Necromancer

by MrTooTs

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The Necromancer

Necromancer v1.3

Seeing their target trapped within a broken tower, the soldiers advance inside. A body stirs beneath the rubble, energy spilling from its ruined frame before being commanded to explode. As the dust settles, the elf only laments how the explosion left her no bodies to reanimate.

Two bandits creep towards their seemingly defenseless victim, where a fat coin purse lies on his belt. Stone cold hands suddenly reach out from the nearby brush, dragging the thugs into the darkness. As pale ghouls tear apart the intruders, their master only smiles in his sleep.

With a cry of despair, a ragged knight runs his sword through the foul creature before him. The zombie simply pulls the blade out, and violently returns it back its owner. Impressed by his tenacity, the tiefling decides to make further use out of the fallen soldier.

These are the work of necromancers, and the endless ranks of undead they command. Their lives are intertwined with death, embracing its indifferent caress. Where others see only grief and suffering, necromancers see untapped potential.

One and the Same

Most blindly believe life and death are polar opposites. In truth, they are merely two sides of the same coin, and can be flipped easily by a well trained mind. Necromancers dedicate themselves to this art, animating the bodies left behind and calling back the soul.

Not everyone walked this path from the start. A doctor wishing to do more for their patients, might begin researching methods to save them even after death. Investigators might need answers no being in living memory can give.

Wanderers By Trade

In many part of the world, necromancy is a dark art to be feared, driving practitioners out of society. Left without a safe place, in search of bodies to reanimate. Some might even brave the scorn of civilization again, where they'll offer their services to more open minds.

Creating A Necromancer

As you create your necromancer, consider what led you down this path. Was it the death of a loved one who you wish to bring back, no matter the cost? Could it simply be the natural progression of your career?

Your backstory will shape how you value death, which are reflected in your choice of minions. If you believe life is a fleeting thing, then you might callously throw bodies at the problem until it is solved. A more caring past might see you carefully position your minions to strike, doing everything you can to reduce losses.

Quick Build

You can make a necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to become a Spectral Knight, prioritize Strength or Dexterity depending on your weapons of choice. Second, choose the scholar background. Third, choose the mage hand and ray of frost cantrips, along with the 1st-level spells armor of agathys and shield.

 

Multiclassing

You must have a Intelligence score of 13 or higher to multiclass in or out of the necromancer. You gain proficiency in light armor and simple weapons with your first level in necromancer.

The Necromancer
Level Proficiency Bonus Focus Points Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Graven Order, Spellcasting 2 2 1 1st
2nd +2 2 Graven Mind, Waste Not 2 3 2 1st
3rd +2 3 Animating Expression 2 4 2 2nd
4th +2 4 Ability Score Improvement 3 5 2 2nd
5th +3 5 Cemetery Sustenance 3 6 2 3rd
6th +3 6 Animating Expression feature 3 7 2 3rd
7th +3 7 Mental Clarity 3 8 2 4th
8th +3 8 Ability Score Improvement 3 9 2 4th
9th +4 9 Mine Alone 3 10 2 5th
10th +4 10 Animating Expression feature 4 10 2 5th
11th +4 11 Graven Arcanum (6th level) 4 11 3 5th
12th +4 12 Ability Score Improvement 4 11 3 5th
13th +5 13 Graven Arcanum (7th level) 4 12 3 5th
14th +5 14 Animating Expression feature 4 12 3 5th
15th +5 15 Graven Arcanum (8th level) 4 13 3 5th
16th +5 15 Ability Score Improvement 4 13 3 5th
17th +6 15 Graven Arcanum (9th level) 4 14 4 5th
18th +6 15 Unbound by Death 4 14 4 5th
19th +6 15 Ability Score Improvement 4 15 4 5th
20th +6 15 Supreme Intellect 4 15 4 5th

Necromancer Features

As a Necromancer, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Intimidation, Investigation, Medicine, Nature, and Religion

 

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • Leather armor, any simple weapon, and two daggers

Alternatively, you can choose to start with 125 gp and opt to spend some or all of that money on starting equipment.

Graven Order

At 1st level, your necromancy background grants you knowledge in one of the following roles of your choice:

  • Scholar. You know one extra cantrip from the necromancer spell list. In addition, your keen mind gives you a bonus to your Intelligence (Medicine) checks. The bonus equals your Intelligence modifier (minimum of +1).

  • Soldier. Trained for battle, you gain proficiency with martial weapons and medium armor.

  • Stitcher. You know the Mending cantrip. In addition, you can cast it as an action instead of its usual casting time.

Spellcasting

While animating corpses does require an basic understanding of anatomy and biology, it would not be possible without the aid of magic. See the end of this document for the necromancer spell list.

Cantrips

At 1st level, you learn two 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 necromancer table.

Spell Slots

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

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

 

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, as your mental and magical prowess stems from hard work and dedication. 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 any necromancer spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

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

Graven Mind

At 2nd level, you have awakened your Graven Mind, a mental state required to control extra bodies beyond your own. This is represented by focus points, the mental energy dedicated towards such tasks.

Focus Points

You have 2 focus points, and you gain more as you reach higher levels, as shown in the Focus Points column of the Necromancer table. You regain all spent focus points when you finish a short or long rest.

Mind over Matter

After finishing a short or long rest, you can assign focus points into three different categories of Graven abilities. A level prerequisite refers to your level in this class.

  • Alteration. These abilities enhance existing features and can even grant new capabilities to your minions.

  • Command. These actions must be prepared before use, but allow your minions to perform complex maneuvers in combat.

  • Minion. Your loyal servants come in all sorts of shapes and sizes, which can be further modified through Alterations and Commands. See their statblocks at the end of the class description. The focus points you assign to Graven minions cannot exceed your focus point maximum.

Some class features may also require focus points to activate.

