Necromancer

by somanyrobots

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The Necromancer

Necromancer


A hollow-eyed woman clad all in black stalks a cemetery at night. Behind her lies an insensate gravedigger, incapacitated by drink. As the clouds part to reveal a slivered moon, she raises her hands and begins an incantations. Hands of bone burst forth from the graves, skeletons clambering out to salute their new leader.

A gregarious nobleman in elegant fashions sashays through the square, delighted with the carnival atmosphere of the midwinter festival. Behind him stalks his bodyguard — massive, imposing, a towering brute in head-to-toe plate. The only hint of the figure inside the armor is in the eyeslits, two points of green flame burning inside a bleached skull.

A muscular woman in a suit of bone-gilded plate surveys the battlefield, marking four fresh notches on her axe. She wipes a bit of her own blood in the first notch, then gestures with the axe. One of the bloody corpses on the ground gasps and shudders, heaving itself up and standing at attention for her command.

A slender figure in maroon robes stands behind their companions, facing down a small horde of gnolls. They gesture with a wand of bone at each fallen hyena-kin, tearing free a luminous scrap of the creature's soul. One by one, each soul entwines around the wand, before the robed figure whips it forward and hurls a barrage of angry spirits at the gnollish chief.

A withered minotaur, his frame gaunt and draped in tattered robes, stands on the edge of a moonlit glade and stares down a band of approaching brigands. As the robbers near, he makes a simple gesture, and the shadows behind him begin to take form, slinking forward with smoky claws.

Dreadful Command

Every clerical acolyte and sorcerous student is cautioned against the path of necromancy. Dabbling may be permitted, but true necromancers learn more than just sinister magics — they delve into the manipulation of souls, the art of separating a creature's essence from its body and then reusing both. Necromancers learn conventional magic, but focus more of their study on this black animancy, deriving power from blasphemous soul-stealing.

Necromancers differ from wizards and clerics, even those who specialize in necromantic spells. A necromancer's research focuses on the nature of the soul, and almost always comes with a callous disrespect for the dead. Even the most careful and respectful of necromancers wade in blasphemous territory as they advance their art.

Necromancer
Level Proficiency
Bonus
Features Rites
Known
Spirit
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th
1st +2 Necromantic Rites, Spellcasting 1 1 3 3 2
2nd +2 Grim Calling 2 2 3 4 3
3rd +2 Undead Assault 2 3 3 5 4 2
4th +2 Ability Score Improvement 3 3 3 5 4 2
5th +3 Minion Attacks 3 4 4 6 4 3
6th +3 3 4 4 6 4 3 2
7th +3 Vicious Dead, Calling Feature 4 4 4 8 4 3 3
8th +3 Ability Score Improvement 4 4 4 8 4 3 3
9th +4 4 5 4 9 4 3 3 1
10th +4 Calling Feature 4 5 4 10 4 3 3 2
11th +4 Improved Undead Assault 5 5 4 10 4 3 3 3 1
12th +4 Ability Score Improvement 5 5 4 10 4 3 3 3 1
13th +5 Spirit Harvesting 5 6 5 12 4 3 3 3 2
14th +5 5 6 5 13 4 3 3 3 2 1
15th +5 Calling Feature 6 6 5 14 4 3 3 3 2 1
16th +5 Ability Score Improvement 6 6 5 14 4 3 3 3 2 1
17th +6 6 7 5 15 4 3 3 3 2 1 1
18th +6 Deathly Strike 6 7 5 16 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 7 7 5 17 4 3 3 3 2 1 1 1
20th +6 Calling Feature 7 7 5 17 4 3 3 3 2 1 1 1

Creating a Necromancer

Creating a necromancer is a grim business. What drove your character to their dark researches? Were they apprentice to a black-hearted villain, or a respectable acolyte with hidden fascinations? Do they consider the ethics of their craft, or embrace it unquestioningly?

What drove you to adventure? Were you driven from your community by a pitchfork-wielding mob, or left rudderless after a mentor's grisly accident? Did you flee a temple or college, or did you simply exhaust the possibilities of a hermit's life?

