Necromancer - 5e Class

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The Necromancer

A High Elf stands on a bluff overlooking the battle below. Her allies are being slaughtered, and she must intervene. Summoning necromantic energies from the ether, she raises her fallen allies and turns the tide of battle.

A fierce orc wades into battle wielding a fearsome scythe. As he cuts through swaths of enemies, he uses their life essence as fuel to continue his rampage.

A halfling chants a special prayer to the dead, raising long dead spirits and gleaning insight from the knowledge of their past lives.

Often Misunderstood and Sometimes Hated

Necromancy is almost universally hated and reviled. Even so, there are those who are fascinated by its use and the oft forbidden magics that go with it. Those who study the inner workings of raising the dead, for whatever reason, must always have care when pursuing their craft, never knowing the reaction those around them may have. Though often seen as an evil act, there are those who aim to do good with their necromantic spells, even going so far as to swear never to raise a corpse, instead relying on the life-stealing power of their spells to regain life energy. Still other necromancers focus their energy on divining the knowledge and wisdom of the dead. These great minds choose to learn from their ancestors in the most direct way possible.

Necromancers in Calypso

Necromancers in the world of Calypso most often worship Kremation, though they are not required to do so. Their allegiance is their own to choose, and while many pursue noble goals, some seek knowledge and power for their own evil ends.

Many who follow the necromantic arts don't summon or control undead; rather they seek out those who would corrupt the order of life and death. They know that death is not an end, but a new beginning, and they seek to swiftly carry death to those who have it coming.

During the Great War, most necromancers focused on ways to best the fiendish armies invading the realm, as well as raising the fallen to beat back the seemingly endless tide of demons pouring through the gate. Since the war's end, necromancers have expanded their learning to include damage of nearly any type and skills more suited to a world at peace.

The Necromancer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Death Lore 2 2 2
2nd +2 Necromaner's Book; Sacrificial Life 2 3 3
3rd +2 Dread Rites (2) 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 3 6 4 3 2
6th +3 Book Feature 3 7 4 3 3
7th +3 Dread Rites (3) 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Book Feature 4 11 4 3 3 3 2
11th +4 Dread Rites (4) 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Dread Rites (5) 4 13 4 3 3 3 2 1 1
15th +5 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 Book Feature 4 15 4 3 3 3 2 1 1 1 1
18th +6 Dread Rites (6) 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Book Feature 4 15 4 3 3 3 3 2 2 1 1

Creating a Necromancer

When creating a necromancer, think about why you chose to pursue this restricted form of magic, and how you learned. Did you want to learn from your ancestors at the Black Rose? Or perhaps you wanted to emulate your progenitors in the Arcanum. Did you decide to take up study in secret, without formal acknowledgment or permission?

Quick Build

You can build a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Acolyte or Hermit background.

Class Features

As a Necromancer, you gain the following class features.

Hit Points

Hit Dice: 1d6 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 first.

Proficiencies

Armor: None

Weapons: Dagger, Quarterstaff, Sickle, Scythe (Glaive)

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival

Multiclassing and the Necromancer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose necromancer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have an Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a necromancer.

Proficiencies Gained. If necromancer isn't your initial class, here are the proficiencies you gain when you take your first level as a necromancer: Dagger, Quarterstaff, Sickle, Scythe (Glaive).

Spell Slots. Add all your levels in the necromancer class to the appropriate levels from other classes to determine your available spell slots.

Equipment

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

  • (a) a scythe (glaive), or (b) a sickle
  • (a) a component pouch or (b) a spellcasting focus
  • (a) a Dungeoneer’s pack or (b) an Explorer’s Pack

Spellcasting:

See chapter 10 for the general rules of spellcasting and the end of this class description for the necromancer spell list.

Cantrips 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 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 know the 1st-level spell Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the necromancer spell list. The Spells Known column of the necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to interpret and coerce the forces of life and death. 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

Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your necromancer spells. Many necromancers prefer to use a bleached skull or small talisman as a focus, though you may choose whatever fits your character.

