##### The Necromancer
| Level | Proficiency Bonus | Features | Cantrips Known | Incantations Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spellcasting, Necromantic Incantations, Residual Souls | 3 | 1 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Summon Undead Minion | 3 | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Dead Covenant | 3 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Potent Necrosis | 4 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | | 4 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Dead Covenant feature | 4 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | | 4 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement, Residual Souls improvement | 4 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | | 4 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Dead Covenant feature, Undead Minions improvement, Potent Necrosis improvement | 5 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Dead Covenant feature | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement, Residual Souls improvement | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Undead Minions improvement | 5 | 7 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Flowing Souls | 5 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Consider also how your character might navigate the reputation of necromantic magic in the eyes of the adventuring party, figures of authority, and any bystanders. Will they try to hide their style of magic in crowded places and settlements, avoiding raising the dead or causing any suspicion? Will they try to reassure their good will? Or, will they flaunt their power in the face of authority?
#### Quick Build
You can make a necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the sage background. Third, choose *toll the dead*, *mage hand*, and *thaumaturgy* cantrips, along with 1st-level spells *arms of hadar*, *bone shield*, *inflict wounds*, and *mage armor*.
\columnbreak
## Class Features
As a necromancer, you gain the following class features.
#### Hit Points
___
**Hit Dice:** 1d8 per necromancer level
##### Cantrips
- Acid Splash
- Chill Touch
- Control Flames
- Dancing Lights
- Friends
- Frostbite
- Infestation
- Light
- Mage Hand
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Spare the Dying
- Thaumaturgy
- Toll the Dead
##### 1st Level
- Absorb Elements
- Arms of Hadar
- Bane
- Bone Shield
- Cause Fear
- Caustic Brew
- Charm Person
- Command
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Fog Cloud
- Ice Knife
- Identify
- Illusory Script
- Inflict Wounds
- Mage Armor
- Ray of Sickness
- Shield
- Silent Image
- Sleep
\columnbreak
##### 2nd Level
- Acid Arrow
- Augury
- Blindness/Deafness
- Blood Siphon
- Blur
- Borrowed Knowledge
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enthrall
- Gentle Repose
- Gift of Gab
- Healing Spirit
- Hold Person
- Invisibility
- Lesser Restoration
- Levitate
- Locate Animals or Plants
- Magic Mouth
- Mirror Image
- Phantasmal Force
- Protection from Poison
- Ray of Enfeeblement
- See Invisibility
- Shadow Blade
- Silence
- Skywrite
- Soul Scythe
- Spider Climb
- Suggestion
- Warding Bond
- Web
- Wither and Bloom
##### 3rd Level
- Animate Dead
- Antagonize
- Bestow Curse
- Clairvoyance
- Counterspell
- Dispel Magic
- Fast Friends
- Fear
- Feign Death
- Gaseous Form
- Glyph of Warding
- Haste
- Hunger of Hadar
- Life Transference
- Magic Circle
- Major Image
\columnbreak
- Protection from Energy
- Remove Curse
- Revivify
- Slow
- Speak with Dead
- Spirit Shroud
- Stinking Cloud
- Summon Undead
- Tiny Hut
- Tongues
- Vampiric Touch
##### 4th Level
- Arcane Eye
- Aura of Life
- Banishment
- Black Tentacles
- Blight
- Charm Monster
- Confusion
- Death Ward
- Divination
- Faithful Hound
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Phantasmal Killer
- Shadow of Moil
- Spirit of Death
- Vitriolic Sphere
##### 5th Level
- Bigby's Hand
- Cloudkill
- Commune
- Contagion
- Danse Macabre
- Destructive Wave
- Dominate Person
- Dream
- Enervation
- Geas
- Greater Restoration
- Hallow
- Hold Monster
- Legend Lore
- Mislead
- Negative Energy Flood
- Raise Dead
- Reincarnate
- Seeming
- Split Soul
\columnbreak
##### 6th Level
- Circle of Death
- Create Homunculus
- Create Undead
- Death Skulls
- Disintegrate
- Eyebite
- Flesh to Stone
- Forbiddance
- Harm
- Irresistible Dance
- Magic Jar
- Mass Suggestion
- Mental Prison
- Otherworldly Guise
- Programmed Illusion
- Soul Cage
- True Seeing
##### 7th Level
- Etherealness
- Finger of Death
- Forcecage
- Living Death
- Mirage Arcane
- Power Word: Pain
- Project Image
- Regenerate
- Resurrection
- Symbol
##### 8th Level
- Antipathy/Sympathy
- Clone
- Dominate Monster
- Feeblemind
- Horrid Wilting
- Illusory Dragon
- Maddening Darkness
- Power Word: Stun
##### 9th Level
- Blade of Disaster
- Imprisonment
- Power Word: Heal
- Power Word: Kill
- Psychic Scream
- True Resurrection
- Weird
\pagebreakNum
## Necromancer Spells
The following spells are available exclusively to necromancers.