Quick Build

You can make a necromancer quickly by selecting Intelligence as your highest attribute, followed by Dexterity or Constitution. Second, choose a background that reflects religious or scholarly study. Third, select the spells inflict wounds, minor drainSDS, and undead familiarS.

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 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Medicine, Religion, Sleight of Hand, and Stealth.

Equipment


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

  • (a) a quarterstaff or (b) a simple weapon.
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack

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

Necromantic Rites

Also at 1st level, you can summon up necromantic power, using it to strengthen yourself or even to reanimate corpses and command them as your minions. You power these rites with spirit energy you harvest from the dead. You start off knowing the Substandard Servitor rite.

When you learn an additional rite, you can select it from the lists presented at the end of the class description and at the end of your Grim Calling. You can pick a new rite at 2nd, 3rd, 6th, 9th, 12th, 15th, and 18th level. When you gain a level in this class, you can replace a necromantic rite you know with a different option. If a subclass feature gives you a rite which you already know, you can choose a different one instead.

Spirit Points

Your necromantic rites are powered by spirit points. You start with 1 spirit point, and you gain more as you reach higher levels, as shown in the Necromancer table. You regain all your spent spirit points when you finish a long rest, and you regain 1 spent spirit point when you finish a short rest.

Necromantic Minions

Many of your necromantic rites allow you to animate necromantic minions. A minion is friendly to you and your companions, and it obeys your commands. Its game statistics can be found in the Necromantic Minions appendix. It has the same size and general body configuration (number of limbs, etc.) as the corpse it originated from.

If you have a rite that allows you to expend additional spirit points when animating a minion, those points are counted as part of its total cost, and count for scaling values in its stat block.

In combat, all your necromantic minions share your initiative count, taking their turns immediately after yours in an order of your choice. Your minions can move on their own, but do not take actions or reactions normally. If a minion takes a reaction, it uses yours. You can use your action to command one minion within 100 feet of you to take an action on its turn. That action can be one in its stat block or some other action. If a minion is proficient with a weapon, it can use your Intelligence modifier in place of its Strength modifier when making attack and damage rolls with it.

As an action, you touch a minion and expend a spell slot of any level to heal it for a number of hit points equal to your Intelligence modifier + 1d8 for each slot level. When you finish a short rest, you can heal a minion by expending any number of your Hit Dice (as if you were healing yourself). After you finish a long rest, you can choose to spend spirit points equal to a minion's original cost to restore all its hit points. If you do not, it dies.

Real Necromancers Don't Bag Rats

Anytime a feature in this class references a corpse, bonepile, or dying creature, it refers to a creature of at least challenge rating 1/4 and that wasn't a construct, ooze, or undead. Your GM may rule other kinds of creature don't leave usable corpses behind, either.

Spellcasting

Also at 1st level, your studies have taught you to cast dark magic. Your spells allow you to debilitate and control your foes, or bombard them with dark energies. The necromancer spell list is included at the end of this document.

Spell Slots

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.

For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st Level and Higher

You know three 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, as shown on the table. 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 you can cast.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells. Your magic derives from your intellect and your occult studies. 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 or a necromantic focus as a spellcasting focus for your necromancer spells.

Grim Calling

At 2nd level, you begin to specialize your art in accordance with a Grim Calling. Your choice grants you features at 2nd level, and again at 7th, 10th, 15th, and 20th level.

Undead Assault

At 3rd level, you can spur your minions to greater action with a sudden burst of dark power. As a bonus action, you can command one of your minions to make one attack on its turn. You can do so a number of times equal to your Intelligence modifier, regaining all uses after you finish a long rest.

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.

Minion Attacks

Beginning at 5th level, you can command two necromantic minions to attack instead of one whenever you use your action to command a minion. You can't command the same minion more than once unless it has a feature allowing you to do so.

If you have an Extra Attack feature, you can replace one attack with a command to one minion when you take the Attack action.

