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Level Proficiency

Features
Bonus
1
+2
Spellcasting, Dread Touch, Journey into
Undeath
2
+2
Necromantic Burst
3
+2
Necromantic Philosophy
4
+2
Ability Score Improvement
5
+3
Philosophy Feature
6
+3
Unholy Link
7
+3
8
+3
Ability Score Improvement
9
+4
10
+4
Philosophy Feature
11
+4
Necronomicon
12
+4
Ability Score Improvement
13
+5
14
+5
The Oncoming Death
15
+5
16
+5
Ability Score Improvement
17
+6
Necrotic Aura
18
+6
Philosophy Feature
19
+6
Ability Score Improvement
20
+6
Final Transformation

Necromancer
A human stares intently at a group of corpses
swirling with purple wisps of magic as they
slowly start to twitch and contort, infused with
the essence of undeath.
A crazed tiefling looks on in glee as
fiendish magic transforms the pile of bodies in
front of her into a large, hulking creature with
four extra arms stitched onto its back.
Necromancers are highly specialized
spell casters who seek mastery over the undead
and even death itself. Through intensive study
of forbidden tomes and curious
experimentation, necromancers have learned
the vile art of reanimating the dead. This art
also gives the necromancer a specific skill set,

Cantrips Spells Spell


Known Known Slots
2
2
1
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4

3
4
5
6
7
8
9
10
10
11
11
12
12
13
13
14
14
15
15

1
1
1
1
1
1
1
2
2
2
2
2
2
3
3
3
3
3
3

Slot
Level
1
1
2
2
3
3
4
4
5
5
5
5
5
5
5
5
5
5
5
5

allowing them to inflict damage with their


necromantic energies.
Creating a Necromancer
Most necromancers have a tragic backstory that
conferred upon them a fascination with death.
What first sparked your characters curiosity
with the dead? And how did they first come to
practice the necromantic arts? Was it a long
forgotten book tucked away in the library, or
maybe you ran into an undead master who
agreed to take you on as an apprentice?
And what drove you to the life of
adventure? Are you just seeking more corpses
to use in your vile experiments or maybe you
are seeking vengeance against the person who
murdered your family in front of your young
eyes?

Quick Build

Any simple weapon and two daggers

You can make a necromancer quickly by


following these suggestions. First, Charisma
should be your highest ability score, followed by
Constitution. Second, choose the sage
background. Third, choose the Chill Touch and
Mage Hand cantrips, along with the 1st-level
spells Hex and Inflict Wounds.

Spellcasting

Class Features

At 1st level, you know 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 on the Necromancer table.

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: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Arcana,
Deception, Intimidation, Medicine, Persuasion,
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 scholars pack or (b) a


dungeoneers pack

Your arcane research has given you facility with


spells. See chapter 10 of the players handbook
for the general rules of spellcasting and the end
of this PDF for a list of necromancer spells.
Cantrips

Spell Slots
The necromancer table shows how many spell
slots you have. 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 9th level,
you have two 5th level spell slot. To cast the 1st
level spell Ray of Sickness, you must spend one
of those slots, and you cast it as a 5th level spell.
Spells Known of 1st Level and Higher
At 1st level, 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 of 1st level
and higher. A spell you choose must be of a
level no higher than whats shown in the tables
Spell Level column for your level. When you
reach 6th level for example, you learn a new
necromancer spell, which can be 1st, 2nd, or 3rd
level.
Additionally, when you gain a level in
this class, you can choose one of the
necromancer spells you know and replace it
with another from the necromancer spell list,

which also must be of a level for which you


have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your
necromancer spells, so you use your Charisma
whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma
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 Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5
of the players handbook) as a spellcasting focus
for your necromancer spells.
Dread Touch
At 1st level, you gain the ability to channel
necromantic energies through your hands
turning even a simple touch into a powerful
weapon. As an action, you may make a melee
spell attack, dealing 1d8 necrotic damage to a
living creature or healing an undead creature
under your control for 1d6 + your Charisma
modifier. These increase to 2d8 and 2d6 at 5th
level, 3d8 and 3d6 at 11th level, and 4d8 and
4d6 at 17th level.

radius for an amount equal to your Charisma


modifier (minimum of 1) + half your
necromancer level (rounded up). Living
creatures in the area must succeed on a
Constitution saving throw or take d4 times your
proficiency bonus damage (for example, that
would be 4d4 at level 10).
Once you use this feature, you cant use
it again until you finish a short or long rest.
Starting at level 15, you may use it twice before
a rest.
Necromantic Philosophy
At 3rd level, it is time to specialize your
necromantic abilities, choosing to become
either a ghoulcaller or a stitcher. The difference
in these two specializations comes from a
difference of philosophy. Ghoulcallers prefer to
summon a host of undead to fight for them,
while stitchers will spend time to carefully craft
a singular, more powerful creature.
Your choice grants you features when
you choose it at 3rd level, and again at 5th, 10th,
and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase on ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As
normal, you cant increase an ability score
above 20 using this feature.

