Necromancer
A gnome grins to himself as he produces a scalpel and carves out the bones from a fresh corpse amongst many on an old battlefield, handing them to a skeleton following at his heel, catering to his every whim. The skeleton delicately places the bones into a pile as the gnome waves his hand and the pile of bones floats into a full skeleton, ready to serve it’s new master.
A Half Drow dances around her foes, landing a solid hit on one of them. The gash left by her longsword glows with necrotic energy as it begins to open the wound further while her own wounds begin to heal and scab over. She smirks as she charges back into the fray to continue her fight with newly found strength.
A hobgoblin flicks through his grimoire as a treant prepares to crush him beneath it’s hand. A small purple blob appears on the hobgoblin’s shoulder as the treant’s fist slams down on top of him. Feeling nothing, it lifts its hand to see the hobgoblin is now incorporeal. Continuing to flick through the pages, he finds what he’s looking for. The purple blob shines a bright violet light and the hobgoblin becomes corporeal once more, before he launches a fireball right into the treant’s chest.
Necromancers focus their studies on one of three aspects of Necromancy. The Body, The Soul or The Mind. Each field of study forms a path to abilities some would consider unnatural, but they all are the key to power.
Researchers of the Negative Energy Plane
Necromancers focus their study on the Negative Energy Plane, and manipulate the weaves of magic that originate from that plane to command magical abilities of varying nature.
Necromancers will use their magical abilities to heal their allies and bolster their resolve, to harm their foes and break their wills, or to raise undead to serve them in their search for immortality.
Connoiseurs of Dark Magic
Necromancers are driven by an interest in the morbid. Some seek to uncover the secret of immortality while others see undead as a valuable tool that is seldom used.
Not all Necromancers are evil. Some will use their expertise in necromancy to heal others from their sicknesses or injuries and bring people back to life through the use of resurrection spells.
Others may see the undead as an alternative to conscription of living men. Why tear men with no military training away from their families and livelihoods when the undead will be just as - if not more - efficient on the battlefield.
Alternatively, other necromancers do study the dark arts to perform evil acts. Some seek to uncover the secret to lichdom while others simply wish to raise an army of undead to gain unlawful power over a region.
Creating a Necromancer
Creating a Necromancer demands a backstory that explains why you have focused your studies into this school of magic. How did your character discover their interest in necromancy? Do they have a natural talent or have they studied as hard as they could in order to acheive some kind of goal? Did they find some forbidden tomes on the subject or do they come from an environment where the stigma around necromancy does not exist?
What caused you to begin life as an adventurer while using this magic? Did you hear of an ancient artefact that could boost your abilities? Perhaps you seek to acquire exotic materials in order to resurrect a deceased loved one? Or maybe you just want to field test your undead minions?
Quick Build
You can make a necromancer quickly by following these suggestions. First, Intelligence must be your highest score, followed by Constitution or Dexterity. If you plan to join the Creed of Siphoning, Strength or Dexterity should be your next best score depending on what your primary weapon is going to be. Second, choose the Sage or Acolyte background. Third, choose the Chill Touch and Spare the Dying cantrips.
The Necromancer Table
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Sacrifice Vitality, Necromantic Creed | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Creed Feature | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 3 | 3 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Harness Vitality | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Creed Feature | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | — | — | — | — | — |
| 9th | +4 | Eternal Youth | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Creed Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Creed Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Grasp of Undeath | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Creed Feature | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Necromancer you gain the following features;
Hit Points
Hit Dice: 1d6 (or 4) per necromancer level
Hit Points at 1st level: 6 + your constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st.
Proficiencies
- Armour: none
- Weapons: Simple Weapons
- Tools: None
- You may also attune to magic items that are restricted to Wizards or Clerics. Your DM may allow you to use other restricted items if they think them appropriate for the class
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Nature, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) any martial weapon (if proficient)
- (a) leather armour (if proficient) or (b) scale mail (if proficient)
- (a) a component pouch or (b) an arcane focus
- (a) a priest’s pack or (b) a scholar’s pack
Alternatively, you can choose to start with 4d4 x 10 gp and opt to spend some or all of that money on starting equipment.