Graven Minions

To raise a Graven Minion, you must expend your action and 2 focus points to touch the corpse of a Medium or larger sized creature, reanimating their body as a Basic Minion. Your minions have the following properties:

  • Appearance. Your Graven Minions are distinctly undead or skeletal in appearance and are protected from further decay. You choose how decayed your minions are, which has no effect on the minion's capabilities.

 

  • Combat. Graven Minions are allies to you and your companions. In combat, Graven Minions share your initiative count, but take their turn immediately after yours in an order of your choosing. As a bonus action on your turn, you can issue verbal and visual commands which they will follow to the best of their abilities. If you don’t issue any, a Graven Minion will use its turn to avoid danger, taking the Dodge action.

  • Location. You instinctively know where your minions are located within a 1 mile radius. A Minion outside of your range becomes incapacitated and can't take any actions. Any minions outside this range immediately disintegrates during your next rest.

  • Maintenance. Graven minions are under your control until your next short or long rest. To maintain control until you rest again, you must expend the appropriate amount of focus points for each of your minions. If you don't, a minion immediately disintegrates.

  • Repair. A minion can regain hitpoints through magical means, such as with the spell Cure Wounds. If you cast the spell Mending on a Graven Minion, it regains 2d6 hit points. A minion that reaches 0 hitpoints disintegrates into a pile of bone ash.

Waste Not

At 2nd level, your efficient workflow allows you to recycle organic material, even your own if need be. You can expend 1 hit die for every focus point required to reanimate a Graven Minion, which does not require corpses. A Graven Minion reanimated this way takes 1 minute of intense concentration, and appears in an unoccupied space within 5 feet of you.

Animating Expression

At 3rd level, you begin to specialize in one of the following Expressions: Biomass, Conduit, Corpse Engineer, Fulminator Mage, Ghoulcaller, Lord of Bones, or the Spectral Knight. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Each Expression is detailed at the end of the class description.

Ability Score Improvement

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

Cemetery Sustenance

Starting at 5th level, you regain all expended hit die on a long rest by drawing power from the natural cycle of death and decay.

Mental Clarity

Your mind has become accustomed to leading your undead legion. At 7th level, you no longer require any actions to command any undead creatures you control. In addition, you gain the ability to telepathically issue commands to any Graven Minions within 60 feet of you.

Mine Alone

Your control over your minions is absolute. At 9th level, your minions have advantage on saving throws against effects that would cause you to lose control of your minions, such as a cleric's Turn Undead feature. At 15th level, your minions become immune instead. At 18th level, they also become immune to antimagic fields and any similar effects.

Additionally, your minions are now immune to any effects that would cause them to be Charmed or Frightened.

Graven Arcanum

At 11th level, your Graven Mind has found a magical secret called an arcanum. Choose one 6th-level spell from the necromancer spell list as this arcanum.

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

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

When you gain a level in this class that grants the Ability Score Improvement feature, you can choose to replace one spell from this feature with another necromancer spell of the same level.

Unbound by Death

At 18th level, your mastery over death has rendered you immune to its effects. You gain the following benefits:

  • You stop aging. You are immune to any effect that would age you, and you can't die from old age. However, you can still die from effects that would instantly kill you, such as the spell Power Word Kill or from exhaustion.

  • You no longer need food or water.

  • Whenever you would take necrotic or poison damage, you instead take no damage and regain temporary hitpoints equal to the half of the damage rounded down instead.

Supreme Intellect

At 20th level, you regain up to 5 expended focus points when you roll initiative.

Biomass

Their hulking forms are a terror on the battlefield, shrugging off blows that would kill lesser beings. Worse of all, these behemoths fight with a cunning intelligence only living creatures possess. The thought of its master piloting the body is a conclusion few would ever consider, but it will bring sickening awe should their suspicions be confirmed.

Living Weapon

When you choose this expression at 3rd level, your Graven Mind has expanded to accommodate more abilities. Choose a Graven Alteration or Command you can prepare, which then becomes a Signature Ability for you. Signature Abilities do not cost any focus points to maintain. You can choose additional Graven Abilities when you reach 5th, 11th, and 17th level in necromancer. Whenever you gain a level in this class, you can replace a Signature Ability with another that you qualify for.

Anchorpoint

Also at 3rd level, you emit a protective aura for your allies. When an allied creature within 10 feet of you takes damage, you can choose to reduce the damage they take by an amount equal to your Intelligence modifier, which is then transferred onto you. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Born as One

At 6th level, you learn to join living flesh with rot. You can use your bonus action to merge yourself inside the body of a Graven Minion larger than you if they are within 5 feet of you.

While in this merged state, you gain the following properties:

  • Your minion benefits from your senses, saving throws, and skill proficiencies.
  • Your size and carrying capacity is determined by the size of the minion you merged with.
  • Your minion cannot take any actions, and it takes damage instead of you. You take any excess damage that would reduce your minion to 0 hitpoints.
  • Your AC and ability scores become equal to your minion, unless your own statistics are higher.
  • You are able to use any features and abilities available to your minion.

If your minion is reduced to 0 hitpoints, you exit prone to an unoccupied space within 5 feet of the minion. You can also end this effect early by using your bonus action.

Siphon Flesh

At 10th level, you feed on the weak to satiate your growing hunger. When you reduce a creature to 0 hitpoints while in a merged state, you can use your reaction to have your merged minion consume its flesh and gain temporary hitpoints equal to 2 rolls of its hit die plus your Intelligence modifier. The creature consumed cannot be created from magic, such as the animals pulled from a Bag of Tricks.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

 

Guardian Horror

At 14th level, your strength has reached unnatural levels. While you are in a merged state, you gain these additional benefits:

  • Your minion's current and maximum hitpoints increases by an amount equal to 3 times your necromancer level.
  • You cannot moved or displaced against your will.
  • You are a bulwark of protection, granting other creatures of your choice within 10 feet the benefits of half cover.

