Necromancer

by SamuelWillmore

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Necromancer

Necromancer

Robes billowing around him, a human stands atop a hill watching legions of demons march towards a city in the dead of a night. As the front lines reach the gates an alarm goes off within the city, but it was too late. The city is surrounded, and there’s no help coming. With her scythe cutting through the last stalk of wheat, an elf wipes the sweat from her brow and takes a moment to observe her undead friends in front of her, all with scythes cutting wheat themselves. Out of the corner of her eye, she notices a ghoul shambling over a nearby hill. With a quick glare from the elf, the ghoul stops and turns around, reporting to her that there is an army following it. The elf takes off running with what wheat she has and the skeletons follow her. A halfling kneels behind a column at the dead body of his best friend, a dwarf. Crying, he reaches out to the body and mutters disdainfully. He asks out loud if his friend would lend him his strength so that one of them might be able to live. After a few seconds, his friend stands up once again and charges a nearby goblin, buying the halfling just enough time to get away. He runs back to town just in time to warn them of the coming goblin horde. Necromancers channel the power of life and death. They may be weak themselves, but they make up for it by surrounding themselves with undead minions that they control as if they were an extension of the necromancer’s own body. Necromancy is not something people undertake lightly, as a false step in the wrong company may cause one to lose their head.

Undead Minions

Necromancers exert control over undead creatures as if they were part of the same creature. Unlike hordes of wild undead, the undead controlled by a necromancer act as one unit, often running or shambling to each other’s aid when a member of the horde is injured or destroyed.

A Life of Consequences

Necromancers doesn't have the best history with people. Though the large majority of necromancers merely want to help people, whether it be in communicating with dead family members or overthrowing tyrannical kings, evil necromancers are by far more well known for the occasional invasion of a peaceful city, which people do not tend to take kindly to. A necromancer must always be careful of his company, because while some people will seek to understand his intentions, just as many will ignore them altogether in the assumption he is pure evil.

Creating a Necromancer

The most important thing to consider when creating a necromancer are the reasons you became a necromancer. Were you driven to the edge when someone you love was killed or did an oppressive government lead to your seeking rebellion? Either way, a necromancer is often misunderstood by those around them. Necromancers must usually hide their abilities to avoid persecution.

Quick Build

You can make a Necromancer quickly by following these suggestions. First, make Charisma your highest ability score, followed by Constitution, and Strength or Dexterity after that if you plan on taking the Reaper Archetype. Second, choose the Sage background.

Class Features

As a Necromancer, you gain the following class features

Hit Points


  • Hit Die: 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: No armor
  • Weapons: Simple weapons
  • Tools: Embalming tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) Darkened robes and two daggers or (b) a light crossbow, simple clothes and 20 bolts
  • (a) An arcane focus and embalming tools
  • (a) a dungeoneer’s pack or (b) a scholar’s pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites: Constitution and Charisma 13.

Necromancer
Level Proficiency Bonus Features Cantrips Spells Known Spell Level
1st +2 Arise and Obey, Spellcasting 2 2 1st
2nd +2 Voice of the Damned 2 3 1st
3rd +2 Necromantic Aspiration 2 4 1st
4th +2 Ability Score Improvement 2 5 1st
5th +3 Aura of Undeath 3 6 2nd
6th +3 Necromantic Aspiration feat 3 7 2nd
7th +3 Undead Martyr 3 8 2nd
8th +3 Ability Score Improvement 3 9 2nd
9th +4 - 4 10 3rd
10th +4 Necromantic Aspiration feat 4 11 3rd
11th +4 Aura of Undeath Option 4 11 3rd
12th +4 Ability Score Improvement 4 12 3rd
13th +5 - 4 13 4th
14th +5 Necromantic Aspiration feat 4 13 4th
15th +5 Ethereal Mind 4 14 4th
16th +5 Ability Score Improvement 4 14 4th
17th +6 - 4 15 5th
18th +6 Aura of Undeath Option 4 15 5th
19th +6 Ability Score Improvement 4 15 5th
20th +6 Unholy General 4 15 5th

Sanguine Spellcasting

You can use your own vitality to cast your spells. To cast spells of the 1st level, you must spend 1 Necromancer Hit Die. To cast spell of or at higher level, you must spend amount of necromancer's Hit Dice, equal to the level of spell you want to cast. The Necromancer class table shows what the level of spells can be. You regain half of your Hit Dice rounded up, at the end of a short rest.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level Spells of your choice from the Necromancer spell list.