Spellcasting
As a necromancer, you have learned an ancient magic that allows you to channel magic from the Negative Energy Plane to produce a spell. See chapter 10 of the Player's Handbook for the general rules of spellcasting and see the end of this class for the necromancer spell list.
Cantrips
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 of the necromancer table.
Spell Slots
The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these necromancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you have prepared the 1st-level spell False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.
Preparing and Casting Spells
The Necromancer table shows how many spell slots you have to cast your necromancer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of necromancer spells that are available for you to cast, choosing from the necromancer spell list. When you do so, choose a number of necromancer spells equal to your intelligence modifier + your necromancer level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your necromancer spells, for your magic draws upon your research into the forces of life, death and undeath. 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 you have prepared 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.
Hit Dice
Your Sacrifice Vitality ability uses your hit dice as fuel. This signifies you sacrificing your own life essence in order to perform certain types of magic. Sacrificing your life essence takes its toll on your body, causing you to be unable to add your constitution modifier to your hit dice rolls whenever you rest.
Sacrifice Vitality
At 1st level, as an action you may touch an ally who isn't undead or a construct to transfer vitality from yourself to your ally. You roll a 1d6 + your intelligence modifier to heal a willing creature that isn’t yourself by the amount rolled, losing a hit dice in the process. You cannot increase a creature’s hit points above their maximum with this ability.
Necromantic Creed
At 1st level, you choose one of three necromantic creeds to focus your studies to: the Creed of the Animator, the Creed of Siphoning, or the Creed of the Grimoire. These Creeds give you features at 1st level and again at the 6th, 10th, 14th and 20th levels.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Harness Vitality
At 5th level, your exposure to the arts of necromancy has provided you insight on using the decay of the dead to bolster your overall constitution. You are no longer unable to add your CON modifier to your hit dice rolls whenever you short rest. In addition, you can choose to roll your hit dice during a short rest using your Constitution modifier or Intelligence modifier.
Youthful Vigour
At 9th level, you have developed your skill at manipulating life essence, enabling you to regain some of your youthful vigour. You revert to how you looked at the age of 21. If you are younger than 21 you stop visibly aging at 21. (or whichever age is equivalent if you are playing a species that has a different life span to a human)
You also gain proficiency in constitution saving throws and are immune to disease. You may also use up to your necromancer’s level of unused hit dice without expending them in order to heal on a short rest. You can do this once a day.
Grasp of Undeath
You grow accustomed to dealing with the dead. At 18th level, you gain immunity to necrotic damage and the poisoned condition.
Creed of the Animator
The Creed of the Animator focuses on the Body aspect of Necromancy. Animators excel at animating minions to aid them in battle and draw attacks away from themselves. Some raise countless undead to overwhelm their foes with numbers, while others prefer to raise fewer larger and more powerful undead in order to overpower their enemies with the strength of their minions.
Creed of the Animator Spells
| Necromancer Level | Spells |
|---|---|
| 1st | Armor of Agathys, Find Familiar |
| 3rd | Gentle Repose, Misty Step |
| 5th | Animate Dead, Summon Undead |
| 7th | Death Ward, Faithful Hound |
| 9th | Danse Macabre, Negative Energy Flood |
| 11th | Create Undead, Soul Cage |
Undead Minion
Starting at 1st level your familiar summoned by the find familiar spell can be categorised as undead, and take the form of a skeletal or zombie variant of a normal animal applicable to becoming a familiar, a crawling claw or a floating skull whose eyes glow a colour of your choice. Also at 1st level, you gain the service of a skeleton, zombie, or other undead creature from another plane of existence equal to CR ¼ or lower. The undead creature obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the undead creature where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Grapple, Dash, Disengage, or Help action. If you don’t issue a command, the undead creature takes the Dodge action. If you are incapacitated or absent, your undead companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. When your undead companion dies, you can obtain another one by spending 8 hours preparing a ritual to summon another undead creature from another plane to serve you.