Ritual Casting

You can cast a necromancer spell that you know as a ritual if that spell has the ritual tag.

Death Lore

At 1st level, your knowledge and study of life and death gives you heightened knowledge of life, death, and undeath. You gain proficiency with the Arcana and Religion skills, and may add twice your proficiency bonus to checks using these skills when related to necromancy, death, undeath, and the occult.

Necromancer's Book

At 2nd level, you choose a necromantic book to follow. This book may be a physical object, a set of teachings to which you adhere, or just your personal notes on the study of death and undeath. You may choose the Book of the Summoner, Book of the Scythe, or the Book of Undead Divination. This choice grants you features at 2nd level, and again at 6th, 10th, 17th, and 20th levels.

Sacrificial Life

At 2nd level, you can use your life essence to fuel your necromantic magic. Several Necromancer features require the use of one or more Necromancer hit dice, as detailed in the feature description. Hit dice expended for these features are unavailable for any other purpose, and are regained upon completion of a long rest. If you expend your last hit die to fuel a necromancer spell or feature, you take necrotic damage equal to your necromancer level. Damage or detrimental effects you suffer as a result of expending a necromancer hit die cannot be reduced or avoided in any way.

Dread Rites

In your study of life and death, you have unearthed Dread Rites, fragments of knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain two Dread Rite options of your choice. Your Rite options are detailed at the end of the class description. You gain one additional Dread Rite at 7th, 11th, 14th, and 18th level.

Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that 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.

Necromantic Books

Book of the Summoner

While necromancers adhering to other books may dabble in summoning undead, those following the Book of the Summoner seek to master it. Their focus falls on their minions, often to the detriment of their own physical self.

Undead Familiar

When you follow this Book at 2nd level, you gain the ability to summon a ghastly, floating undead skull to follow you on your travels; your Undead Familiar. You gain the find familiar spell, it counts as a necromancer spell for you, and it does not count against your total number of spells known. When summoned, your familiar takes the form of a ghastly, floating skull. The skull is of the undead creature type, has a fly speed equal to your walking speed, and may hover. It otherwise follows the rules and statistics of the familiar choices listed in the spell description.

Additionally, you may speak and converse with the skull. It is friendly to you and knows basic lore of the world, magic, and undeath. The skull cannot lie to you, but its answers may be cryptic or incomplete.

Finally, when summoned in this way, you may expend and roll a necromancer hit die to strengthen your skull familiar. Your familiar gains a bonus to its AC equal to the roll, and a bonus to its hit points equal to twice the number rolled. This bonus lasts until the end of your next long rest.

Powerful Dead

Upon reaching 6th level, you gain the animate dead and animate minor dead spells, and they do not count against your total number of spells known.

Additionally, you can sacrifice your own life essence to create more powerful minions. Upon casting animate dead, animate minor dead, summon undead, or create undead, you may choose to expend a necromancer hit die to bolster the affected creature(s). Each affected creature gains a bonus to its AC equal to your intelligence modifier, gains current and maximum hit points equal to twice your intelligence modifier, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For each creature affected by this feature, your current and maximum hit points are reduced by an amount equal to twice your intelligence modifier. Once used, you cannot regain your maximum hit points nor the expended hit die until the undead creature(s) affected by this feature are no longer under your control.

Advanced Animation

Upon reaching 10th level, your summoned undead become even more deadly. When you expend a hit die to use your Powerful Dead feature, the affected undead gain a bonus to their attack and damage rolls equal to your intelligence modifier.

Singular Purpose

By 17th level, your summoned undead become nearly unstoppable. While within sight of you, your summoned undead are immune to spells and effects that turn undead. Additionally, you are immune to the frightened condition, as your time around undeath makes you fearless.

Master of Summoning

At 20th level, you are the pinnacle of summoner's knowledge. When you cast summon undead, animate dead, or animate minor dead, you may choose to expend and roll a necromancer hit die, and the spell is cast at a level equal to 3 + half the number rolled (rounded up), regardless of the level of the spell slot used. Once you use this feature, you cannot summon, create, or control any other undead creatures (other than your Undead Familiar) until those created with this feature are no longer under your control. You may use this feature and your Powerful Dead feature on the same casting of animate dead, animate minor dead, or summon undead.