Conduit

Conduit mages harness nature's most powerful source of energy to fuel their spells. Lightning itself threatens to escape the bodies of their minions in bursts of deadly voltage. Fear the calm sky, as a storm is surely approaching.

Voltaic Engine

When you choose this expression at 3rd level, you develop a Spark Meter that harnesses the power of electricity. Whenever one of your minions takes lightning damage from an attack or spell, you gain a spark charge, up to a maximum of 6 spark charges. Each instance of damage can only generate 1 spark charge. You lose all spark charges after 1 minute has passed without gaining new charges.

When one of your minions is targeted by an attack or is forced to make a saving throw against an effect that deals lightning damage, you can allow the attack to automatically hit or have the minion automatically fail the saving throw. If the source originates from you or your allies, you may choose to not transfer any additional effects that would be normally be applied.

Each time you gain a feature in this subclass, you choose a new ability for your Spark Meter. Abilities become active as you gain spark charges, which are indicated in their descriptions. You can replace any spark abilities you learn after finishing a short or long rest with another one that shares the same spark costs.

Spark Surge

You gain one of the following abilities for your Spark Meter.

  • Arc Lightning (1 Charge). Your minions deal an additional 1d6 lightning damage on a successful attack.

    • At 3 spark charges, a second creature within 15 feet of the first target also takes 1d6 lightning damage.

    • At 5 spark charges, the bolt can jump to a third target within 15 feet of a previous creature. The damage dealt by Arc Lightning is now equal to one roll of the minion's hit die.

  • Power Cycler (1 Charge). Your minions gain resistance to lightning damage.

    • At 3 spark charges, when a minion would take lightning damage, they instead gain hitpoints equal to the damage that would have been dealt (after resistances) and you gain 1 spark charge as if the minion had taken damage.

    • At 5 spark charges, when you target a minion with a cantrip that deals lightning damage, you can target a second minion within range.

Petrichor Omen

At 6th level, you gain one of the following abilities for your Spark Meter.

  • Chromatic Orb (2 Charges). You can cast the spell chromatic orb as a 1st level spell. Its damage type is always lightning or thunder if cast it this way. This ability expends 2 spark charges.

 

  • Thunderwave (2 Charges). You can cast the spell thunderwave as a 1st level spell, which can originate from one of your minions. This ability expends 2 spark charges.

Gathering Storm

At 10th level, you gain one of the following abilities for your Spark Meter.

  • Dragon's Breath (4 Charges). You can cast the spell dragon's breath as a 2nd level spell. Its damage type is always lightning if cast it this way. This ability expends 4 spark charges.

  • Shatter (4 Charges). You can cast the spell shatter as a 2nd level spell. This ability expends 4 spark charges.

Thundering Fury

At 14th level, you gain one of the following abilities for your Spark Meter.

  • Call Lightning (6 Charges). You can cast the spell call lightning as a 3rd level spell. This ability expends 6 spark charges.

  • Thunderstep (6 Charges). You can cast the spell thunder step as a 3rd level spell, which can originate from one of your minions. This ability expends 6 spark charges.

Corpse Engineer

The control Corpse Engineers have over bone allows them transmute their minions into indestructible barriers. Their osteomancy allows them to control the battlefield and disrupt enemy formations.

Calcification

When you choose this Expression at 3rd level, you gain the ability to manipulate the bone matter of your minions. A minion can use its action to magically calcify itself on its turn, transforming into a pillar of bone and gaining the following properties:

  • It becomes petrified, and can only use its action to revert to its normal form.
  • Its body provides half cover.

Skeleton Shuffle

At 3rd level, you learn to quickly reposition your pillars for defense. When a creature is targeted by an attack, you can expend your reaction to perform a Skeleton Shuffle. You command a calcified minion you can see to move up to its movement speed in a straight line towards the target.

Creatures in the minion's path must succeed on a Strength saving throw or take bludgeoning damage equal to 2 rolls of the minion's hit die.

If the minion ends its movement within 5 feet of the target, they gain a +2 bonus to its AC against the attack, potentially causing it to miss. A creature can only benefit from one Skeleton Shuffle at a time.

Shifting Bones

At 6th level, you master the art of mass repositioning. You can use your action to command a number of calcified minions equal to your proficiency bonus that you can see to move up to their movement speed in a straight line. Creatures in the path must succeed on a Strength saving throw or take damage equal to two rolls of the calcified minion's hit die.

Advanced Osteology

At 10th level, your mastery over bone deepens. You gain a second reaction, which can only be used to perform a Skeleton Shuffle. Additionally, you choose one of the following options that enhances your Skeleton Shuffle:

  • Defense. The AC bonus granted by Skeleton Shuffle increases to +4.
  • Impact. Creatures smaller or equal in size to the calcified minion are also knocked prone if they fail their saving throw against a Skeleton Shuffle.
  • Thorns. The damage dealt by Skeleton Shuffle and Shifting Bones increases to 2 rolls of the minion's hit die.

You can change your chosen benefits when you finish a short or long rest.

Osseous Divide

At 14th level, you harness your mastery over bone to instantly create barriers for yourself. As an action, you conjure a massive bone wall in front of you. The wall is comprised of five 10 by 10 foot panels that are 6 inches thick. Each panel is contiguous with each other, made of dense bone, has 15 AC and 50 hitpoints. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). A panel must have enough space to be summoned.

You can then cause the wall to move up to 30 feet away from you in a straight line. Creatures that are in the path must make a Strength saving throw. On a failed save, they take 5d6 bludgeoning damage and are pushed prone. They only take half as much damage rounded down on a success, but are still pushed by the wall. Creatures 2 sizes larger than you have advantage on this save.