You learn a new Necromancer spell every time you gain a level from 2 through 8, as well as at level 10th to 17th. A spell you choose must be of a level no higher than what's shown in the table's 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 spell from the Necromancer spell list, which also must be of a level for which you have Spell level.

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

Arise and Obey

Starting at 1st level you may use your own life force to animate recently slain corpses and control the undead. Using your action, you may touch a creature that has died in the last minute and raise it as an undead creature controlled by you. You must spend an hour raising a creature if it has been dead for longer than one minute.

You may also attempt to bind a wild undead creature under your control. As an action, an undead creature you can see within 30ft of you must make a Charisma saving throw against your Spell save DC. If it fails, the creature is brought under your control indefinitely; if it succeeds, you cannot use this feature on it again for the next 24 hours. You cannot bind a creature to your control that is already controlled by someone, or something else.

Whatever the means, when you successfully gain control of an undead creature, your current and maximum hit points are reduced by the amount shown on the Life Sacrifice Table based on the CR of the creature.

You may control any amount of undead creatures equal to your Charisma modifier (minimum one) plus half of necromancer level, but may only control undead creatures that have a CR up to half your necromancer level and have an intelligence equal or lower than 8.

You may direct the actions of any undead creature that is under your control as an action on your turn, and they will attempt to execute your last orders to the best of their ability. You also innately know the general direction and distance of all your undead minions. You can maintain control of your minions as long as they are within 1 mile of you. If they leave this 1 mile radius, they leave your control and act as a wild undead creature.

If you want to raise a creature as its undead variant, it is recommended to use the Undead Creature Template at the end of this document to represent the creature's changes after becoming undead.

Life Sacrifice Table

Whenever you gaining control over Undead by necromancer class features, you take damage and your maximum Hit Points is reduced by an equal amount, The Damage and Health reduction is based on creature's CR. This Damage and Hit Point reduction cannot be reduced by any means. Your maximum Hit Points are restored as the controlled undead dies or leaves your control. You are not healed when the maximum HP restored.

CR Health Reduction
0 1
1\8 1
1\4 2
1\2 4
1+ 8 x CR
Notes For DM and Player

Unfortunately, having multiple creatures under your control in 5th edition of D&D can be very unbalanced. Even though i have tried to balance it as much as i could without ruining fun of playing with more than 2-3 minions, this class can possibly break the balance of the game, if a player tries to maximally optimize it.
By choosing this class it is strongly recommended for DM to forbid multiclassing for a Player because of a balance-wise reasons.
Turning creature into its Undead Variant - As a Player, you are not restricted by only just zombies or skeletons to rise as your undead minions, but DM is allowed to provide some restrictions whom you can rise or control, because some of the undead creatures (or other types of a creatures) can be incredibly strong and dangerous both for DM's campaign and for the Party (For example: Banshee and her Banshee's Scream ability).

If you want to rise, for example, a Griffon as its undead variant, both DM and a Player should talk about how rising it would change that creature not only visually, but also mechanically - Would it lose its multiattack, because of a slow rotten body, that isn't that fast to attack so many times, or perhaps the creature would receive some typical undead feats, for example poison immunity.

You can use general templates that will help you transforming creature to its undead variant in the end of this document It is up to DM to say a final word, but collaboration of a DM and a Player is the key for a balanced and fun game!

4

Voice of the Damned

At 2nd level, you gain the ability to feel if the undead creature is under of someone's control.

You gain advantage on Charisma checks when you are interacting with undead or determining if it is under someone's control. If they are under someone's control, You can also try to understand their simple tasks or goals given to them by making Charisma Check with a DC equal to 10 + half of target's CR, rounded down.

Necromantic Aspiration

At 3rd level choose a Necromantic Aspiration: Overlord, Reaper, or Lich. All detailed information is at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Aura of Undeath

Starting at 5th level, you learn how to release a flow of necrotic energy, that can infuse your undead minions. You can use a bonus action to activate one of auras you know and you can turn any amount of them off at any time for free on your turn.

You learn one of the following auras when you gain this feature, and again at 11th and 18th levels. When your Aura of Undeath is turned on, you maintain any auras you choose until you dismiss the effect. Aura effects require you to take damage at the beginning of each of your turns to maintain them. This cost is noted on each Aura effect.