Book of the Scythe

"I am become death, destroyer of worlds"

Necromancers choosing to follow the Book of the Scythe usually forgo the raising of undead. Rather, they focus their learning and knowledge on the body and soul, using this knowledge to enhance their martial abilities. Though called the Book of the Scythe, not all who follow this book choose to wield the archetypical weapon of death.

Undead Resilience

Upon studying this book at 2nd level, your ability to emulate the resilience of the undead increases. You gain 1 additional hit point per level in this class, and you gain proficiency with light and medium armor and simple and martial weapons.

Additionally, when you make a melee weapon attack using a melee weapon with which you are proficient, you may use your intelligence modifier for the attack and damage rolls.

Necrotic Blade

Also at 2nd level, you are able to channel your life force into your weapon attacks. On a successful melee weapon attack, you may expend and roll a number of necromancer hit dice up to your intelligence modifier. That attack deals additional necrotic damage equal to the amount rolled.

Extra attack

Upon reaching 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Ghostly Scythe

Upon reaching 10th level, you are able to reach into the unknown to form a ghostly scythe with which to shear your enemies and steal their life essence. As an action, you may force all creatures in a 20 foot cone in front of you to make a constitution saving throw, taking 4d6 necrotic damage on a failed save or half as much on a successful save. For each creature that fails the saving throw you regain one hit die expended via your Sacrificial Life feature. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses when you complete a long rest.

Grim Reaper

Beginning at 17th level, you gain the ability to capture the souls of those for whom you come. You gain the soul cage spell, and it does not count against your total number of spells known.

Additionally, when cast, you may choose to expend and roll a necromancer hit die to cast the spell, instead of expending a spell slot. If you expend a hit die to cast the spell, you take necrotic damage equal to the number rolled. You may also cast this spell normally with any other spell slots you have of the appropriate level.

Spectre of Death

Upon reaching 20th level, you emulate a spectre of death itself. You no longer walk upon the ground, instead hovering a few inches above it and gliding silently along; an inexorable bringer of death.

As an action, you may expend and roll one necromancer hit die to call upon the powers of life and death to transform into a spectre of death. For one minute, you gain the following benefits.

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • When used, and at the beginning of each of your turns while active, so long as you have at least 1 hit point remaining you regain hit points equal to the number rolled on the hit die.
  • You gain a bonus to damage rolls with melee weapons equal to the number rolled on the hit die.

Once used, you may not use this feature again until you complete a long rest.

Book of Undead Divination

Those studying the Book of Undead Divination usually choose to focus their incredible intellect on speaking with the dead to learn from them. They know that as useful as damaging spells and summoning minions may be, knowledge is the real power. They seek out the most well known ghosts, ancestors, and other deceased to learn their biggest secrets or how to defeat a difficult foe.

During the Great War, those studying this book were mostly used to gather insight from the fallen soldiers fighting the fiendish hordes, allowing others a greater chance of survival in the next battle.

Deathly Discourse

When you choose to follow this Book at 2nd level, you gain the speak with dead spell, it does not count against your total number of spells known, and you may expend a necromancer hit die to cast it without expending a spell slot or material components. When cast in this way, the spell may also target undead creatures. You may also cast this spell with any spell slots you have of the appropriate level.

Ghostly Foresight

Also at 2nd level, the voices of the dead with which you speak aid you in battle. When you make an ability check, attack roll, or saving throw, you may expend a necromancer hit die to invoke the power of life and death and grant a bonus on the roll equal to the number rolled on the hit die. You choose to use this feature after you roll the d20, but before the results are known. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses when you complete a long rest.

