one time.

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d8 + PB piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + PB slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 12 Constitution saving throw or be incapacitated and its movement speed is reduced to 0 for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Soul Lord

Soul Lords convey the spirits of the dead, using the incorporeal to fuel their dark magics. Unknown to most common folk, mediums are more often than not a necromancer that chose the path of the Soul Lord. Much like the Death Reverend, these necromancers are well known for assisting people through grief and pain. Through séances a Soul Lord is able to assist the grief-stricken by allowing the deceased to speak their final piece with their loved ones. While mostly helpful to the mourning they are not without their danger. As a Soul Lord you command the spirits of the dead, a much more potent form of necromancy than the other sects. Your path has led you to not only seek new ways to practice your arts and build your battalion but how to separate spirit from body.

Soul Lord Expanded Spells
Necromancer Level Spells
2nd dissonant whispers, feather fall
3rd see invisibility, pass without trace
5th revivify, spirit guardians
7th spirit shroud, guardian of faith
9th commune, summon draconic spirit

Forceful Manifestation

Beginning when you select this sect at 2nd level, when you reduce a humanoid creature to 0 hp with necrotic damage you can choose to have that creature roll a Constitution saving throw against your spell save DC. A creature that fails

True Necromancer | Subclass Features

the saving throw rises at the start of your next turn as a specter that is under your control, unless the humanoid you killed is CR 12 or higher at which point it rises as a wraith. You can keep two specters or one wraith under your control with this feature. At 10th level, you can control three specters or one wraith, and four specters or two wraiths at 14th level. Raising more specters or wraiths than you can control using this feature releases your control over the previous one(s) (oldest to newest).

Incorporeal Supremacy

Starting at 2nd level, you can use an action to turn yourself incorporeal for a number of minutes equal to your necromancer level, regaining all used minutes daily at dawn. While incorporeal, you gain the following effects:

  • You can move through other creatures or objects as if they were difficult terrain.
  • Other incorporeal creatures cannot pass through you.
  • You have advantage on attack rolls against undead spirits.
  • You take 1d10 force damage if you end your turn inside an object.
  • Spirits that would normally be invisible to most you can still see, unless it successfully hides from you.

Your incorporeal form ends after you have used all of your available minutes or when you end it as a bonus action.

Once you reach 10th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage whenever you are in your incorporeal form. At 14th level, these resistances apply to your corporeal form as well.

Soul Sage

At 6th level, specters and wraiths you control are enforced by your growing strength in the necrotic arts and friendly to you and your allies. See their game statistics in their stat blocks at the end of the subclass description, which uses your proficiency bonus (PB) in several places. At level 10, and again at 14, specters and wraiths gain new new traits and bonuses which are listed in their stat blocks. Undead lose all benefits gained if they are no longer under your control.

Soul Food

When you reach 10th level, you've discovered that the essence of a creature holds knowledge and vitality from prior to death. As an action, you can consume the soul of a creature within 5 feet of you that has died within the last minute. Upon consumption of a creature's soul, you gain advantage on the next attack roll you make, you gain a number of temporary hit points equal to three times the creatures CR, and you gain the knowledge the creature held 1 hour before its death. A creature whose soul is devoured by this feature cannot be resurrected. Only a wish spell can return a devoured soul back to its body. You can use this feature a number of times a day equal to half your proficiency bonus. You regain all expended uses after you finish a long rest.

Unquieted Spirit

Beginning at 14th level, you've learned how to leave your flesh behind and call upon the spirits of the dead. You can use an action to summon one spectral guardian that you project your soul into, leaving your body behind. The spectral guardian uses the wraith stat block, except that it does not have the create specter action. Your body is considered unconscious while your soul remains in the guardian.

Your body gains 10d10 temporary hit points while you are outside of it. The spirit guardian remains for 1 minute, until you use an action to return to your body, or if your body's temporary hit points are reduced to 0. You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after finishing a long rest.


Specter

Medium undead


  • Armor Class 12
  • Hit Points 9 + your intelligence modifier + five times your necromancer level (the specter has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (-2) 10 (+0) 11 (+0)

  • Saving Throws Str -5 plus PB, Dex +2 plus PB, Con +0 plus PB
  • Skills Perception +0 plus PB
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak but can't speak
  • Challenge ─          Proficiency Bonus (PB) equals your bonus

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Emboldened Vanguard. (10th level) The specter gains proficiency in scimitars, shields, and a light armor of your choice. You must provide this equipment.