Each panel lasts for 1 hour before it crumbles into worthless ash. You can also dismiss a panel early (no action required).

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you spend 5 focus points.

Fulminator Mage

Knowing the next body is just an explosion away, Fulminators are ruthless in their displays of necromancy. Their minions are expendable, and their enemies even more so.

Creaking Time Bombs

When you choose this expression at 3rd level, you always have the Alteration Final Parting prepared, which does not cost any focus points to maintain. Your minions can also take their action to explode early, activating Final Parting in the process.

Additionally, the damage from Final Parting increases by 1 hit die of the exploding minion when you reach 5th level (3 dice), and again at 11th (4 dice) and 17th levels (5 dice).

Improved Implosions

Also at 3rd level, ordinary explosions are beginning to feel dull. When a creature fails their saving throw against an explosion from Final Parting, they subjected to any chosen effects from the list below. You may choose one effect without expending focus points, but additional effects cost 1 focus point each.

  • Adaptive Force. The damage type changes to one of the following; acid, cold, fire, lightning, poison, or thunder.

  • Concussive Blast. Saving throws made to maintain concentration on spells and other effects are made with disadvantage.

  • Deafening Silence. Creatures are Blinded and Deafened until the start of your next turn.

Dive the Backline

Your minions are slippery little things that like to go boom. Starting from 6th level, the base movement speed of your minions increases by 10 feet and they don't provoke opportunity attacks.

Reuse, Reduce, Reanimate

At 10th level, nothing goes to waste. When a creature's hitpoints are reduced to 0 from a Final Parting Alteration, you can recapture their essence for yourself. By expending your reaction and 1 focus point, you summon a Basic Minion from one of their last occupied spaces.

Putrefying Pressure

At 14th level, you learn to overpressurize your minions. As an action, you can begin to overcharge a minion, concentrating on this effect as if it were a spell.

At the end of your turn if the overcharged minion has not been killed or if you are still maintaining concentration, the damage dealt by its Final Parting increases by 2 rolls of the minion's hit die. You can end concentration early if you choose (no action required). The maximum damage die that can be dealt is equal to your necromancer level.

If you would lose concentration or if the overcharged minion dies, it explodes early and deals the accumulated damage in a 40 feet sphere.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 3 focus points to use it again.

Ghoulcaller

Ghoulcallers specialize in summoning hordes of undead, burying their opponents with sheer numbers advantage. Throw enough bodies at a problem and it will be solved eventually. If it can crawl, it can fight.

Graveyard Swarm

When you choose this expression at 3rd level, your Graven Mind has expanded to handle more bodies. Graven Minions you raise and maintain have their focus point costs reduced by 1. This cannot reduce any focus costs to 0.

Double Trouble

Also at 3rd level, raising an army quickly is your expertise. Whenever you use your action to animate a Graven Minion, you can raise a second minion of the same type as part of the action. You still pay any focus points required to raise and maintain each minion.

Aura of Command

At 6th level, your minions are bolstered by an Aura of Command you emit. This aura has a radius in feet equal to 5 times your proficiency bonus. You and any minions inside this aura gain a bonus to saving throws equal to your Intelligence modifier. A minion can only benefit from one Aura of Command at a time.

 

Amassed Presence

At 10th level, your aura compounds the effects of death and decay. If you have at least one minion inside your aura, you can activate one of the following effects using a bonus action. You and your minions are immune to your aura’s effects. The chosen effect persists until you are knocked unconscious, die, or use a bonus action to deactivate it.

  • Grasp of the Undying. At the start of your turn, each creature of your choice inside the aura must make a Wisdom saving throw. On a failed save, Graven Minions inside your aura have advantage on attacks rolls against that creature.

  • Localized Disruption. The area of your aura is considered difficult terrain. Flying creatures that enter the aura for the first time each turn must succeed on a Constitution saving throw or be knocked prone. You and allied creatures aren't affected by the aura.

Rolling Deathball

At 14th level, your undead army is an unstoppable tidal wave. As an action, you and any Graven Minions inside your Aura of Command move together in a straight line up to your movement speed, ignoring the effects of difficult terrain.

Each creature that enters your Aura of Command must make a Strength saving throw. On a failed save, a creature takes 1d6 force damage for each Graven Minion inside your Aura of Command and is knocked prone. They only take half as much damage rounded down on a success.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you dismiss 2 Graven Minions you currently control.

Lord of Bones

Contrasting their Ghoulcaller cousins, Bone Lords focus on quality over quantity. Corpse soldiers do not flinch against overwhelming odds, and will not break rank at the first signs of defeat. They are their master's unbreakable spear, and an immovable object to their foes.

Overwatch

A commander will need a good pair of eyes to survey the battlefield. At 3rd level, you learn the find familiar spell and can cast it once per long rest without expending a spell slot. Any familiars summoned this way is always an undead in appearance and its creature type becomes undead. The spell doesn't count against your number of spells known.

The familiar is also considered as a Graven Minion, allowing it to benefit from any Alterations your minions normally would. The familiar does not require focus points to maintain, as it is sustained by magic rather than your mental abilities.

Shieldbearers

Also at 3rd level, your Graven Mind expands to accommodate specialized training. You always have the Alterations Martial Technique I and Martial Technique II prepared, which does not cost focus points to maintain.

Reaper Guard

Your minions have grown experienced in wielding arms and armor. At 6th level, they gain proficiency with heavy armor and wearing armor doesn't impose disadvantage on their Dexterity (Stealth) checks.

Additionally, your minions learn one Fighting Style option of your choice from the fighter class.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace the chosen fighting style with a different one from the fighter class.

 

Violent Outburst

Your leadership skills has allowed you launch coordinated attacks with your minions. At 10th level, you can use your action on your turn to order each minion to make one attack.