Journey Into Undeath

Unholy Link

At 1st level, you have already begun your


transformation into an undead creature. The
result of this transformation is increased
resistance to damage. When you arent
wearing armor, your AC equals 13 + your
Constitution modifier.

Beginning at 6th level, if you have any undead


summoned within 100 feet of you, whenever
you take damage, as a reaction you may have
the undead take half the damage themselves. If
you control more than one undead, the damage
is split between them (always round up).
(Recharge 5-6)

Necromantic Burst
At 2nd level, you gain the ability to release your
necromantic energy throughout your whole
body at once. You heal undead within a 10 ft.

For example, if you control 3 undead


and were to take 18 damage, you would only
take 9 damage and the rest would be

distributed between the undead, so they each


take 3.
Necronomicon
At 11th level, you may create a book through a
dark ritual that imbues you with more powerful
spells. Using the skin from a medium humanoid
corpse, you may spend one hour magically
stitching together your Necronomicon.
Choose one 6th level spell from the
necromancer spell list. You may prepare this
spell by studying the book for an amount of
minutes equal to the spells level. You may cast
this 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 be cast
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
Necronomicon when you finish a long rest.
The Oncoming Death
At 14th level, as your journey into undeath
continues, you gain immunity to the charmed
and frightened conditions. You also no longer
need to sleep and magic cannot put you to
sleep.
Necrotic Aura
At 17th level, the necromancer can emanate an
aura of undeath in a 5-foot radius. Enemies in
the area must succeed on a Wisdom saving
throw or be frightened for 1 minute. A creature
that succeeds on this saving throw is immune to
your aura for 24 hours.
Final Transformation
At 20th level, the necromancer can seal their
soul in a phylactery and become a lich. If this
happens, the player becomes an undead and
gains the following bonuses. You are resistant
to cold, lightning, necrotic; bludgeoning,
piercing, and slashing damage from non-magical
weapons. You gain blindsight up to 120ft. And

if your body is destroyed, a new one


regenerates within 5ft. of your phylactery in
1d10 days. If your phylactery is destroyed, you
are killed with no possible chance of coming
back.

Necromantic Philosophy
Ghoulcaller
Undead Host
Starting at 3rd level, you gain the ability to
summon a host of undead creatures to fight for
you. You may only summon and control a
number of creatures equal to your proficiency
bonus. Doing so requires an hour long ritual
performed at night. The components for this
ritual are a piece of chalk (in order to draw the
spell circle), 5 candles, and a number of
humanoid bodies equal to the number of
undead you wish to summon. If a pile of bones
is supplied, a skeleton is formed, and if a corpse
is supplied, a zombie is formed (your dungeon
master will have the stat blocks for these
creatures).
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creatures will
take and where they will move during their next
turn, or you can issue a general command, such
as to guard a chamber or corridor. If you issue
no command, the creature will only defend
itself against hostile creatures. Once given a
task, the creatures will continue to follow it
until the task is complete.
Corpse Explosion
At 5th level, you have learned how to turn your
undead minions into powerful projectiles. As
an action on your turn, you may channel
necrotic energies into an undead under your
control causing it to explode. Creatures within
a 10 ft. radius of the undead must make a
Dexterity saving throw. On a failed saving
throw, creatures take 2d4 necrotic damage and
2d4 piercing damage, or half as much on a

successful save. At 11th level, you may channel


necrotic energies into 2 undead under your
control, causing them both to explode.
Empowered Undeath
Beginning at 10th level, your time spent
summoning the undead has paid off. From this
point on, whenever you summon undead
creatures their hit point maximum is increased
by an amount equal to your necromancer level
+ your Constitution modifier. In addition,
undead creatures you have made add half your
proficiency bonus (rounded up) to their attack
rolls and damage rolls, and their attacks count
as magical.
Empowered Host
At 18th level, your control over necrotic energies
has increased. You may sacrifice your undead
minions and regain one spell slot for each two
sacrificed.
Stitcher
Construct Undead
Beginning at 3rd level, you may perform an hour
long ritual to magically combine the corpses of
two humanoid creatures into a Ghoul (your
dungeon master will have the stat block for this
creature). This ritual requires chalk (to make
the spell circle), 5 candles, and two humanoid
corpses. You may only control one undead
created through rituals at a time.
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creature will
take and where it will move during its next turn,
or you can issue a general command, such as to
guard a chamber or corridor. If you issue no
command, the creature will only defend itself
against hostile creatures. Once given a task, the
creature will continue to follow it until the task
is complete.