Actions

Multiattack (10th level). The specter makes two scimitar attacks. It can use its Life Drain in place of one scimitar attack.

Life Drain. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 3d6 + PB necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the

True Necromancer | Subclass Features

the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Scimitar (10th level). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.


Wraith

Medium undead


  • Armor Class 13
  • Hit Points 50 + your intelligence modifier + five times your necromancer level (the wraith has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Str -2 plus PB, Dex +3 plus PB, Con +3 plus PB
  • Skills Perception +0 plus PB × 2
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
  • Languages understands and speaks the languages you speak
  • Challenge ─         Proficiency Bonus (PB) equals your bonus

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Martial Commander (10th level). The wraith gains proficiency in battleaxes, shields, and a medium armor of your choice. You must provide this equipment.


Actions

Multiattack (10th level). The wraith makes two battleaxe attacks. It can use its Life Drain in place of one battleaxe attack.


Life Drain. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 4d8 + PB necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Battleaxe (10th level). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage, or 1d10 + PB slashing damage if used with two hands.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than two specters under its control at one time.


Spectral Guardian

Medium undead


  • Armor Class 15
  • Hit Points 67 + your intelligence modifier + five times your necromancer level (the spectral guardian has a number of Hit Dice [d8s] equal to your necromancer level)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws your saving throws
  • Skills your skills
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., your passive perception
  • Languages the languages you know
  • Challenge ─         Proficiency Bonus (PB) equals your bonus

Incorporeal Movement. The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

True Necromancer | Subclass Features

Sunlight Sensitivity. While in sunlight, the spectral guardian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sunlight.


Actions

Life Drain. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 6d8 + PB necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

True Necromancer | Subclass Features

Death Reverend

A Death Reverend seeks to balance their usage of life and death, choosing to use the pain of another to heal themselves or their allies. Often times death reverends are found on the frontlines of battle, using the injuries of the enemy to keep their allies alive. You have chosen a path that uses the suffering around you to heal, effectively becoming a cleric of death towards foe and a cleric of life towards friend. Your research and knowledge has shown you to new spells and powers to expand yourself in this dark medical field you seek.

Death Reverend Expanded Spells
Necromancer Level Spells
2nd cure wounds, detect poison and disease
3rd aid, lesser restoration
5th beacon of hope, mass healing word
7th aura of purity, death ward
9th mass cure wounds, reincarnate

Potent Agony

Beginning when you select this sect at 2nd level, whenever you expend a spell slot to cast a true necromancer spell of 1st level or higher that deals necrotic damage you can expend a number of Hit Dice equal to or less than your proficiency bonus to have that spell deal an additional 1d6 necrotic damage for each Hit Dice expended. You regain all expended Hit Dice used for this feature after you finish a long rest. The damage of this feature increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Scholar of Death

Starting at 2nd level, you've learned how to turn a blessing for some into a curse for others and vice versa. When you expend a spell slot to cast a spell of 1st level or higher that heals a single target, you can choose a creature within 30 feet of you that you can see and deal necrotic damage to it equal to the amount healed.

Additionally, whenever you expend a spell slot to cast a true necromancer spell of 1st level or higher that deals necrotic damage, choose a creature within 30 feet of you that you can see. That creature gains a number of hit points equal to half the necrotic damage dealt.

Reverend's Aura

At 6th level, whenever you or a friendly creature within 10 feet of you makes a skill check, the creature gains a bonus to the skill check equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. You can use this feature a number of times a day equal to your proficiency bonus, regaining all expended uses after you finish a long rest.

At 14th level, the range of this aura increases to 30 feet.

Deathly Studies

Your proficiency in the art of necromancy has made you a fearsome caster. By 10th level, spell attacks you make when you use your potent agony feature ignores resistance and treats immunity as resistance.