You may use a bonus action on future turns to activate an additional Aura, receiving additional damage as mentioned in aura's costs. Your Aura of Undeath has a radius of 30 ft, and affects all undead creatures you under your control within the radius.

If a Aura of Undeath and a Holy Aura overlap, creatures in the overlapping areas get none of the benefits of either Auras,

Aura of Ferocity

Costs 2 hit points per turn.
Affected creatures can add your Charisma modifier to their damage rolls with weapon attacks.

Aura of Resilience

Costs 2 hit points per turn.
Affected creatures can add your Charisma modifier to any saving throws they make.

Aura of Retaliation

Costs 2 hit points per turn.
Affected creatures can make an attack of opportunity against any creature that attacks them within 5 feet.

Aura of Tenacity

Costs 2 hit points per turn.
Affected creatures take less damage from non magical bludgeoning, piercing, and slashing damage equal to your Charisma Modifier.

Aura of Terror

Costs 3 hit points per turn.
Affected creatures become more menacing. Any creature other than you that starts its turn within 5 feet of them must make a Wisdom saving throw against Spell save DC or become frightened for 1 minute. They can repeat this saving throw at the end of each of their turns. If they succeed on their saving throw, they become immune to this effect for 24 hours. Any creatures that are frightened when this aura ends stops being frightened.

Undead Martyr

Starting at 7th level, you gain the ability to sacrifice your controlled undead to restore your life when you would be knocked unconscious.

As a reaction when you take damage that would reduce you to 0 hit points, you may magically transfer that damage to undead that is under your control within 30ft of you. Transfered damage can not be reduced by any means.

You may use this feature twice per short or a long rest.

Ethereal Mind

Starting at 15th level, your knowledge of necromancy allows you to understand concepts of spirituality that is foreign for common people.

You gain vision through ethereal plane within 60 feet of you. You also can communicate with a creatures on the ethereal plane that you can see within the range while you are on a different plane of existence.

Additionally, You can begin a 1 hour ritual while you are within 5 feet of the corpse, during which you may converse freely with the soul that previously inhabited it, provided that the soul is willing. If you have a possession of the spirit you are trying to contact, you also can contact them.

Unholy General

At 20th level, you gain the ability to choose a single controlled undead as your Unholy General. Creating an Unholy General requires performing an 8 hour ritual over targeted creature. The General can be chosen from any undead you control and gains a number of additional benefits:

  • Your General’s Health Sacrifice cost to control is increased by 20 Hit Points.
  • Your General’s Maximum Hit Points equals to their current Maximum Hit Points or 100, whichever is higher.
  • Your General’s Intelligence, Wisdom, and Charisma are replaced with your own, and they add your weapon and armor proficiencies to their own.
  • Your general has a control radius equal to your own and you can control undead within that radius.
  • Your General can be controlled as long as you exist on the same plane of existence, and he will act to reach you if you are separated in such a way.
  • When you manifest your Auras of Undeath you may do so from your General’s location, but they do not manifest from your own location if you do this.
  • As an action, you can see through your General's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the General has. During this time, you are deaf and blind with regard to your own Senses.
  • You innately know the general direction and distance of any undead within the General’s control radius, and if an undead is within both yours and your Generals radius you know it’s exact location.
  • Any time you would die for any reason. Your General dies instead, and your body is teleported to a safe place chosen by your DM on the same plane of existence, unconscious but stable. Any undead you control leave your influence and become wild.

Whenever your General is killed, you can not preform a new ritual again for 7 days.

Necromantic Aspirations

Necromancers share their affinity with undead, but how they treat their undead often varies. A Necromancer that minds their undead carefully is very different from a Necromancer that sits back while his army wages war, and both of these are very different from a Necromancer that fights on the front line with their undead as their leader.

Overlord

You have aspiration leads you to care for your Undead, as if there where your child or servant. Show the world who is the true Lord by creating most devarstating armies of undead, that world have never seen before.

Unrelenting Servants

Starting at 3rd level, you learn how to be a wise and successful ruler by knowing how to treat and manage your servants well. As an action, you may touch any undead you have rised or taken control of and deal any amount of damage to it up to it’s current health, healing any other undead creature for an amount equal to the damage dealt.

Alternatively, you can use an action to touch any creature and channel your own life force into it. This damages you for any amount up to half your maximum hit points or your current hit points, whichever is lower, that you choose and then heals the target for an equal amount.