Empowered Construct
Starting at 5th level, undead created through
your rituals gain additional benefits:

The creatures hit point maximum is


increased by an amount equal to your
Constitution modifier multiplied by 8.
The creature adds your Charisma
modifier to its AC and saving throws.
The creature adds half your proficiency
bonus (rounded up) to its attack and
damage rolls, and their attacks count as
magical.

Stitched Monstrosity
At 10th level, your experimentation with corpses
has paid off. You may perform an hour long
ritual to magically combine the corpses of three
humanoid creatures into a Stitched Monstrosity
(Its stat block is at the end of this document).
This ritual requires chalk (to make the spell
circle), 5 candles, and three humanoid corpses.
You may only control one undead created
through rituals at a time.
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creature will
take and where it will move during its next turn,
or you can issue a general command, such as to
guard a chamber or corridor. If you issue no
command, the creature will only defend itself
against hostile creatures. Once given a task, the
creature will continue to follow it until the task
is complete.
Risen Dragon
Starting at 18th level, you have nearly mastered
the art of constructing undead familiars. If you
manage to get your hands on the body of an
adult dragon, an ancient dragon, or two young
dragons, you may perform a ritual to construct
a Skeletal Dragon (its stat block is at the end of
this document). This ritual requires three sticks
of chalk (to make an extra-large spell circle),
100 candles, and the bodies mentioned above.

The ritual takes a full 8 hours to complete. You


may only control one undead created through
rituals at a time.
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creature will
take and where it will move during its next turn,
or you can issue a general command, such as to
guard a chamber or corridor. If you issue no
command, the creature will only defend itself
against hostile creatures. Once given a task, the
creature will continue to follow it until the task
is complete.

Necromancer Spells

Levitate

Create Undead

Cantrips (0 Level)

Ray of Enfeeblement

Eyebite

Blade Ward

3rd Level

Harm

Chill Touch

Animate Dead

7th Level

Mage Hand

Fear

Etherealness

Poison Spray

Gaseous Form

Finger of Death

Prestidigitation

Speak with Dead

Resurrection

1st Level

Vampiric Touch

8th Level

Armor of Agathys

4th Level

Antimagic Field

False Life

Blight

Feeblemind

Hex

Contagion

Glibness

Inflict Wounds

Polymorph

9th Level

Ray of Sickness

5th Level

Foresight

2nd Level

Raise Dead

Power Word Kill

Blindness/Deafness

Scrying

True Resurrection

Darkness

6th Level

Invisibility

Circle of Death

Stitched Monstrosity
Large undead, unaligned
Armor Class 16 (natural armor)
Hit Points 85
Speed 40 ft.
Strength
17 (+3)

Dexterity
15 (+2)

Constitution
21 (+5)

Intelligence
3 (-4)

Wisdom
8 (-1)

Charisma
5 (-3)

Damage Resistances cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive perception 9
Languages common, and one of the necromancers choice that they know
Magic Resistance. The Stitched Monstrosity has advantage on saving throws against magic.
Actions
Multiattack. The Stitched Monstrosity makes three attacks, one with each of its fists, or it may change
one of these out for a bite attack.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
Bite (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4+3 piercing
damage. If the target takes damage from this attack, it must succeed on a DC 12 Constitution saving
throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Skeletal Dragon
Huge undead, unaligned
Armor Class 19 (natural armor)
Hit Points 155
Speed 40 ft., fly 80 ft., swim 40 ft.
Strength
23 (+6)

Dexterity
14 (+2)

Constitution
21 (+5)

Intelligence
9 (-1)

Wisdom
10 (+0)

Charisma
9 (-1)

Damage Resistances cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive perception 10
Languages common, draconic, and one of the necromancers choice that they know
Magic Resistance. The Skeletal Dragon has advantage on saving throws against magic.
Legendary Resistance (3/Day). If the dragon fails a saving throw, the necromancer may have it succeed
instead.
Actions
Multiattack. The Skeletal Dragon uses either its Necrotic Breath or its Frightful Presence. It then makes
two attacks, one with its bite and one with its claws. If both Necrotic Breath and Frightful Presence are
unable to be used, it does not get a third attack.
Bite. Melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 1d8+6 piercing damage plus 1d8
necrotic damage.
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 1d6+6 slashing.
Frightful Presence (Recharge 5-6). Each creature of the dragons choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is
immune to the dragons Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 56). The dragon exhales, spewing necrotic energy in a 60 ft. line that is 5
feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 6d6 necrotic
damage on a failed save, or half as much damage on a successful one.

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