Caretaker of the Undead
At 2nd level, you learn the Speak with Dead spell and can cast it as a ritual. It does not count against your prepared spells. You can now communicate telepathically with your Undead Companion and other summoned undead creatures and can temporarily dismiss or re-summon your undead companion as an action. Your undead companion now regains its hitpoints at the end of a long rest through a process where you magically mend the decomposing pieces of the undead creature or by solidifying the binding of a spirit to the material plane it resides on.
Fortified Minions
At 6th level, you improve your abilities to maintain your undead servants in a more solid condition. Your summoned minions, including your Undead Companion, are resistant to non-magical weapons and their unarmed and weapon attacks are magical for the purpose of overcoming immunity and resistance to non-magical attacks. Additionally, you can now gain the service of a more powerful Undead Companion that has a CR of 1 or lower.
Animator Tradition
There are subsections of the Creed of the Animator who specialise on summoning undead of a specific kind. At 10th level, choose one from the following traditions;
Undead Army: You have learned how to exert control over more minions from a single ritual. You can target one additional corpse when using spells like animate dead, or make one additional minion with your Undead Minion feature. Your minions also gain a multiattack and can attack twice with a weapon or an unarmed attack on their turn if they can't already. You can also target an undead not under your control with an intelligence less than 8, forcing it to make a wisdom saving throw or fall under your control.
Giant Guardians: You can now summon an Undead Companion that has a CR of 2 or lower. Your Undead Companion can use the Multiattack feature when you use your bonus action to command it to attack. If the Undead Companion forces a creature to make a saving throw, it uses your spell save DC. When the Undead Companion takes damage, you can use your reaction to grant it resistance against that damage. Your Undead Companion has resistance to necrotic damage (if it doesn’t already) and its hit point maximum can’t be reduced.

Necrotic Harvest
At 14th level, you gain the ability to harvest your summonable Undead minions and use them as resources to fuel your vitality. Whenever your summonable undead minions or Undead Companion is killed by a creature that isn’t you, you can use your reaction to transfer the aura of necrotic healing to yourself or another creature within 30ft that you can see. This healing amount equals the undead creature’s remaining hitpoints before it died. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ascendant Animator
At 20th level, your constant exposure to and control of the undead offers a powerful grasp over them. You can use your action to force a number of undead creatures equal to your spellcasting ability modifier within a 60ft radius of you to make a Wisdom saving throw or fall under your control. All controlled undead creatures yield to your commands to the best of their Intelligence and natural abilities. This effect lasts until the end of your next long rest, unless you reassert control over the creatures using this ability again. Undead with an Intelligence of 8 or higher have advantage on the saving throw and can repeat it at the end of their turns. If you use this ability again, you lose control of the current undead creatures and they repeat the saving throw along with any new targets. You can use this ability twice per long rest.
You can also siphon the last vestiges of life energy from your Undead Minions. If one of them is killed, you restore hit points equal to the blow that destroyed your minion. You may also dismiss your minion with an action to heal for half of the hit points it had at the time of being dismissed. Dismissing a minion cannot activate Corpse Gas, but you can benefit from this feature and use corpse gas if your minion is killed.
Creed of Siphoning
The Creed of Siphoning focuses on the Soul aspect of Necromancy. They specialise in manipulating life essence of their foes, often stealing it to allow them to outlast their foes, even when outnumbered. Most members of this creed train with a weapon and don armour that won't be too much of a hindrance to their spellcasting.
Creed of Siphoning Spells
| Necromancer Level | Spells |
|---|---|
| 1st | False Life, Inflict Wounds |
| 3rd | Ray of Enfeeblement, Shadow Blade |
| 5th | Life Transference, Vampiric Touch |
| 7th | Blight, Shadow of Moil |
| 9th | Contagion, Enervation |
| 11th | Circle of Death, Harm |
Bonus Proficiency
When the necromancer chooses this creed, they gain proficiency in light and medium armour, shields, and one martial weapon of their choice. They also gain proficiency in alchemist's supplies.
Vitality Thief
At 1st level, you unlock a firmer control over the life force all members of your Creed manipulate, allowing you to tear it from others to heal your own wounds. Whenever you deal necrotic damage, you can choose to regain hit points equal to half of the necrotic damage dealt, rounded down an equal amount of times to your intelligence modifier per long rest (with a minimum of 1).