Eyes of the Grave

At 6th level, you learn to gain brief glimpses into the past lives of the dead. As a 1 minute ritual, you may look into the soul of a dead or undead creature within 1 foot of you. You gain shadowy insights into the minutes before the creature's death. These may be images, sounds, voices, feelings, thoughts, or other glimpses into the creature's past life immediately before it died. This feature does not work on constructs. If you use this feature more than twice before completing a long rest, you must make a wisdom saving throw against your own spell save DC. On a success, the feature works normally. On a failure, you take 4d10 necrotic damage and are paralyzed for 1 minute as the echoes of death pervade your soul.

Compulsory Speech

At 10th level, you gain insights into forcing an undead creature to do your bidding. When you cast speak with dead, the targeted dead is compelled to speak truthfully. It does not gain any new knowledge, however, and its answers may still be cryptic or incomplete.

Guarded by the Dead

Upon reaching 17th level, you are able to call on the spirits of the dead to protect you. You gain the spirit guardians spell, it counts as a necromancer spell for you, and does not count against your total number of spells known. You may expend a necromancer hit die to cast the spell without using a spell slot. When used in this way, the spell always deals necrotic damage for you, regardless of your alignment. You may cast the spell in this way a number of times equal to your proficiency bonus, and must complete a long rest before doing so again. You may also cast this spell normally with any other spell slots you have of the appropriate level.

Seance

At 20th level, your ability to communicate with the dead is unrivaled. You can perform a ritual to bring a ghostly image of a dead humanoid to life. To do so, you must know the name of the deceased and possess something of theirs that was dear to them, such as a favored weapon, book, piece of clothing, or similar. The ritual takes 8 hours and 1000 gp worth of expensive incense and other components to cast, at the end of which you must expend and roll a necromancer hit dice. The deceased's ghostly form remains with you for a number of days equal to 1 + the number rolled. You may not recover the hit die until you have completed a long rest after the ghostly deceased has faded and the ritual has ended.

The ghostly deceased knows only what it knew in life, though you are not required to share a language to communicate with it. It is bound to your service and must tell the truth, though its answers may be cryptic or incomplete. It can neither cause damage nor take damage. While with you, you know up to 3 skill, weapon, armor, language, or tool proficiencies of your choice that it knew in life. Additionally, while it is with you, you are considered to be under the effects of the foresight spell.

Once used, you cannot cast this ritual again for 7 days after it ends.

Dread Rites

The Dread Rites presented here are shown in alphabetical order. If a Rite has prerequisites, you must meet them to learn it. You can learn the Rite at the same time that you meet its prerequisites.

Assert Dominance

Prerequisite: 11th level necromancer

You may invoke this rite as an action to assert your dominance over an undead creature you can see within 30 feet of you. The target must make a wisdom saving throw. On a failed save, you gain control of the undead creature for 10 minutes. On a successful save, the creature takes 2d6 necrotic damage and is not controlled. An undead that succeeds on the saving throw is immune to this Rite for 24 hours. You may use this Rite twice, and must complete a long rest before using it again.

Blood Mage

Prerequisite: 14th level necromancer

Your experience maiming yourself allows you to cast spells otherwise unknown to you. Pick one spell of up to 2nd level from any class's spell list. You gain this spell, it counts as a necromancer spell for you, and does not count against your total number of spells known. However, you may not cast this spell using spell slots. Instead, to cast the spell you must expend and roll a number of necromancer hit dice equal to the level at which you cast the spell, and you take necrotic damage equal to the total rolled on the hit dice. When cast in this way, the spell does not require concentration or material components except those consumed by the spell. You may invoke this Rite a number of times equal to your proficiency bonus, and must complete a long rest before doing so again.

Bloody Regeneration

Your skill at manipulating your own life energy can prevent your demise. When you would be reduced to 0 hit points, you may expend and roll a necromancer hit die. You are instead reduced to a number of hit points equal to the number rolled. Once used, you must complete a long rest before using this Rite again.

Bonded Souls

Prerequisite: 18th level necromancer

The power of your will allows you to bond with another soul, granting you both extraordinary abilities. As an action, you touch one living humanoid with whom to pair your soul. You then expend and roll one necromancer hit die. For the next minute, you both gain the following benefits while within 60 feet of each other.