Additionally, whenever you expend a spell slot to cast a

true necromancer spell of 1st level or higher that deals necrotic damage against a single target you can cause an outburst of necrotic energies to exude from your target. When you do so, creatures within a 5 foot radius of your target must make a Constitution saving throw against your spell save DC. Creatures take 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You can use this feature three times per day, regaining all expended uses after you finish a short or long rest.

At 14th level, this damage increases to 4d6.

Leeching Wave

When you reach 14th level, you can use your dark power to maim foe and heal friend. As an action, you can expend one spell slot to emanate a wave of necrotic energy in a 60-foot radius centered on you. Choose one or more targets within the radius that you can see. Each target must make a Constitution saving throw against your spell save DC. On a failed save, a target takes necrotic damage equal to the expended spell slot's level times 1d8 + your necromancer level, or half as much damage on a successful one. Damage dealt by this feature ignores resistance and treats immunity as resistance. Additionally, yourself and allies you can see in the radius are healed for a total amount of hit points equal to the necrotic damage dealt, divided as you see fit. This feature can restore a creature to no more than half of its hit point maximum. Once you use this feature, you must finish a long rest before you can use it again. Undead can be healed by this feature, but this feature has no effect on constructs.

True Necromancer | Subclass Features

True Necromancer Spells

Cantrips (0 Level)

Blade Ward
Chill Touch
Green-Flame Blade
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Ray of Frost
Sapping Sting
Spare the Dying
Toll the Dead

1st Level

Alarm
Cause Fear
Charm Person
Comprehend Languages
Detect Evil and Good
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Frost Fingers
Inflict Wounds
Ray of Sickness
Shield
Unseen Servant

2nd Level

Alter Self
Augury
Blindness/Deafness
Blur
Crown of Madness
Darkness
Darkvision
Gentle Repose
Hold Person
Invisibility
Mirror Image
Misty Step
Phantasmal Force
Rime's Binding Ice
Suggestion
Wither and Bloom

3rd Level

Animate Dead
Bestow Curse
Counterspell
Dispel Magic
Fear
Feign Death
Fly

Galder's Tower
Gaseous Form
Glyph of Warding
Intellect Fortress
Leomund's Tiny Hut
Life Transference
Magic Circle
Remove Curse
Speak With Dead
Spirit Shroud
Summon Undead
Vampiric Touch

4th Level

Blight
Charm Monster
Confusion
Divination
Dimension Door
Evard's Black Tentacles
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Polymorph
Shadow of Moil
Sickening Radiance
Stoneskin

5th Level

Contagion
Danse Macabre
Destructive Wave
Dominate Person
Enervation
Far Step
Geas
Hold Monster
Mislead
Modify Memory
Negative Energy Flood
Raise Dead
Seeming
Teleportation Circle

6th Level

Arcane Gate
Chain Lightning
Circle of Death
Create Undead
Disintegrate
Eyebite
Guards and Wards
Harm
Magic Jar
Mass Suggestion
Scatter
Soul Cage
Tasha's Otherworldly Guise
Wall of Ice

7th Level

Crown of Stars
Etherealness

Finger of Death
Mordenkainen's Magnificent     Mansion
Power Word: Pain
Resurrection
Tether Essence

8th Level

Abi-Dalzim's Horrid Wilting
Clone
Control Weather
Maddening Darkness
Mighty Fortress
Power Word: Stun
Sunburst

9th Level

Astral Projection
Imprisonment
Power Word: Kill
Time Ravage
True Resurrection

True Necromancer | Spell List

True

Necromancer

By Sarkhon

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This has been a passion project for far longer than I care to admit. I am thankful to everyone who has given me input and has helped me create what I, and a few others, have considered a 5e macabre version of the Summoner. If you would like to see more unique classes or possibly converted classes, or have critiques or questions regarding the Necromancer feel free to contact me at gmsarkhon@gmail.com.

Art Credits:

Cover Art - RaydenChen
Preview - Wizards of the Coast
Page 6 - Adam Paquette
Page 8 - Svetlin Velinov
Page 10 - Ben Zweifel
Page 14 - Kekai Kotaki
Page 15 - KILART

Art copyright: Markus Neidel

Page Textures: Amellwind
Created Using: GMBinder
Special Thanks: Amellwind, u/SamuraiHealer, u/Fist-Cartographer, and all other redditors who gave me much needed feedback. Without any of you this class would not have been possible.