You can use this feature once per short or long rest. Starting at 17th level, you can use this feature twice per rest.

Battlefield Promotion

At 14th level, you learn a special ritual that transforms a minion into your herald. After finish a short or long rest, choose one of your minions to become your herald. They gain the visual appearance of a field drummer, standard bearer, or any similar position of your choosing.

A herald emits a empowering aura to your minions within a 20 feet radius, causing them to make their attacks with advantage while they're inside the aura. On a hit, they deal an additional 2d8 necrotic damage.

A minion can only gain the benefits of one herald at a time.

 

Unsure Where to Start?

Lord of Bones is designed as the beginner subclass, with abilities that are universally useful. When you want to branch out into more specific playstyles, try the other subclasses out.

Spectral Knight

Some choose not to animate physical bodies, preferring to harness the souls trapped in purgatory instead. Spectral Knights harness vengeful spirits to aid them in battle, allowing them to take plenty of punishment and dish it right back.

Ethereal Protection

When you choose this Expression at 3rd level, mad spirits swirl around you and coalesce to form a spectral shield. The spectral shield is represented by your temporary hitpoints, and gains additional abilities as you grow in strength. You gain the following benefits:

  • Spectral Shield. You can expend your bonus action and 2 focus points to gain temporary hitpoints equal to twice your necromancer level plus your Intelligence Modifier (minimum of 6).

  • Venting Shriek. When you gain temporary hitpoints, you can choose to forgo gaining hitpoints and vent the excess energy as a forceful blast instead. Creatures within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 1d8 psychic damage. They only take half as much damage rounded down on a success. This effect can only occur once per round.

    This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wraiths Whispering

Also at 3rd level, your speech is layered with the ramblings of mad spirits. You gain proficiency in Intimidation. If you already have this proficiency, you gain proficiency with one other skill of your choice.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Know Your Place

At 10th level, your spectral shield grows in strength and lashes out when struck. You gain the following benefits:

  • Backlash. If a creature deals damage to your spectral shield, it must succeed on a Wisdom saving throw or take 1d8 psychic damage.

    At 14th level, this damage increases to 2d8 psychic damage.

  • Barrier. When you are hit by an attack, you can expend your reaction and 1 to 5 focus points to increase your AC by the number of focus points spent until the start of your next turn, potentially causing the attack to miss.

Know My Name

At 14th level, when you reduce a creature's hitpoints to 0 or score a critical hit, the spirits celebrate in a frenzied cacophony. Each creature of your choice within 30 feet must make a Wisdom saving throw. On a failed save, they are overcome with fear and cannot target you with melee or ranged attacks until the start of your next turn.

Graven Alterations

Adamantine Blessing

Focus Points: 2

Your minions can't be affected by critical hits.

Aggressive

Focus Points: 2

Prerequisites: 5th level

When a minion scores a critical hit with a melee weapon attack or reduce a creature to 0 hit points with one, it can make one melee weapon attack as a bonus action.

Alacrity

Focus Points: 2

Your minions can take the Dash, Disengage, or Hide actions as a bonus action on their turns.

Artful Disguise

Focus Points: 1

Through clever magical glamor, your minions resemble normal humanoids in appearance. To discern that they are disguised, a creature can use its action to inspect their appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bramble Hide

Focus Points: 1

When a creature deals damage to one of your minions, they take 1d4 piercing damage. This Alteration can be taken multiple times.

Battle Wagon

Focus Points: 2

Prerequisites: Colossus Minion

Your Colossus minions grow a bony cage on top their backs, allowing 4 Small or 2 Medium sized creatures to ride inside. A creature gains half cover and moves with the minion while riding on top of it. A creature within 5 feet of the Colossus can use their bonus action to enter the cage.

 

Burrowing Limbs

Focus Points: 1

Prerequisites: 5th level

Your minions gain a burrowing speed equal to their base movement speed. They leave behind a tunnel equal to their creature size.

Creatures of Night

Focus Points: 1

Prerequisites: 5th level

While in dim light or darkness, your minions can take the Hide action as a bonus action.

Disruptive Form

Focus Points: 2

Prerequisites: 5th level

The ground in a 10 feet radius around your minions becomes difficult terrain. You and allied creatures are unaffected by this Alteration.

Esoteric Resistance

Focus Points: 2

Prerequisites: 9th level

Choose one of the following damage types: force, necrotic, or radiant. Your minions gain resistance to the chosen damage type. This Alteration can be taken multiple times.

Elemental Resistance

Focus Points: 2

Prerequisites: 7th level

Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Your minions gain resistance to the chosen damage type. This Alteration can be taken multiple times.

Evasive

Focus Points: 2

Prerequisites: 5th level

If a minion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Final Parting

Focus Points: 2

Instead of triggering the Undead Fortitude feature, your minions can explode violently when they are reduced to 0 hitpoints instead. Each creature within a 5 feet radius must make a Dexterity Saving Throw or take bludgeoning damage equal to two rolls of the minions hit die. They only take half as much damage on a success rounded down.

Fluidity

Focus Points: 1

Prerequisites: 7th level

Your minions ignore the effects of non-magical difficult terrain.

Grasping Limbs

Focus Points: 1

Your minions gain a climbing speed equal to their base movement speed.

Graven Empowerment

Focus Points: 1

Your minions deal additional necrotic or poison damage equal your Intelligence modifier on a successful attack roll.

Horde Tactics

Focus Points: 2

Prerequisites: 7th level

Your minions have advantage on attack rolls against a creature if at least one other minion is within 5 feet of the creature and the minion isn't incapacitated.

Immutable Form

Focus Points: 2

Your minions become immune to any spell or effect that would alter its form, unless you allow it.

Long Limbed

Focus Points: 1

When your minions make a melee attack, their reach is 5 feet greater than normal.