  • The first time on a turn when either of you deal damage with an attack, spell, or feature, you deal additional necrotic damage equal to the number rolled on the hit die.
  • Both you and the target gain resistance to all damage. When either of you take damage, the other takes the same amount of damage.

Once used, you must complete a long rest before using this rite again.

Cloak of Souls

Prerequisite: 18th level necromancer

You are able to summon a magical cloak made of the souls of the damned to protect you. As an action, you may expend a necromancer hit die to summon the cloak, gaining the effects of the mirror image spell.

Additionally, while the spell persists, you gain a fly speed equal to your walking speed.

You may use this Rite twice, and must complete a long rest before using it again.

Corpse Explosion

Prerequisite: 14th level necromancer

You learn to use the negative energy of death to overload a corpse, causing it to explode in a shower of bone and ichor. As an action, select one corpse you can see within 60 feet. Alternatively, you may target an undead creature summoned by you and under your control within the same range. All creatures within a 15 foot radius of the target must make a dexterity saving throw, taking 3d6 piercing and 3d6 necrotic damage on a failed save, or half as much on a successful save. You may use this Rite twice, and must complete a long rest before using it again. The corpse or targeted undead is destroyed when affected by this rite.

Critical Recovery

Prerequisite: Book of the Scythe

You learn to siphon life energy from your enemies when you injure them. When you score a critical hit with a melee weapon attack against a hostile creature, you regain hit dice expended via your sacrificial life feature equal to your intelligence modifier.

Dread healer

You learn to channel your own life energy to restore creatures around you. As an action, you can heal one creature you can see within 60 feet of you, expending your necromancer hit dice. The maximum number of dice you can expend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If there is a corpse, pile of bones, or other dead creature with an intelligence score of 3 or higher within 30 feet of the target, the hit points restored increase by 1d6 for each corpse or pile of bones, up to 3. This rite may restore hit points to living or undead creatures.

Endurance of the Grave

Prerequisite: 18th level necromancer

Your study of the workings of death and undeath gives you exceptional endurance. You are immune to exhaustion.

Ethereal Sight

Prerequisite: 7th level necromancer

You can see 60 feet into the Ethereal Plane when on the Material Plane, and vice versa.

Extended Animation

Prerequisite: 7th level necromancer; must know the animate dead or animate minor dead spells

You gain a finer control over the forces of life and death. As part of the casting of animate dead or animate minor dead, you may expend and roll a necromancer hit die. You take necrotic damage equal to the number rolled, and the range for that casting of the spell increases by an amount equal to ten times your proficiency bonus.

Eye of the Dead

Prerequisite: 7th level necromancer

You gain the arcane eye spell, and it does not count against your total number of spells known. Once per long rest, you may cast this spell without expending a spell slot or material components. You may also cast this spell normally with any other spell slots you have of the appropriate level.

Final Retribution

Your hold over life and death allows you to secure a final act for those suffering death. When an ally you can see within 60 feet is reduced to 0 hit points, you may use your reaction to expend and roll a number of necromancer hit dice up to your intelligence modifier. Creatures of your choice within 10 feet of the dying ally take necrotic damage equal to the amount rolled, and the ally on whom this Rite is used is immediately stabilized. You may use this Rite twice, and must complete a long rest before using it again.

Ghastly Mount

Prerequisite: 7th level necromancer; must know the animate dead spell

When you learn this dread rite, you learn to summon an undead mount to your side. When you cast animate dead, you may instead summon a Warhorse Skeleton, the statistics for which are in the Monster Manual. You may control only one Warhorse Skeleton at a time.

Ghostly Disguise

Your understanding of undeath allows you to appear as the dead for a brief time. You gain the disguise self spell, it counts as a necromancer spell for you, and does not count against your total number of spells known. You may use this Rite to cast disguise self at-will, without expending a spell slot. When used in this way, you appear ghostly and incorporeal, though you remain solid to the touch and gain none of the benefits of being incorporeal. You may also cast this spell normally with any other spell slots you have of the appropriate level.