#### Bloat
*3rd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You infect a creature within range, causing it to swell from the inside. The target must make a Constitution saving throw. On a failure, the target takes 5d6 poison damage and is poisoned for the duration. Once per turn while poisoned, if the taret makes an attack or willingly moves 5 feet or more, it takes 2d6 poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effects on a success. On a successful save, the target takes half the initial damage and suffers no further effects.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the initial damage and the damage the target takes for moving or using an attack each increase by 1d6 for each slot level above 3rd.
#### Blood Siphon
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Self (10-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You siphon life energy from nearby enemies before weaponizing it against a creature. Each creature of your choice within a 10-foot radius must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to half the total amount of damage dealt to all creatures.
***At Higher Levels.*** When you cast this spell using a spell slot of 3th level or higher, the damage increases by 1d8 for each slot level above 2nd.
#### Bone Shield
*1st-level necromancy*
___
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V, S, M (a small handful of bone fragments)
- **Duration:** Concentration, 10 minutes
___
Large bones envelop a creature of your choice within range like a piecemeal set of armor. For the duration, whenever the creature takes piercing or slashing damage, the damage is reduced by 2.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1 for each slot level above 1st.
\columnbreak
#### Death Skulls
*6th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a small skull sculpted from bone or glass)
- **Duration:** Instantaneous
___
You manifest a magical skull dripping with necromantic energy and launch it toward a target of your choice that you can see within range. The skull then bounces to many as three other targets in sequence, each of which must be within 30 feet of the previous target. A target can be a creature or an object and may be targeted more than once, but not twice in a row within the sequence of bounces.
A target must make a Dexterity saving throw each time the skull targets it. The target takes 8d8 necrotic damage on a failed save, or half as much on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, one additional bounce is added to the sequence for each slot level above 6th.
#### Living Death
*7th-level necromancy*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V, S, M (a jewel-embellished skull, worth at least 500 gp)
- **Duration:** Concentration, up to 1 minute
___
You drench yourself in underworld magic as you take on the form of an undead skeleton, dripping with necrotic energy. You gain the following benefits until the spell ends:
- ***Ethereal Sight.*** You can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.
- ***Horrific Visage.*** When you cast this spell, and as a bonus action on subsequent turns for the duration, you can create an image of woeful terror. Each creature within 30 feet that can see you and isn’t an undead must make a Wisdom saving throw. On a failed save, a creature takes 4d8 psychic damage and is frightened until the start of your next turn. While frightened in this way, a creature's speed becomes 0. On a successful save, a creature takes half the damage and isn't frightened.
- ***Magic Resistance.*** You have advantage on saving throws against spells.
\pagebreakNum
#### Soul Scythe
*2nd-level necromancy*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You conjure underworld energy, shaping it into a spectral scythe in your hand which lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action.
You can use your action to make a melee spell attack with a reach of 10 feet using the spectral weapon. On a hit, the target takes 2d8 necrotic damage. In addition, the first two times you hit a creature with it, you gain one residual soul.
***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 and the number of times you can gain a residual soul with the scythe increases to three. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 and the number of times increases to four. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 and the number of times increases to five.
#### Split Soul
*5th-level necromancy*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You form a rift in your own soul, drawing energy from yourself and directing it toward your foes. Once per turn for the duration, when you deal damage to a creature, you take 1d8 necrotic damage and one creature you damage takes an extra 3d8 necrotic damage. The self-inflicted damage cannot be reduced in any way, and it never interrupts your concentration on this spell.
***At Higher Levels.*** When you cast this spell using a 7th- or 8th-level spell slot, the self-inflicted damage increases to 2d8 and the outgoing damage increases to 6d8. When you cast it using a spell slot of 9th level, the self-inflicted damage increases to 3d8 and the outgoing damage increases to 9d8.
| d10 | Damage Type |
|:---:|:-----------:|
| 1 | acid |
| 2 | cold |
| 3 | fire |
| 4 | force |
| 5 | lightning |
| d10 | Damage Type |
|:---:|:-----------:|
| 6 | necrotic |
| 7 | poison |
| 8 | psychic |
| 9 | radiant |
| 10 | thunder |
**Astral Rune.** You enhance the spell with a magical vengeance effect. Choose either yourself or one target of the spell to receive the effect. The next time the chosen creature takes damage from an attack within 1 minute, the attacker also takes half of the damage dealt to the chosen creature.