Magical Attacks

Focus Points: 1

Prerequisites: 5th level

Your minion's attacks are considered magical for purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Magic Resistance

Focus Points: 2

Prerequisites: 7th level

Your minions gain advantage on saving throws against spells and other magical effects.

Martial Technique I

Focus Points: 1

Your minions gain proficiency in simple weapons and light armor.

Martial Technique II

Focus Points: 1

Prerequisites: Martial Technique I

Your minions gain proficiency in martial weapons, medium armor, and shields.

Mimicry

Focus Points: 1

Your minions are now capable of halting speech. To discern that they are undead, a creature can use their action to carefully listen and must succeed on an Wisdom (Perception) check against your spell save DC.

Noxious Form

Focus Points: 2

Your minions emit a cloud of toxic gas in a 10 feet radius. Creatures that start their turn inside the area must succeed on a Constitution saving throw or be poisoned until the start of their next turn.

Powerful Build

Focus Points: 1

Your minions count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.

Physical Resistance

Focus Points: 2

Prerequisites: 5th level

Choose one of the following damage types: bludgeoning, piercing, or slashing. Your minions gain resistance to the chosen damage type. This Alteration can be taken multiple times.

Pursuer

Focus Points: 2

Prerequisites: 7th level

When your minions hit a creature with an opportunity attack, they can move up to half their speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Siege Engines

Focus Points: 1

Your minions deals double damage to objects and structures.

Spell Sculptees

Focus Points: 2

Prerequisites: 5th level

You learn to shield your minions from friendly fire. Your minions can choose to automatically succeed on their saving throws against any spells you cast, and they take no damage if they would normally take half damage on a successful save.

Spell Delivery

Focus Points: 1

Your minions can deliver a spell you cast that has a range of touch. The Minion must be within 120 feet of you.

Sentry

Focus Points: 2

Your minions have blindsight with a range of 10 feet.

Skill Zombie

Focus Points: 1

Your minions gain proficiency in two artisan's tools or skills of your choice. This Alteration can be taken multiple times.

Tough

Focus Points: 2

Prerequisites: 5th level

Your minions maximum hitpoints increases by 2 for each necromancer level you have.

Webbed Limbs

Focus Points: 1

Your minions gain a swimming speed equal to their base movement speed.

Winged Limbs

Focus Points: 2

Prerequisites: 9th level

Your minions gain a flying speed equal to their base movement speed.

Graven Commands

A Graven Command you learn becomes available to all your Graven Minions. A minion prerequisite indicates the Command can only be used by those minion types.

Bone Shards

Focus Points: 1

The minion is able to fling bone shards as a ranged weapon attack with a range of 60 feet. This attack uses your spell attack modifier. On a hit, it deals damage equal to one roll of minion's hit die plus the its Dexterity Modifier.

Brace for Impact

Focus Points: 1

As a bonus action, the minion braces itself against danger. It gains advantage on saving throws that would forcibly move or knock it prone until the start of your next turn.

Cleaving Strike

Focus Points: 2

When a minion makes a successful melee attack, it can use its bonus action to make another melee attack against a second creature within 5 feet of the original target.

Heavy Backhand

Focus Points: 2

Prerequisites: Bruiser or Colossus Minion

As a bonus action, the minion delivers a stunning blow to a creature within 5 feet and causes them to make a Constitution saving throw.

On a failed save, they take bludgeoning damage equal to 1 roll of the minion's hit die and are knocked back 10 feet. They are also Stunned until the start of their next turn if they collide with a piece of hard cover such as a brick wall, large boulder or sturdy tree.

A successful save only causes a creature to take half as much damaged rounded down.

Hostage Taker

Focus Points: 2

As an action, the minion can attempt to grab another creature within 5 feet, and the target must succeed on a contesting Athletics check or be Grappled by the minion. The target cannot be larger in size than the minion.

While it is Grappling the target, the minion only takes half of the damage it would normally take, and the Grappled creature takes the other half of the damage. It can make another succeeding Athletics check at the end of its turns, ending the effect on a success.

 

Knock Them Down

Focus Points: 2

Prerequisites: Bruiser or Colossus Minion

As an action, the minion charges in a 20 feet line, causing the first creature in the path to make a Strength saving throw. On a failed save, they take damage equal to 2 rolls of the minion's hit die and is knocked prone. They only take half as much damage rounded on a success and are not knocked prone. Creatures larger than the minion have advantage on the save.

Leaping Slam

Focus Points: 2

Prerequisites: Bruiser or Colossus Minion

As an action, the minion leaps towards a point up to 30 feet away, slamming into the ground with great force. Creatures in a 15 feet radius around that point must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to 3 rolls of the minion's hit die and is knocked prone. They only take half as much damage rounded down on a success.

Martyrdom

Focus Points: 1

When another creature takes damage from an attack or spell, you can expend your reaction and order a minion within 5 feet of the creature to take the damage instead. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be prevented or reduced in any way.

Noxious Blast

Focus Points: 2

As an attack, the minion exhales toxic gas towards a creature within 15 feet. The target must succeed on a Constitution saving throw or take poison damage equal to 1 roll of the minion's hit die and become Poisoned until the start of your next turn. A Poisoned target takes damage equal to 2 rolls of the minion's hit die instead.

Shockblast

Focus Points: 2

Prerequisites: Colossus Minion

As an action, the Colossus shatters the earth with a groundbreaking punch, causing all creatures in a 60 feet cone to make a Strength saving throw. On a failed save, a creature takes 3d12 thunder damage and is knocked prone. They only take half as much damage rounded down on a success. This attack deals double damage to objects and structures.

Taunting Display

Focus Points: 2

Prerequisites: Bruiser Minion

As an action, the minion makes itself look like a threat. Creatures of your choice within 5 feet of the minion that can see it must make a Wisdom saving throw. On a failed save, a creature is taunted and must make an attack on their next turn against the taunting minion, if available.