Improved Ghostly Foresight

Prerequisite: Book of Undead Divination

You are able to extend your ghastly knowledge to protect your allies. As a reaction when an ally within 60 ft of you makes an attack roll, ability check, or saving throw, you may target that ally with your Ghostly Foresight feature.

Improved Ghostly Scythe

Prerequisite: 11th level necromancer; Book of the Scythe

You gain a finer control over your ghostly scythe. When used, you may choose for it to affect a 15 ft radius around you, instead of a 20 ft cone in front of you.

Improved Undead Familiar

Prerequisite: Book of the Summoner

You gain a finer control over your familiar. When you expend a hit die to invoke your Undead Familiar feature, you may use your proficiency bonus, instead of rolling.

Necromancer's Shield

Prerequisite: 11th level necromancer

You are able to project your own life essence to protect yourself or an ally. As a reaction when you or an ally within 60 feet that you can see would be hit by an attack, you may expend and roll a necromancer hit die to shield that creature. Until the start of its next turn, the target gains a bonus to AC equal to 1 + the number rolled, potentially causing the attack to miss. If the triggering attack still hits, the lingering shield grants resistance to the damage for that attack.

Necrotic Potency

You are able to channel more of your necrotic will into your spells. When you deal necrotic damage with a necromancer spell, you may add your intelligence modifier to the damage dealt.

Life from Death

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Prolonged Life

Prerequisite: 11th level necromancer

The time you spend around and studying the dead has infused you with some of their essence. You age at half the normal rate, and no longer require air, food, or water to survive.

Reaper's Companion

You learn the find familiar spell, it counts as a necromancer spell for you, and it does not count against your total number of spells known. When summoned, your familiar's creature type is undead.

Refreshing Vitality

Prerequisite: 11th level necromancer

You learn to recover your vitality more quickly. At the end of a short rest, you may recover a number of hit dice expended via Sacrificial Life equal to your intelligence modifier. Once used, you may not benefit from this rite again until you complete a long rest.

Ruinous Adaptation

When you deal necrotic damage with a necromancer spell or feature, you may choose to deal acid, cold, fire, or poison damage, instead of necrotic damage.

Shared Torment

You are able to more directly control the life force of yourself and your raised undead servants. When you take damage from any source, you may use your reaction to take half the damage dealt (rounded up) and cause an undead creature under your control to take the remainder of the damage.

Ultimate Necrosis

Prerequisite: 18th level necromancer

Your necromancy spells carry the power of legend. Once per turn, when you deal necrotic damage with a necromancer spell or feature, you may expend a necromancer hit die to deal maximum damage, instead of rolling. You may invoke this Rite twice, and must complete a long rest before doing so again.

Undead Control

Prerequisite: 7th level necromancer; must know the summon undead spell

You have learned a deeper control over undead spirits. When you cast summon undead, the spell no longer requires concentration and lasts for 24 hours. This effect ends early if you use summon undead again, or use any other spell or feature to summon, create, or control an undead creature. Upon invoking this Rite, you lose control of all undead currently under your control.

Undead Fortitude

Prerequisite: 7th level necromancer

You are able to take on the aspects of zombies while around them. While you are within 30 feet of a zombie you control, if damage reduces you to 0 hit points, you 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, you drop to 1 hit point instead. You may benefit from this rite once, and must complete a long rest before you may benefit from it again.

Undead Sacrifice

As an action, you may sacrifice an undead creature of up to CR 2 that was summoned or created by you and is under your control. The undead creature is instantly destroyed and you regain hit points equal to its hit point maximum.

Undead Transformation

You learn to channel the power of undeath briefly throughout your body. As a reaction when you are hit with an attack or fail a saving throw, you may magically become undead until the end of your next turn. While active, your creature type becomes undead, you are immune to poison damage, the poisoned and frightened conditions, and you are resistant to non-magical bludgeoning, piercing, and slashing damage. You may also invoke this rite on your turn as an action, without requiring the triggering effect. Once used, you must complete a long rest before using this rite again.