Also, Undead creatures that is under your control gains bonus to attack rolls equal to your proficiency bonus.

Endless Army

Starting at 6th level, you now can create a potral that summons undead minions that is be under your control to a space within 10 feet of you, directly from another plane such as the Shadowfell or the Negative Energy plane. This process takes 1 hour by concentrating on a ritual to create a portal.

You can summon any amount of undead. You can not summon undead with CR more than 1 with this feature. When you gain control of an undead creatures this way, your current and maximum hit points are reduced by the amount shown on the Life Sacrifice Table based on the CR of the creatures.

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

Absolute Control

At 10th level, Your abilities of taking control over the undead became almost absolute.

You now can take control under intelligent Undead creatures. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it gains advantage on the saving throw against your Arise and Obey feature. 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 until it succeeds and breaks free.

Also, you now can take control over the undead creature that is under control by someone else. As an action you can initiate a contest against targeted creature. Both of you and target that has control under this creature, rolls 1d20 and add your Proficiency bonus and Charisma modifiers. If have higher result, you win the contest and the targeted undead is brought under your control. but if the result is a tie or if you lose, nothing happens.

Once an undead has been contested by this feature, it can not be contested again for 1 hour. If the undead has an Intelligence of 8 or higher, it can grant advantage in this contest to either necromancer or its own master.

Unholy Siegemaster

At 14th level, you gain the ability to create undead siege engines made of bones and rotten flesh.
As an action, choose 2 pile of flesh or bones that you can see within 10 feet of each other. Those piles are transformed into a horrific siege engine of living flesh and bones that will be under your control and serve you for 1 minute. This siege engine function exactly as if they were normal siege equipment, but such engine does not requires a crew to operate and are considered as an Undead creature. You can choose which from of Siege equipment it will take. Statistics can be found in Dungeon Master's Guide p.255.

Once you use this ability, you can not use it again until you will finish a long rest.

Reaper

Your aspiration leads you to crush the enemy by your own dark powers, tearing them apart by your Scythe, imbued with necrotic energy. Such necromancers often leads the army of undead, armored in heavy plates, like messiahs of pure Undeath.

Bonus Proficiencies

At 3rd level, you gain proficiency in Light, Medium and Heavy Armor and one Martial melee Weapon of your choice.

Dark Strike

Starting at 3rd level, your melee weapon attacks deal bonus necrotic damage equal to your charisma modifier (minimum 1) once per turn. When you deal damage with this feature, you are healed for an amount equal to half your bonus damage rounded up (minimum 1). At 10th level, your Dark Strike deals an additional 1d8 necrotic damage.

Extra Attack

Starting at 6th level, you may make an additional attack when you take the attack action.

Unholy Might

At 10th level you gain the ability to infuse yourself with unholy strength.

Whenever you take an attack action, you can use your bonus action to empower your vitality with unholy strength - choose amount of your undead mimions, equal to your Charisma Modifier, that is no more than 30ft away from you. Those minions crumbles into pile of bones or rotten flesh, transfering you part of their life force.

For the next minute, you gain advantage on Strength checks and saving throws an Constitution saving throws, and you receive temporary hit points equal to 10 times number of undead destroyed this way.

You regain ability to use this feature after completing a long rest.

Soul Reaper

Starting at 14th level, whenever you kill a creature, you may use your Arise Class Feature on the creature you killed as a bonus action.

You can ignore health sacrifice whenever you use this feature. If you do so, such creature will live and serve you only for 1 minute. After it, creature will turn into the ashes.

Once undead creature was risen with no heath sacrifice, you can not ignore the health sacrifice to rise the undead creature until you will finish a long rest.

Lich

The lich is one of the most powerful magical creatures in all of the realms. It has a masterful knowledge over spells, and it can utilize the innate magic within to overcome its foes, and a lot of necromancers searching for such powers.

Dark Lore

Starting at 3rd level, due to your extensive learning of Necromancy, you gain advantage on any Religion or Arcana checks related with Necromancy spells, rituals or creatures. Furthermore, your knowledge of Undying beings has given you insight on how to emulate some of their power. You age only 1 year for every 10 years that pass, and you can't be aged magically.

Unholy Resistance

At 6th level, the time you've spent wielding necrotic energy has made itself a part of you. You gain resistance to necrotic damage and your hit point maximum can be reduced only by your Necromancer Class Features.