Necrotic Strike
At 2nd level, you learn how to empower your weapon strikes with magical necrosis. Whenever you hit with a weapon you are proficient with, you can change the damage type of your attack to necrotic. You can do this for only one attack on your turn.
Adept Siphoner
At 6th level, you gain the following ability:
Deathly Burst: Whenever you hit a creature with a melee weapon you are proficient with, you can choose to empower it with a burst of necrotic energy. You can expend one spell slot for 2d8 necrotic damage, plus 1d8 for every spell slot level above 1st up to a maximum of 5th level.
You also gain proficiency with Wisdom (Medicine) checks, or expertise if you are already proficient.
Death is Not Your Destiny Today
At 10th level, your mastery over life-essence allows you to give your allies advantage on death saving throws and enemies have disadvantage on all attack rolls against them while they are unconscious if you can see them and they are within 30ft of you. This costs no action on your part. The feature doesn’t have to follow a straight line and can reach around corners or through openings.
Deadly Confusion
At 14th level, you can use your action to force a target you can see within 30 feet of you to make an intelligence saving throw against your spell save DC or have their brain temporarily necrosed, causing the target to have disadvantage on all Intelligence and Wisdom saving throws and attack rolls it makes for the next minute. You can do this once per long rest. Undead and constructs automatically succeed the saving throw against this ability.
Soul Thief
At 20th level, when you are reduced to 0 hit points, you instead drop to 1 and you force up to five creatures of your choosing within 30ft to make a constitution saving throw or take 4d12 necrotic damage or half of the damage on a success. You heal for the amount of damage you do. If nothing is within range, you remain at 1hp. You can do this once per long rest.

Creed of the Grimoire
The Creed of the Grimoire focuses on the Mind aspect of Necromancy. Practitioners of this Creed split their focus from exclusively the School of Necromancy and train more thoroughly with the other Schools of Magic. A lot of Necromancers are mistaken for traditional Wizards who focus on Necromancy, but these Necromancers have discovered very specific and ancient magics that sets them apart from ordinary wizards.
Necromantic Grimoire
At 1st level, you gain a necromantic grimoire. As long as this grimoire is on your person, you gain the following benefits: You learn two cantrips of your choice from the wizard spell list and they do not count against your spells known. You may use the grimoire as a spellcasting focus for your necromancer spells. The spells that you add to your grimoire as you gain levels reflect the arcane research you conduct in your own time, as well as experiments you conduct to learn more about the nature of life, death and undeath. You might find other spells during your adventures. You could find a spell scroll in the bowels of a mimic or a dusty spell tome in a wizard’s chest in their abandoned tower.
Copying a Spell into the Grimoire: When you find a necromancer spell of 1st level or higher, you can add it to your grimoire if it is of a level for which you have spell slots and if you can spare the time to copy it. Copying a spell into your grimoire involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the necromancer who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your grimoire using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other spells. Should your necromantic grimoire be lost or destroyed, you are able to create a new one. This process costs 20 gp and 2 hours of time for each necromancer level you possess.
You can copy spells from the Wizard's Spell List of up to 3rd level into your Grimoire, as long as you have the appropriate spell slots.
Copying spells of the Necromancy school into your grimoire takes half the time and gold.
Arcane Surge
At 2nd level you learn the secret of converting your life force into magical energy. You can use your hit dice to regain a single spell slot of 5th level or lower. This uses one hit dice per level of spell slot regained - for example a 5th level spell slot will use 5 hit dice.

Soul Sense
At 6th level you become adept at identifying the magical energies of souls, allowing you to sense the living and the lingering soul energy within any undead nearby. You can sense creatures within a 30ft radius of you. Constructs are not detected by this ability. Any Undead entering this range makes a wisdom saving throw against your spell save DC. On a successful save you don't detect them and they can't be detected by this feature again for the next 24 hours. Antimagic, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the ability. The feature doesn’t have to follow a straight line and can travel freely around corners or through openings. You also gain proficiency in Intelligence (Arcana) checks, or expertise if you are already proficient.