Undead Uprising

Prerequisite: 7th level necromancer

Your control over the undead buried beneath you increases. So long as you are standing upon soft earth or a similar area, you do not require a corpse, pile of bones, or appendage to cast animate dead or animate minor dead. The zombie, skeleton, or crawling claw summoned claws its way up from underground to serve you.

Voices of the Grave

Prerequisite: 11th level necromancer; Book of Undead Divination

As part of the action to cast speak with dead, you may expend and roll a necromancer hit die. You take necrotic damage equal to the number rolled, and the spell affects a number of targets up to the number rolled (minimum 2). You may ask each targeted corpse 5 questions (for up to 30 total questions), however, the spell duration does not increase.

Weaponized Animation

Prerequisite: 11th level necromancer; Book of the Summoner

When you learn this rite, your summoned undead no longer benefit from your Advanced Animation feature. Instead, they gain proficiency with the following weapons: dagger, quarterstaff, sickle, scythe (glaive). Their proficiency bonus equals your proficiency bonus.

Necromancer Spells

Flaming Skull

Necromancy cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You conjure and hurl a flaming, screaming skull at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire or necrotic damage (your choice). This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Animate Minor Dead

1st Level Necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V, S

Duration: Instantaneous

This spell creates a tiny undead servant. Choose a hand, foot, or other small appendage within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Regardless of the target's shape, it uses the game statistics of a Crawling Claw.

On each of your turns, you can use a bonus action to mentally command any appendage you made with this spell if the appendage is within 60 feet of you (if you control multiple appendages, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the appendage will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the appendage only defends itself against hostile creatures. Once given an order, the appendage continues to follow it until its task is complete.

The appendage is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the appendage for another 24 hours, you must cast this spell on the appendage again before the current 24-hour period ends. This use of the spell reasserts your control over up to four appendages you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over two additional undead appendages for each slot level above 1st. Each of the appendages must be unique.

Bone Spikes

1st Level Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You summon bones from the ground to pierce an area you can see within range. Shattered bones pierce through the earth in an area within a 10 foot radius of that point. Creatures within the area must make a dexterity saving throw, taking 1d10 piercing damage on a failed save and half as much damage on a successful save. When a creature enters the area for the first time on a turn or starts its turn in the area, it must make the dexterity saving throw, taking the same damage. While the spell lasts, the affected area is difficult terrain.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Shattered Bone Spear

1st Level Necromancy

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You rip a ghostly bone from the aether and hurl it at a target you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 piercing and 2d8 necrotic damage.

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

Strangulation

2nd Level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You cause ghastly necrotic tendrils to form around the throat of a creature you can see within range. The creature must make a constitution saving throw. The creature takes 3d8 necrotic damage on a failed save, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wall of Bone

4th Level Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You summon the bones of the dead to create a wall at a point you can see within range. You can make the wall up to 40 feet long, 10 feet high, and 6 inches thick, or you can make a cubed wall up to 20 feet on a side and 6 inches thick. The wall vanishes when the spell ends. The bones are 1 inch apart, allowing creatures to see through them, but not squeeze through.

Any ranged weapon attack that fires through the wall has disadvantage on the attack roll. Each 5-foot-square section has AC 15, 30 hit points, is immune to piercing damage, and is vulnerable to bludgeoning damage. Reducing a section to 0 hit points destroys that section.

If there is a corpse or pile of bones within 30 feet of the point at which you summon the wall, the spell pulls bones from them. The wall can then be 10 feet larger and each section gains 10 hit points per corpse or pile of bones consumed, up to 3.

Desecration

7th Level Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You conjure foul, necromantic energy to desecrate the ground at an area you can see. Choose a point within range. In a 30 foot radius centered on that point, necromantic energy rises from the ground. Creatures within the area or that start their turn within the area must make a constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful save. If there is a corpse or pile of bones within the area of affect, the damage is increased by 2d8 per corpse or pile of bones, up to a maximum increase of 6d8. Creatures who fail the save additionally have disadvantage on the next saving throw they make before the end of their next turn. While the spell lasts, the affected area is difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.

