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.
The True Necromancer
True Necromancer Level ─Spell Slots per Spell Level─ |
Proficiency Bonus |
Umbral Points |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 1 | Spellcasting, Dark Replenish | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | 2 | Necromantic Sects | 4 | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | Undead Affinity | 4 | 4 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 5 | – | 5 | 6 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | 6 | Sects feature | 5 | 7 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 7 | – | 5 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 9 | – | 5 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | 10 | Sects feature, Undead Affinity improvement | 6 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | |
11th | +4 | 11 | – | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 13 | – | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | - |
14th | +5 | 14 | Sects feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 15 | – | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 17 | Undead Affinity improvement | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Puppeteer of Death | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Necromantic Perfection | 6 | 15 | 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? Mayhaps a loved one taken too soon is what drives your yearning for the dark arts, and thus you've left the safety of your sanctum and seek the means to defy life and death.
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, ray of frost, sapping sting, and toll the dead cantrips, along with the following 1st-level spells for your spells known: inflict wounds and shield.
Multiclassing Prerequisite
You must have a Intelligence score of 13 or higher in order to multiclass in or out of this class.
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) a quarterstaff
- (a) a scholar's pack or (b) an explorer’s pack
- A dagger and a staff
If you are using starting wealth, you have 2d4x10 gp in funds.
Spellcasting
As a practitioner of the necrotic arts, you have a limited, but powerful selection of spells fueled by the decay that surrounds you. This death and decay powers your spells. See chapter 10 in the PHB for the general rules of spellcasting and page 16 in this document for the true necromancer spell list.
Cantrips
At 1st level, you know four 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.
Spell Slots
The True Necromancer table shows how many spells slots you have to cast your true necromancer spells of 1st level and higher. To cast one of these necromancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the true necromancer spell list.
The Spells Known column of the True Necromancer table shows when you learn more true necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the true 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 your knowledge of thanatology furthers your perfection with manipulating death itself. 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
Spell attack modifier
Ritual Casting
You can cast a true necromancer spell as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your necromancer spells.
Dark Replenish
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 points to a pool of energy equal to the creature's size known as umbral points. A Small or Medium creature grants 1 umbral point, a Large or Huge creature grants 2 umbral points, and a Gargantuan creature grants 3 umbral points.
You can sacrifice undead you control for this feature. Corpses or piles of bone you target cannot be raised (such as the animated dead spell) or drained again by this feature.
Umbral Points
You can hold 1 umbral point, and you can hold more as you reach higher levels, as shown in the Umbral Points column of the True Necromancer table. You can never hold more umbral points than what is shown for your level and you can only drain that many per day.
For example, a 4th Level true necromaner can hold 4 umbral points and can drain no more than 4 points that day, unless they use a spell slot to create more points.
All unspent umbral points vanish after you finish a long rest.
Macabre Casting
You can use your umbral points to gain additional spell slots, or sacrifice spell slots to gain additional umbral points.
Creating Spell Slots. You can transform unexpended umbral points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of
creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
Spell Slot Level |
Umbral Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Converting a Spell Slot to Umbral Points. As a bonus action on your turn, you can expend one spell slot and gain a number of umbral points equal to the slot’s level.
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.
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 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 breaks free, or it remains under your control if 24 hours have 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 an 8th-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 spell 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 or revenant. 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 new stat blocks which use your proficiency bonus (PB) in several places, listed at the end of the class description.
Minotaur Skeleton
Large undead
- Armor Class 12 (natural armor; 18 with plate armor)
- Hit Points 62 + your intelligence modifier (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: +4 + PB to hit, reach 5 ft., one target. Hit: 2d12 + PB slashing damage.
Gore. Melee Weapon Attack: +4 + PB 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 70 + your intelligence modifier (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
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: +4 + PB to hit, reach 5 ft., one target. Hit: 2d8 + PB bludgeoning damage.
Beholder Zombie
Large undead
- Armor Class 15
- Hit Points 78 + your intelligence modifier (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 12 (+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: plus PB 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 of fine 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.
Revenant
Medium undead
- Armor Class 14 (leather armor; 17 with breastplate armor)
- Hit Points 115 + your intelligence modifier (the revenant has a number of Hit Dice [d8s] equal to your necromancer level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
- Saving Throws Str +4 plus PB, Con +4 plus PB, Wis +3 plus PB, Cha +4 plus PB
- Skills Perception +3 plus PB
- Damage Resistances necrotic, psychic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
- Senses darkvision 60 ft., passive Perception 13 + PB
- Languages the languages you speak
- Challenge ─ Proficiency Bonus (PB) equals your bonus
Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The last creature to damage the revenant becomes the target of its vengeance. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
Redemptive Armament. The revenant gains proficiency in breastplate armor. You must provide this equipment.
Defense. While the revenant is wearing armor, it gains a +1 bonus to AC.
Actions
Multiattack (10th level). The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +4 + PB to hit, reach 5ft., one target. Hit: 2d6 + PB piercing damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
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.