Spirit Helper
At 10th level you gain the ability to call forth a spirit from the ethereal plane. The spirit will manifest as a fist sized blob, usually purple, blue, grey or iridescent in colour although it can be any colour you want it to be. It’s an hour long ritual to summon the spirit. This spirit joins combat on the end of your initiative and can use it’s action to deliver a touch based spell from range, also using your action for casting the spell. The Spirit can protect your allies (up to your intelligence modifier) from any of your area of effect spells, causing them to automatically succeed saving throws caused by your spells. It can only do this once per day. When you are attacked, it can use it’s reaction to bring both you and itself into the ethereal plane but must use it’s action to bring you both back on it’s next turn. It can only do this once a day and must be within 5ft of you in order to do this. While you are on the ethereal plane, you are still visible on the material plane, but you are incorporeal and appear transparent. You cannot be heard by anyone on the material plane, nor can you physically interact with them.

Spirit Helper
Tiny Undead, (Any Alignment)
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 0ft, fly 40ft.
STR DEX CON INT WIS CHA 1 (-5) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 1 (-5)
- Saving Throws Dexterity (3 + PB), Constitution (0 + PB), Wisdom (2 + PB)
- Condition Immunities Charmed, Frightened, Poisoned,
- Senses passive Perception 12
- Languages knows the same languages as its summoner
- Challenge 0 (10 XP)
Evasion. If the Spirit Helper 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. It can't use this trait if it's incapacitated.
Knowledge from Beyond. The Spirit can help its master recall ancient arcane information. When your Spirit Helper is within 10ft of you, you have advantage on Intelligence (Arcana) checks.
Ethereal Binding. The Spirit Helper shares your proficiency bonus.
Ethereal Movement. The spirit can pass through solid surfaces as if they were difficult terrain. If they end their turn inside a physical object they will dissipate and you will need to summon a new spirit.
Reactions
Protect Ally (Summoner's Int mod/day). When an adjacent ally is the target of an attack, the Spirit can use its reaction to quickly hide themself and the willing target in the ethereal plane, preventing the attack from doing any damage.
Arch Necromancer
By 14th level you have become so proficient at manipulating life energies that you can siphon the last remnants of a soul before they pass onto the next life. When a creature dies within 15ft of you, you can use your reaction to siphon some of their soul, regaining 1d12 hit points. You can also use electricity to empower your undead minions. Being hit by a spell that does shock damage no longer damages your undead minion, but instead heals them for the damage done.
Eternal Erudite
At 20th level, your understanding of the arcane reaches its peak. You learn four wizard spells of any level of your choosing, and they don’t count against your spells known. You also regain three spell slots of 5th level or lower when taking a short rest. You can do this once per day. You also learn how to use necromancy to slow aging. For every 10 years that pass, you age only 1. You cannot be aged magically.

Multiclassing
In order to qualify for a multiclass combination including the necromancer class, you must meet the following requirement:
- Have an Intelligence score of 13 or higher
Necromancer Spell List
Cantrips (0 Level)
- Acid Splash
- Chill Touch
- Dancing Lights
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Guidance
- Infestation
- Mind Sliver
- Mold Earth
- Poison Spray
- Ray of Frost
- Sacred Flame
- Sapping Sting
- Shocking Grasp
- Spare the Dying
- Sword Burst
- Thaumaturgy
- Toll the Dead
- True Strike
1st level
- Bane
- Cause Fear
- Ceremony
- Command
- Comprehend Languages
- Cure Wounds
- Detect Evil and Good
- Detect Poison and Disease
- Detect Magic
- Disguise Self
- False Life
- Guiding Bolt
- Healing Word
- Hex
- Identify
- Illusory Script