**Nature Rune.** You add restorative nature magic to the spell. Either you or one target of the spell regains 2d6 hit points and their maximum hit points increases by the same amount for 1 hour.
**Law Rune.** You augment the spell with a short-range teleportation. Either you or one target of the spell teleports up to 15 feet to an unoccupied space that you can see.
\columnbreak
#### Master Runes
At 10th level, you can also craft master runes at a cost of 3 runecrafting points each, which produce the following effects:
**Death Rune.** You weave powerful necrotic magic into the spell, hastening the inevitability of death. One creature targeted by the spell takes an additional 1d6 necrotic damage, and any hit points they regain for the next 1 minute are reduced by half.
**Blood Rune.** You augment the spell with blood magic, siphoning the life force of your target into an ally. One creature targeted by the spell takes 2d6 necrotic damage, and you can then choose for another creature within 30 feet of the target to regain hit points equal to the necrotic damage dealt by the rune.
**Soul Rune.** You enhance the spell to temporarily strengthen the bond between body and soul. Choose either yourself or one creature targeted by the spell. For the next 1 minute, when the chosen creature drops to 0 hit points, they are not knocked unconscious. They still must make death saving throws, and they suffer the normal effects of taking damage while at 0 hit points. However, if the creature would die due to failing death saving throws, they instead become unconscious and stable, and the effect ends.
**Wrath Rune.** You strengthen the spell with intense emotional magic. One target of the spell that took damage from it takes an additional 2d6 damage of one of the spell's damage types and the target becomes frightened of you for 1 minute. The target makes a Wisdom saving throw against your spell save DC at the end of each of its turns, ending the effect on a success.
#### Runeweaving
At 14th level, you have mastered two highly advanced methods of utilizing the runes you craft: runesplitting and combination runes. You can use only one of these effects at once when you cast a spell.
**Runesplitting.** You coerce even more power out of each rune you expend. If you consume a rune which affects one target of your spell, you can spend 1 runecrafting point to instead cause it to affect two targets of the spell.
**Combination Runes.** You fuse the magic of two runes together before unleashing a greatly empowered spell. When you consume a rune, you can consume one additional basic rune to also gain its effects for that spell against the same or another target. You cannot combine the effects of two of the same rune.
\pagebreakNum
##### Includes:
- An overview of the RuneScape setting of Gielinor and its contents, gods, and history
- Tips for players and GM's running games in the Gielinor setting
- 1 full player character class, the Necromancer, with 4 subclass options
- 16 additional player character subclasses, including at least one for every 5th edition class
- Feats, Channel Divinity options, and other Gielinorian character information
- 19 player character races
- Over 100 magic items
- Over 100 monster and NPC stat blocks
##### Change Log
* 2/12/21: First released.
* 2/17/21: Typo fixes, minor changes to Bestiary.
* 3/16/21: Updated Ilujanka traits.
* 4/15/21: Minor image edits and typo fixes.
* 9/28/22: Added Channel Divinity options. Updated flying races to current 5e standards.
* 1/20/23: Class Options made a distinct section. Added 3 subclasses to Class Options. Added Mahjarrat stat block to Humanoids.
* 3/25/23: Added Druid: Circle of Guthix.
* 11/30/23: Added Paladin: Oath of Balance.
* 1/2/24: Added 3 more subclasses.
* 6/8/24: Added 2 more subclasses.
* 1/8/25: Various small clarifications. Overhauled Artificer: Crystal Singer.
* 1/11/25: Added 3 more subclasses.
* 3/28/25: Added giant snail, nail beast, Sir Owen, Ozan, Mazchna, Ariane, and The Raptor.
* 7/19/25: Added Avernic Demon race, Giant Mole Warlock, and undead chicken. Small changes to Channel Divinities and Bestiary.
* 10/8/25: Added Dorgeshuun language. Updated spiritual creatures & Mazchna. Other fixes/clarifications.
* 1/9/26: Many quality-of-life and flexibility changes to races and subclasses to bring more in line with 5.5e conventions.
* 1/18/26: Fixed minor typos and errors.
* 3/23/26: Small tweaks to Slayer Fighter.
* 5/21/26: Added feats and Artificer: Constructor. Tweaks to Slayer Fighter, Lesser Demon subrace, & Channel Divinity: Retribution.
* 6/1/26: Typos & clarifications. Tweaked subclasses, races, and shields.
* 6/30/26: Added Necromancer class. New & reworked dragon stats, tweaked subclasses.
* 9/9/26: Updated front and back covers. Formatting tweaks.