Expanded Spell List
The War Liege sect augments your area of expertise, allowing you to choose from an expanded list of spells when you learn a true necromancer spell. The following spells are added to the true necromancer spell list for you.
War Liege Expanded Spells
Necromancer Level | Spells |
---|---|
2nd | hex, wrathful smite |
3rd | branding smite, warding bond |
5th | crusader's mantle, thunder step |
7th | aura of life, staggering smite |
9th | banishing smite, steel wind strike |
Amass the Legion
Starting at 2nd level, as a bonus action, when you reduce a humanoid creature to 0 hp with necrotic damage you can spend 2 umbral points 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 command. On a successful save, the creature is immune to this effect for 24 hours. Additionally, when you use your dark replenish feature to target a pile of bones you can spend 2 umbral points to raise it as a skeleton instead. You can control a number of zombies and skeletons in any combination this way equal to your proficiency bonus.
For example, a 5th level true necromancer could control two zombies with this feature or one zombie and one skeleton.
At 6th level, you can control an additional number of zombies and skeletons equal to your Intelligence modifier. In addition, when you use this feature to create a zombie you can spend 5 umbral points instead of 2 to cause a creature to rise as a wight under your control. You can control one wight with this feature.
Undead created by this feature are treated as if they are under the control of the create undead spell, except that you do not need to reassert control over them every 24 hours.
Grim Training
At 2nd level, you have taught yourself how to effectively prepare for battle. You gain proficiency with light armor, medium armor, shields, longswords, shortswords, and warhammers.
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, the zombies and skeletons controlled by your amass the legion feature or by wights you control are empowered by your growing strength in the necrotic arts and are friendly to you and your allies. They gain new stat blocks that are listed at the end of the subclass description, which uses your proficiency bonus (PB) in several places.
Wights created or subdued via any mind-altering effect (such as the create undead spell or the necromancer's puppeteer of undeath feature) by the war liege automatically become martial wights, a new variant of the wight listed at the end of the subclass description. A wight that becomes a martial wight loses control of all zombies it controls (if any), except two. Martial wights become wights again when they are no longer under your control.
At 10th level, and again at 14th, zombies, skeletons, and martial wights gain additional traits and actions, which will be listed in their stat blocks. Undead lose all benefits gained if they are no longer under your control.
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 needs to be part of your spells known to cast it. It is now etched into your being. It also no longer requires a pile of bones or a corpse to cast. You may choose 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 any unoccupied space of your choice within 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.
Skeleton
Medium undead
- Armor Class 13 (armor scraps)
- Hit Points 8 + your intelligence modifier + two 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: +2 + PB to hit, reach 5ft., one target. Hit: 1d6 + PB piercing damage.
Shortbow. Ranged weapon attack: +2 + PB to hit, range 80/320 ft., one target. Hit: 1d6 + PB piercing damage.
Zombie
Medium undead
- Armor Class 8
- Hit Points 16 + your intelligence modifier + two 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 14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0 plus PB, Str +2 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 flails, 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 flail attacks. It can use its Slam in place of one flail attack.
Slam. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.
Flail. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning damage.
Martial Wight
Medium undead
- Armor Class 14 (studded leather)
- Hit Points 30 + your intelligence modifier + two 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: +3 + PB 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: +2 + PB 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.
Expanded Spell List
The Ghoulish Beckoner sect augments your area of expertise, allowing you to choose from an expanded list of spells when you learn a true necromancer spell. The following spells are added to the true necromancer spell list for you.
Ghoulish Beckoner Expanded Spells
Necromancer Level | Spells |
---|---|
2nd | bane, chaos bolt |
3rd | find traps, web |
5th | haste, hunger of hadar |
7th | freedom of movement, vitriolic sphere |
9th | cloudkill, insect plague |
Howl of the Damned
Starting at 2nd level, as a bonus action, when you reduce a humanoid creature to 0 hp with necrotic damage you can spend 2 umbral points 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.
On a successful save, the creature is immune to this effect for 24 hours. You can control one ghoul with this feature.
At 6th level, when you use this feature, you can spend 5 umbral points instead of 2 to cause a creature to rise as a ghast under your control instead of a ghoul. You can control one ghast with this feature.
Undead created by this feature are treated as if they are under the control of the create undead spell, except that you do not need to reassert control over them every 24 hours.
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, ghouls and ghasts you control are enforced by your growing strength in the necrotic arts and are friendly to you and your allies. They gain new stat blocks that are listed at the end of the subclass description, which uses your proficiency bonus (PB) in several places.
At 10th level, and again at 14th, ghouls and ghasts gain new traits and actions 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 raise 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 10 minutes. After 10 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 + two 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: +2 + PB to hit, reach 5 ft., one creature. Hit: 2d6 + PB piercing damage.
Claws. Melee Weapon Attack: +2 + PB 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.
Ghast
Medium undead
- Armor Class 13
- Hit Points 25 + your intelligence modifier + two 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: +3 + PB 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 1 ghoul under its control at any time.
Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one creature. Hit: 2d8 + PB piercing damage.
Claws. Melee Weapon Attack: +3 + PB 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.
Expanded Spell List
The Soul Lord sect augments your area of expertise, allowing you to choose from an expanded list of spells when you learn a true necromancer spell. The following spells are added to the true necromancer spell list for you.
Soul Lord Expanded Spells
Necromancer Level | Spells |
---|---|
2nd | dissonant whispers, feather fall |
3rd | pass without trace, see invisibility |
5th | revivify, spirit guardians |
7th | guardian of faith, phantasm killer |
9th | commune, summon draconic spirit |
Forceful Manifestation
Starting at 2nd level, as a bonus action, when you reduce a humanoid creature to 0 hp with necrotic damage you can spend 2 umbral points 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 specter. You can control a number of specters equal to half your proficiency bonus (rounded up).
At 10th level, you can spend 7 umbral points instead of 2 to cause a creature to rise as a wraith under your control instead of a specter. You can control one wraith with this feature. At 14th level, you can control two wraiths with this feature.
Undead created by this feature are treated as if they are under the control of the create undead spell, except that you do not need to reassert control over them every 24 hours.
Incorporeal Supremacy
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 after you finish a long rest. 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 are invisible to others are not invisible to you, unless they successfully hide 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 6th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage whenever you are in your incorporeal form. At 10th level, these resistances apply to your corporeal form as well. At 14th level, you have resistance to bludgeoning, piercing, and slashing damage in your incorporeal form.
Soul Sage
Starting at 6th level, specters you control are enforced by your growing strength in the necrotic arts and friendly to you and your allies. They gain new stat blocks that are listed at the end of the subclass description, which use your proficiency bonus (PB) in several places. At 10th level, this feature applies to wraiths you control.
At 10th level, specters gain new new traits and actions, which are listed in their stat blocks. At 14th level, wraiths gain a new action. 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 cast aside your flesh without the use of a spell. 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.
The spirit guardian remains for 1 minute while you possess it, after which time your projected soul will return to your body. The spirit guardian can vanish early if you use an action to return to your body, or if your body's 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 + two 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: +2 + PB 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 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: +2 + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Wraith
Medium undead
- Armor Class 13
- Hit Points 47 + your intelligence modifier + two 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 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. The wraith gains proficiency in rapiers, shields, and a medium armor of your choice. You must provide this equipment.
Actions
Multiattack. (14th level) The wraith makes two rapier attacks. It can use its Life Drain in place of one rapier attack.
Life Drain. Melee Spell Attack: +3 + PB 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.
Rapier. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.
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 + three 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.
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.
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.
Expanded Spell List
The Death Reverend sect augments your area of expertise, allowing you to choose from an expanded list of spells when you learn a true necromancer spell. The following spells are added to the true necromancer spell list for you.
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
Starting 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 up to 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.
At 10th level, damage dealt by this feature ignores resistance and treats immunity as resistance.
Scholar of Death
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 spend a number of umbral points equal to the spell's level. If you do so, 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 you can spend a number of umbral points equal to the spell's level. If you do so, 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.
Aura of Death
Starting at 6th level, when you, as well as any allies within 10 feet of you, make a melee weapon attack or spell attack, you can choose to have the attack deal half necrotic damage, in
addition to the spell or weapon's damage. For example, a paladin that casts destructive wave would deal 3d6 thunder, 3d6 radiant (if they chose radiant), and 4d6 necrotic damage, instead of 5d6 thunder and 5d6 radiant damage if they chose to gain the benefit of your aura of death. You must be conscious to grant this bonus.
As a reaction, when an ally within range of this aura makes an attack that would deal necrotic damage naturally (such as the destructive wave spell if you chose necrotic), you can cause that attack to deal an additional 1d8 necrotic damage.
At 10th level, the additional necrotic damage of this aura increases to 1d10. At 14th level, the range of this aura increases to 30 feet and the additional necrotic damage increases to 1d12.
Deathly Studies
Your proficiency in the art of necromancy has made you a fearsome caster. At 10th level, 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 a number of times equal to your Intelligence modifier, regaining all expended uses after you finish a short or long rest.
At 14th level, the range increases to 10 feet and the 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 deal necrotic damage to all hostile creatures in a 60-foot radius centered on you. Each hostile creature targeted by this feature must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes damage equal to 1d8 + your true necromancer level for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 9d8 + your true necromancer level, or half as much on a successful one. Damage dealt by this feature ignores resistance and treats immunity as resistance.
As part of the same action, yourself and allies you can see in the radius are healed by an amount equal to the total necrotic damage dealt by this feature, 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 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
Protection from Energy
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
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
Back Cover Art - Markus Neidel
Page Textures: Amellwind
Created Using: GMBinder
Special Thanks: Amellwind, u/SamuraiHealer, u/Fist-Cartographer, u/Archon_Moros, u/I_HAVE_THAT_FETISH, and all other redditors who gave me much needed feedback. Without any of you this class would not have been possible.