- Inflict Wounds
- Mage Armour
- Protection from Evil and Good
- Purify Food and Drink
- Shield
- Sleep
- Snare
- Ray of Sickness
- Witch Bolt
2nd level
- Aid
- Arcanist's Magic Aura
- Arcane Lock
- Augury
- Blindness/Deafness
- Blur
- Crown of Madness
- Earthbind
- Darkness
- Darkvision
- Find Traps
- Find Steed
- Gentle Repose
- Healing Spirit
- Lesser Restoration
- Magic Mouth
- See Invisibility
- Shadow Blade
- Silence
- Snillocs Snowball Swarm
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- Warding Bond
3rd Level
- Animate Dead
- Beacon of Hope
- Bestow Curse
- Blink
- Counterspell
- Create Food and Water
- Dispel Magic
- Enemies Abound
- Fear
- Feign Death
- Gaseous Form
- Galder's Tower
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Life Transference
- Leomund's Tiny Hut
- Magic Circle
- Mass Healing Word
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Slow
- Speak With Dead
- Spirit Guardians
- Spirit Shroud
- Summon Lesser Demon
- Summon Shadowspawn
- Summon Undead
- Tongues
- Vampiric Touch
4th Level
- Arcane Eye
- Aura of Life
- Banishment
- Black Tentacles
- Blight
- Confusion
- Conjure Minor Elemental
- Death Ward
- Dimension Door
- Divination
- Elemental Bane
- Fabricate
- Freedom of Movement
- Galder's Speedy Courier
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Locate Creature
- Mordenkainen’s Faithful Hound
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Polymorph
- Shadow of Moil
- Sickening Radiance
- Stone Shape
- Stoneskin
- Summon Aberration
- Summon Construct
5th Level
Animate Objects
Antilife Shell
Cloudkill
Conjure Elemental
Contagion
Creation
Danse Macabre
Dawn
Dispel Evil and Good
Dominate Person
Dream
Enervation
Far Step
Geas
Greater Restoration
Hallow
Infernal Calling
Insect Plague
Mass Cure Wounds
Mislead
Modify Memory
Negative Energy Flood
Passwall
Raise Dead
Rary's Telepathic Bond
Scrying
Skill Empowerment
Summon Celestial
Teleportation Circle
Wall of Force
6th Level
Arcane Gate
Blade Barrier
Circle of Death
Create Homunculus
Create Undead
Disintegrate
Drawmij's Instant Summons
Eyebite
Find the Path
Flesh to Stone
Forbiddance
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Harm
Heal
Hero's Feast
Investure of Flame
Investure of Ice
Investure of Stone
Investure of Wind
Magic Jar
Mental Prison
Move Earth
Otto's Irresistable Dance
Planar Ally
Programmed Illusion
Scatter
Soul Cage
Summon Fiend
Tasha's Otherworldly Form
True Seeing
Wall of Ice
Word of Recall
7th Level
Conjure Celestial
Create Magen
Etherealness
Dream of the Blue Veil
Divine Word
Etherealness
Finger of Death
Forcecage
Magnificent Mansion
Mirage Arcane
Mordenkainen's Sword
Plane Shift
Power Word Pain
Project Image
Regenerate
Resurrection
Sequester
Simulacrum
Symbol
Teleport
Tether Essence
8th Level
Abi Dalzim’s Horrid Wilting
Antipathy/Sympathy
Clone
Demiplane
Dominate Monster
Feeblemind
Maddening Darkness
Maze
Mighty Fortress
Mind Blank
Power Word Stun
Reality Break
9th Level
Astral Projection
Gate
Invulnerability
Imprisonment
Mass Heal
Power Word Heal
Power Word Kill
Ravenous Void
True Resurrection
Time Ravage
Time Stop
Weird
Credits
Art: Almost all of the art you've seen here is the work of a very talented artist named LanzTheDestroyer. Make sure to send her some love over on DeviantArt!
The other piece of art I've used is the Hauntling from Necromancy Can Be Good. It is illustrated by Chelsea Livingstone so make sure to go check out her art too. The Hauntling is not my intellectual property in any way and I do not claim any rights to it whatsoever.
A chance to Playtest this class: I run a westmarch server set in a homebrew world called Fell where this class is approved. A westmarch server is a kind of MMO version of DnD. There's no campaign story, and it's more RP focused with connected one shots to gain levels, money and magic items. If you're interested, you can check out Gavafell here.
Contact Info
If you want to get ahold of me to offer feedback, I am pretty easy to get ahold of. My Reddit is u/DylStur, my Discord is DylStur#6666, my Twitter is @d_j_stacey and you can email me at d.j.d.stacey@gmail.com