Death Walk

8th-level necromancy

Casting Time: 10 minutes (ritual)

Range: Unlimited

Components: V, S, M (Fine incense, candles, and the dust of a black diamond worth at least 1000gp, all of which are consumed by the spell)

Duration: Concentration, up to 1 hour

You magically possess a dead corpse. Choose the corpse of a humanoid creature that has been dead for no more than a month and with which you are familiar. The target need not be on the same plane of existence as you. Your consciousness possesses the corpse, creating an abominable undead creature under your control. Your control lasts for 1 hour or until the possessed corpse is reduced to 0 hit points. The creature has the statistics of an ogre zombie, though you retain your spellcasting ability during the possession and may cast spells through the possessed corpse as if you were in its position. You also retain your alignment and intelligence, wisdom, and charisma scores. While in possession of the corpse, you are blinded, deafened, and incapacitated with regards to your own body.

Chillstorm

9th-level necromancy

Casting Time: 1 action

Range: 1 mile

Components: V, S

Duration: Instantaneous

Choose a point within range. In a 300 foot radius centered on that point, frozen bone shards, rain, wind, and icy ichor pummel the area. Each creature within the area must make a Dexterity saving throw. A creature takes 10d8 necrotic, 10d8 cold, and 10d8 piercing damage on a failed save, or half as much damage on a successful save. This spell damages objects in the area and freezes objects that aren't being worn or carried.

Until the beginning of your next turn, the chill winds in the spell's area cause ranged attacks to be made at disadvantage, and the terrain in the area becomes difficult terrain.

Necromancer Spell List

Cantrips (0 Level)

Chill Touch

Control Flames

Flaming Skull*

Friends

Infestation

Mage Hand

Poison Spray

Prestidigitation

Ray of Frost

Spare the Dying

Toll the Dead

1st Level

Animate Minor Dead*

Armor of Agathys

Bane

Bone Spikes*

Cause Fear

Comprehend Languages

Detect Evil and Good

Detect Magic

Detect Poison and Disease

False Life

Fog Cloud

Hex

Ice Knife

Identify

Illusory Script

Inflict Wounds

Protection from Evil and Good

Ray of Sickness

Shattered Bone Spear*

Tasha's Caustic Brew

Unseen Servant






*These spells are outlined in this class description.




2nd Level

Augury

Blindness/Deafness

Detect Thoughts

Enthrall

Gentle Repose

Invisibility

Mind Spike

Ray of Enfeeblement

Strangulation*

Suggestion

3rd Level

Animate Dead

Bestow Curse

Clairvoyance

Dispel Magic

Fear

Feign Death

Life Transference

Revivify

Speak with Dead

Spirit Shroud

Summon Undead

Tongues

Vampiric Touch

4th Level

Arcane Eye

Banishment

Blight

Compulsion

Death Ward

Divination

Evard’s Black Tentacles

Shadow of Moil

Sickening Radiance

Wall of Bone*




5th Level

Antilife Shell

Cloudkill

Commune

Contagion

Danse Macabre

Dominate Person

Enervation

Negative Energy Flood

Raise Dead

Scrying

6th Level

Bones of the Earth

Circle of Death

Contingency

Create Undead

Eyebite

Forbiddance

Harm

Magic Jar

Mental Prison

Soul Cage

True Seeing

7th Level

Desecration*

Etherealness

Finger of Death

Forcecage

Mordenkainen’s Sword

Power Word Pain

Resurrection

Symbol




8th Level

Abi-Dalzim's Horrid Wilting

Antimagic Field

Antipathy/Sympathy

Clone

Dark Star (EGtW)

Death Walk*

Dominate Monster

Feeblemind

Maddening Darkness

Mind Blank

9th Level

Astral Projection

Blade of Disaster

Chillstorm*

Imprisonment

Power Word Kill

Psychic Scream

True Resurrection

Disclaimer

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild.

Special Thanks

Special thanks goes out to the following individuals for their help, insight, and inspiration in creating this class.

RJ Patton

Ben Miller

Ethan Dowker

u/Huifen

The entire Homebrew forum at Giant in the Playground

Photo Credit

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