Soulless Magic

Beginning at 10th level, when a creature within 30ft of you died, you can use reaction to capture a part of the creature’s escaping soul. This fragment of lifeforce that the creature once had can be used to empower yourself. You receive 1 Soul Fragment per 2 Hit Die of a died creature.

You may store a number of Soul Fragments equal to your your necromancer level. As an action on your turn, you may transform your stored soul fragments into life force for all of your allies and undead within 15ft of you, healing them on the amount equal to twice of the soul fragments spent.

Alternatively, you can use your stored Soul Fragments to use them as a magical resource that fuels your spells.

Whenever you cast spells by using your Sanguine Spellcasting feature, instead of Hit Dice you can spend Soul Fragments.

Those fragments are less powerful than your own lifeforce. Every 2 Soul Fragments counts as 1 Hit Dice whenever you use them to cast spells, using Sanguine Spellcasting feature.

Whenever you spend your Soul Fragments to transform them into a life force, you cant do so again until you will finish a long rest.

Gaze of Death

Starting at 14th level, you are able to project the fearsome gaze of a lich.

As an action choose a creature within 30 feet that you can see. The target must succeed on a Wisdom saving throw against your Necromancer spell save DC or become frightened for 1 minute. The frightened target can repeat its saving throw at the end of each of its turns. On a success the target suffers no effects and is immune to this feature for next 24 hours.

Optional Feature

Becoming a Lich

If a player would like to become Lich to represent his character progression, here is Mechanic that will allow you to become Lich, without ruining DM's balance. Still, it is strongly recommended to provide this feature as a late-game ability.

To become a Lich, You must complete a 24 hour ritual, concentrating on it as if you where concentrated on a spell. For this ritual you will need to create Phylactery at first, that is needed for your further existence. As a ending part of a ritual, you can cleanse yourself of the flesh, that will be transformed into a life force which infuses your Phylactery.

Whenever you are done the ritual, you undergone significant changes, gaining such benefits:

  • Your type changes to undead. All spells and effects that would apply to undead creatures apply to you. As an undead, you do not need to breathe or sleep, you cannot suffocate, and you do not age.
  • You gain immunity to poison damage. You are also immune to diseases, and the poisoned condition.
  • You gain immunity to Charmed, Frightened and Exhaustion conditions
  • You gain advantage to all saving throws against any effect that turns undead.
  • you gain darkvision to 60 feet, or if you already have darkvision, its range increases by 30 feet.

If you infused your Phylactery with your own flesh, you can cast on yourself disguise self spell at will and without concentration, but you make yourself look only exactly you looked like before the ritual. You cant cast this spell, if your Phylactery was destroyed.

Phylactery

Your phylactery is a special object which holds and safeguards a lich’s soul. In order to craft this wondrous item, you must spend 1d10+2 days and 6,000 gp. This cost covers the gems, precious metals, incense, and alchemical reagents needed in crafting the phylactery and brewing the Potion of Transformation.

Your phylactery can be a small jewel-encrusted box, a gemstone with pulsating runes, one of the other items mentioned above, or any other treasure a lich can dream up for their eternal existence.

After creating it, you may not travel to the outer planes as your soul is tethered by your phylactery.

Should you be reduced to zero hit points and die, your lich body crumbles to dust and, in 1d10 days, it reforms within 10 feet of your phylactery. Your phylactery must be intact in order for you to return. If your phylactery has been destroyed, you do not reform and you cannot be brought back only by a Wish Spell.

Similarly, a phylactery caught in an area of antimagic, such as one created by the Antimagic Field spell, cannot reform its lich. That lich is trapped inside their phylactery until it is removed or the field dissipates.

Your phylactery is tiny, has 40 hit points, it is immune to poison and psychic damage, and it has resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Whenever the Phylactery is destroyed, you can survive for 1d10+10 days, before your lich body will be turned to ashes. In such way, you can only be ressurected by a Wish spell.