Graven Minions

Basic Minion

Focus Points: 2


Basic Minion

Medium undead, shares your alignment


  • Armor Class 10 + PB (natural armor)
  • Hit Points 5 + 3 times your necromancer level (the minion has a number of Hit Dice [d8s] equal to your Necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak
  • Challenge equals your necromancer level
  • Proficiency Bonus (PB) equals your bonus

Undead Fortitude. If damage reduces the minion to 0 hit points, it can 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 minion drops to 1 hit point instead.

Unusual Nature. The Minion doesn't require air, food, drink, or sleep.

Actions

Attack. The Minion makes an attack with its Slam or with any weapon its wielding.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

 

Bruiser Minion

Focus Points: 5

Prerequisites: 5th level


Bruiser Minion

Large undead, shares your alignment


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + 5 times your necromancer level (the minion has a number of Hit Dice [d10s] equal to your Necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (0) 6 (-2)

  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak
  • Challenge equals your necromancer level
  • Proficiency Bonus (PB) equals your bonus

Magical Weapons. The Bruiser's attacks are magical.

Undead Fortitude. If damage reduces the minion to 0 hit points, it can 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 minion drops to 1 hit point instead.

Unusual Nature. The Bruiser doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Bruiser makes 2 attacks with its Slam or with any weapon its wielding.

Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Colossus Minion

Focus Points: 7

Prerequisites: 11th level


Colossus Minion

Huge undead, shares your alignment


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + 7 times your necromancer level (the minion has a number of Hit Dice [d12s] equal to your Necromancer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 6 (-2) 10 (0) 6 (-2)

  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak
  • Challenge equals your necromancer level
  • Proficiency Bonus (PB) equals your bonus

Magical Weapons. The Colossus' attacks are magical.

Undead Fortitude. If damage reduces the minion to 0 hit points, it can 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 minion drops to 1 hit point instead.

Unusual Nature. The Colossus doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Colossus makes 3 attacks with its Slam or with any weapon its wielding.

Enchanted Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 3 (1d6) necrotic damage.

Necromancer Spell List

Cantrips (0 Level)
  • Booming Blade (SC)
  • Chill Touch
  • Friends
  • Frostbite (XG)
  • Green-Flame Blade (SC)
  • Guidance
  • Infestation (XG)
  • Lightning Lure (SC)
  • Mage Hand
  • Mending
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Spare the Dying
  • Spectral Blade (HB)
  • Toll the Dead (XG)
  • True Strike
1st Level
  • Armor of Agathys
  • Bane
  • Blur
  • Cause Fear (XG)
  • Caustic Blessing (HB)
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic *
  • Detect Poison and Disease *
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Gift of Alacrity
  • Healing Word
  • Inflict Wounds
  • Longstrider
  • Ray of Sickness
  • Shield
  • Toxic Blessing (HB)
  • Unseen Servant *
  • Witch Bolt
2nd Level
  • Aid
  • Augury *
  • Blindness/Deafness
  • Darkvision
  • Enlarge/Reduce
  • Enthrall
  • Gentle Repose *
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mind Spike (XG)
  • Ray of Enfeeblement
  • Shadow Blade (XG)
  • Silence *
  • Soul Tithe (HB)
  • Spectral Smite (HB)
  • Suggestion
  • Wither and Bloom
3rd Level
  • Bestow Curse
  • Bone Cage (HB)
  • Call Lightning
  • Counterspell
  • Dispel Magic
  • Fear
  • Feign Death *
  • Fly
  • Grasp of Dominance (HB)
  • Haste
  • Hunger Of Hadar
  • Hypnotic Pattern
  • Life Transference (XG)
  • Lightning Arrow
  • Lightning Bolt
  • Remove Curse
  • Revivify
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
4th Level
  • Banishment
  • Blight
  • Complusion
  • Death Ward
  • Evard's Black Tentacles
  • Greater Invisibility
  • Hand of Dominance (HB)
  • Locate Creature
  • Phantasmal Killer
  • Shadow of Moil (XG)
  • Sickening Radiance (XG)
  • Storm Sphere (XG)
5th Level
  • Antilife Shell
  • Cloudkill
  • Contagion
  • Desecrate Earth (HB)
  • Dominate Person
  • Enervation
  • Insect Plague
  • Negative Energy Flood (XG)
  • Raise Dead
  • Skill Empowerment (XG)
6th Level
  • Bones of the Earth (XG)
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Eyebite
  • Harm
  • Magic Jar
  • Mental Prison (XG)
  • Soul Cage (XG)
7th Level
  • Finger of Death
  • Mirage Arcane
  • Power Word Pain (XG)
  • Resurrection
  • Symbol
  • Tether Essence
8th Level
  • Antimagic Field
  • Abi-Dalzim's Horrid Wilting (XG)
  • Antipathy/Sympathy
  • Feeblemind
  • Maddening Darkness (XG)
  • Power Word Stun
9th Level
  • Power Word Kill
  • Psychic Scream (XG)
  • Storm of Vengeance
  • Time Ravage
  • True Resurrection
  • (HB) indicates the spell is Homebrewed.
  • (SC) indicates the spell is from the Sword Coast Adventurer’s Guide.
  • (XG) indicates the spell is from Xanathar's Guide to Everything.
  • a small asterisk (*) indicates the spell can be cast as a ritual.

Expanded Spells

Bone Cage

3rd level necromancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (*a pinch of bone dust)
  • Duration: Concentration, Up to 1 minute

A mossy ribcage erupts from the ground, trapping a creature you can see within range inside. They must make a Strength saving throw or take 5d6 necrotic damage and be Restrained for the duration. They only take half as much damage rounded down on a success and aren't Restrained.