Lich Form and Phylactery

Changing creature type of a PC can be greatly unbalanced in some Campaigns. Speak with DM, will there be any problems with changing the type? Also, your DM can make couple of quests to achieve required ingredients for the Ritual, instead of a gold price.
Remember, Liches are dangerous, vile creatures. They are the strongest undead being, if someone will recognize you as a Lich, bewaree, as you will be hunted almost everyone, especially Paladin Orders, such as Silver Flame or others.
DM Note - You can ignore or change the effect, that restricts Lich Player traveling through other planes, if it is necessary for you campaign

Necromancer Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Frostbite (XG)
  • Green-Flame Blade (SC)
  • Infestation (XG)
  • Mold Earth (XG)
  • Poison Spray
  • Ray of Frost
  • Spare the Dying
  • Sword Burst (SC)
  • Thaumaturgy
  • Toll the Dead (XG)
  • True Strike
1st Level
  • Bane
  • Cause Fear (XG)
  • Command
  • Mage Armor
  • Detect Evil and Good
  • Detect Poison and Disease
  • Disguise Self
  • Inflict Wounds
  • Protection from Evil and Good
  • Shield
  • Ray of Sickness
  • Hex
  • Wrathful Smite
  • Purify Food and Drink
2nd level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Darkness
  • Branding Smite
  • Gentle Repose
  • Lesser Restoration
  • Web
  • See Invisibility
  • Shadow Blade (XG)
  • Phantasmal Force
  • Melf's Acid Arrow
  • Ray of Enfeeblement
3rd Level
  • Dispel Magic
  • Blink
  • Fear
  • Feign Death
  • Gaseous Form
  • Magic Circle
  • Phantom Steed
  • Remove Curse
  • Revivify
  • Speak With Dead
  • Vampiric Touch
  • Hypnotic Pattern
  • Counterspell
4th Level
  • Arcane Eye
  • Evard's Black Tentacles
  • Blight
  • Death Ward
  • Locate Creature
  • Mordenkainen’s Private Sanctum
  • Leomund's Secret Chest
  • Phantasmal Killer
  • Shadow of Moil (XG)
  • Sickening Radiance (XG)
5th Level
  • Antilife Shell
  • Vitriolic Sphere
  • Contagion
  • Dream
  • Dimension Door
  • Hallow
  • Arcane Eye
  • Negative Energy Flood (XG)
  • Raise Dead
  • Rary's Telepathic Bond
  • Enervation (XG)

Undead Zombie Creature Template

Same Size, Any Evil Alignment.


  • Armor Class -1
  • Hit Points +1 Hitpoints per Creature's Hit Die
  • Speed -10ft of movement speed, may lose flying speed at DM's decision, recommended for balance-wise reasons

Add stats to creature's original


STR DEX CON INT WIS CHA
+1 -2 +2 -6 -4 -4

  • Saving Throws Based on new stats
  • Skills Same
  • Damage Vulnerabilities Same
  • Damage Resistances Same + damage types, that was immune when was alive
  • Damage Immunities Only Poison
  • Condition Immunities +Poisoned
  • Senses Darkvision 60ft
  • Languages can't speak but understands the languages it knew in life
  • Challenge Same

Actions and Traits

Lost Multiattack. The Creature can lose it's multiattack feature at DM decision, recommended for balance-wise reasons.

Undead Fortitude: If damage reduces the zombie creature 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.

Lost unique Action or Trait The Creature can lose it's unique Action or Trait at DM decision, recommended for balance-wise reasons.


Undead Skeleton Creature Template

Same Size, Any Evil Alignment.


  • Armor Class +1
  • Hit Points Same
  • Speed Same, may lose flying speed at DM's decision, recommended for balance-wise reasons

Add stats to creature's original


STR DEX CON INT WIS CHA
+0 +2 +0 -4 +0 -4

  • Saving Throws Based on new stats
  • Skills Same
  • Damage Vulnerabilities Same + bludgeoning damage
  • Damage Resistances Same + damage types, that was immune when was alive
  • Damage Immunities Only Poison
  • Condition Immunities +Poisoned and Exhaustion
  • Senses Darkvision 60ft
  • Languages can't speak but understands the languages it knew in life
  • Challenge Same

Actions and Traits

Lost Multiattack. The Creature can lose it's multiattack feature at DM decision, recommended for balance-wise reasons.

Lost unique Action or Trait The Creature can lose it's unique Action or Trait at DM decision, recommended for balance-wise reasons.

Credits

Created by /r/SamuelWillmore
Credits to all of the arts:

Special Thanks

Thanks to /r/UnearthedArcana, /r/McLellanCM and TheDiscordOfManyThings, for giving me feedback and helping me balancing this class.

 

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