At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.


Spell Lists. Necromancer

Damprot

3rd level necromancy


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (*a poisonous gland from a frog)
  • Duration: Concentration, Up to 1 minute

You attempt to infect a creature you can see with damprot. The target must succeed on a Constitution saving throw or become infected for the duration of the spell (it can choose to fail).

A 40 feet sphere of pus then spreads from the infected creature that moves with it, causing creatures that enter the pool for the first time on a turn or starts its turn inside to make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage. On a successful save, the creature takes half as much damage rounded down. This spell has no effect on undead or constructs.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 for each slot level above 3rd.


Spell Lists. Necromancer

Desecrate Earth

5rd level conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (*a femur bone)
  • Duration: Concentration, Up to 1 minute

You channel unholy energy into the lands, transmuting a 40 feet circle into a graveyard for the spell's duration. The ground is considered difficult terrain. Any creature inside the circle must make a Strength saving throw. The creatures take 5d8 necrotic damage and are knocked prone on a failed save, or only half as much damage rounded down on a success. You can repeat this effect as an action while you maintain concentration.


Spell Lists. Necromancer

 

Grasp of Dominance

3rd level necromancy


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, S
  • Duration: Instantaneous

You create a giant skeletal hand that grabs a creature you can see within 30 feet of you, causing them to make a Strength saving throw. On a failed save, the target is pulled up to 30 feet in a straight line towards you and takes 4d8 necrotic damage. They only take half as much damage rounded down on a success and aren't pulled. Creatures two sizes larger than you have advantage on the saving throw.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Spell Lists. Necromancer

Hand of Dominance

4th level necromancy


  • Casting Time: 1 Action
  • Range: Self (60 feet line)
  • Components: V, S
  • Duration: Instantaneous

You send forth a giant skeletal claw, pushing enemies aside. Each creature in a 5 by 60 feet line must make a Dexterity saving throw. They take 5d8 necrotic damage on a failed save and are pushed to the end of the line. They only take half as much damage rounded down on a success and aren't pushed. Creatures two sizes larger than you have advantage on the saving throw.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Spell Lists. Necromancer

Soul Tithe

2nd level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (*a piece of black cloth)
  • Duration: Concentration, Up to 1 minute

A creature within range becomes cursed by you until the spell ends. Once per turn when the cursed target takes damage from an attack or spell, it takes an additional 1d6 psychic damage.

If the cursed target is reduced to 0 hitpoints, their soul is violently harvested. All creatures within a 20 feet radius of the target become Frightened of you for the spell's duration.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 for every two slot levels above 2nd.


Spell Lists. Necromancer

Spectral Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5 foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and becomes sheathed in spiritual energy until the start of your next turn. If the target takes damage before then, you gain 1d8 temporary hitpoints, and the spell ends.


At Higher Levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the temporary hitpoints gained increases to 2d8. Both rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


Spell Lists. Necromancer, Paladin (Optional), Warlock (Optional)

Spectral Smite

2nd level evocation


  • Casting Time: 1 bonus action, which you take immediately after hitting a creature with a weapon or an Unarmed Strike.
  • Range: Self
  • Components: V
  • Duration: Instantaneous

As you hit your target, they are enveloped in a burst of spiritual energy and takes an extra 2d6 Necrotic damage. You then gain temporary hitpoints equal to the damage dealt by this spell, rounded down.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d6 for each slot above 2nd.


Spell Lists. Necromancer, Paladin (Optional)

Toxic Blessing

1st level evocation


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You fling a ball of energy towards a point you can see within range. Creatures in a 20 feet sphere must succeed on a Constitution saving throw or take 2d8 poison damage. They only take half as much damage rounded down on a success. Undead creatures regain hitpoints equal to the damage rolled instead.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage dealt increases by 1d8 above 1st.


Spell Lists. Necromancer

Necromancer

Fulfill the fantasy of summoning undead minions and enhance them with upgrades! Customize your zombies with over 30 Graven Alterations and 10 unique Commands! Includes 6 Animating Expressions that each focus on different archetypes and 9 new class exclusive spells.

Special Thanks

To my loyal test subjects friends, Cookie, Vaz'ko and Vetmon. Their insights were invaluable in the creation of this project.

Created by MrTooTs

Art Credits

Cover - Necromancer by Anton Nazarenko

Page 2 - Necromancer by Bodgan Marcia

Page 3 - Necromancer Vladimir by Sperasoft Studio

Page 4 - Necromancer Spell by Anthony Catillaz

Page 5 - Diablo Knight by Anthony Catillaz

Page 6 - Ghoul's Night Out by Fajareka Setiawan

Page 7 - Undead Giant by Alex Constad

Page 8 - Gramarye by Audrey A.

Page 9 - Lost Tomb by Robin Bouwmeester

Page 10 - Necromancer by JasonTN

Page 11 - Gisa, Glorious Resurrector by Yongjae Choi

Page 13 - Death Knight by Adnan Ali

Page 14 - Diablo 3 Necromancer by Thanh Tuấn

Page 15 - Undead Giant by Nino Is.

Page 16 - Relentless Torment by Nino Is.

Page 18 - Zombie Invasion by dongbiao lu

Page 19 - Skeleton Warrior by Jason Nguyen

Page 22 - Tasha, the Witch Queen by Martina Fačková

Change Log

  • V 1.3 - Added Graven Order. Rebalanced class features. Fixed typos and made quality of life improvements.

  • V 1.2 - Added Corpse Engineer subclass. Rebalanced class features and spells. Fixed typos and made quality of life improvements.

  • V 1.1 - Reduced focus point maximum. Reduced Bruiser and Colossus minion damage. Condensed certain Alterations. Fixed typos and made quality of life improvements.

 

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