Vicious Dead

At 7th level, your necromantic minions can now take reactions without spending your reaction to do so.

Improved Undead Assault

At 11th level, your control over your minions greatly improves. There is no limit on the number of times you can use your Undead Assault.

Spirit Harvesting


At 13th level, you learn to restore your spiritual energy by extracting it from fallen foes. When you touch the body of a corpse that was slain within the last minute, you can use your action to regain 1 spent spirit point. You can harvest souls in this way a number of times equal to 1 + half your proficiency bonus, regaining all uses after finishing a long rest. You can only harvest a given corpse 1 time.

Unhallowed Energies

At 18th level, you are able to summon up greater reserves of necromantic power. You can take 10 minutes to perform a dark ritual and restore all your consumed spirit points. Once you do so, you must finish a long rest before you can do so again.

Multiclassing

Should you want to multiclass into necromancer, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 in Intelligence.
  • Proficiencies gained: None.
  • Spell slots: Add three-quarters of your levels (rounded up) in the necromancer class to the appropriate levels from other classes to determine your available spell slots.

Necromantic Rites

These are the available options to select for your Necromantic Rites. You can't learn a rite more than once. If a rite allows you to animate an undead, it uses statistics that appear in Appendix 1. Some rites require you to reach a certain level in this class before you can learn them.

1st-Level Rites

Substandard Servitor


You learn a crude incantation to temporarily animate a corpse or bonepile to serve you. As an action, you can touch the target and animate it for 1 minute. It becomes a skeleton or zombie minion with its maximum hit points reduced by half.

2nd-Level Rites

Armor of Bones


As an action, you spend 1 spirit point to conjure a suit of bony armor to cover yourself or a necromantic minion that you touch. The target creature gains temporary hit points equal to your necromancer level. While it has these temporary hit points, its AC can't be lower than 16.

Crumbling Corpse


When you create a necromantic minion, you can knowingly expend less power to produce a shoddy minion. Reduce its spirit point cost by 1 (to a minimum of 1) and reduce the time required to perform the rite to 1 action if it was higher. Once animated, the minion's maximum hit points are reduced by half and it loses half its current hit points at the end of each of its turns.

If you have access to the Minion Attacks feature, you can animate a Crumbling Corpse in place of issuing a command to one minion. If you have Extra Attack, you can animate a Crumbling Corpse in place of making one attack.

Perfumed Disguise


You gain proficiency with disguise kits, and when you use a disguise kit on one of your undead minions, you gain the following benefits:

  • You can use your Intelligence modifier instead of any other ability modifier.
  • You can disguise the minion's smell as well as its appearance.
  • The minion automatically appears to be a living creature to observers, unless inspected with the Search action.

Font of Spirit


You can convert arcane power directly into spiritual energy by performing a special ritual. When you finish a short rest, you can expend 1 spell slot to recover additional spirit points. You regain spent spirit points according to the slot level, as shown on the table below.

Slot Level Spirit Points
1st-2nd 1
3rd-4th 2
5th-6th 3
7th-9th 4

Tiny Servant


You learn the undead familiarS spell or another necromancer spell of your choice if you already know it. Your undead familiar's maximum hit points become equal to your necromancer level, and it gains a bonus to its armor class equal to your proficiency bonus. In addition, your undead familiar has no limitations on how often it can attempt a Constitution saving throw to avoid lethal damage or deliver bonus necrotic damage on a spell with a range of touch.

Instead of expending a spell slot, you can cast the spell by expending 1 spirit point.

Undead Minion


Over the course of 1 minute, you can expend at least 1 spirit point to touch a humanoid corpse or bonepile and reanimate it. It becomes a skeleton or zombie minion under your control indefinitely.

3rd-Level Rites

Draining Touch


When you make an unarmed strike or cast a spell that requires making an attack roll, you can turn it into a melee spell attack with your normal reach. If the attack hits, it deals 1d6 bonus necrotic damage and you gain the same amount of temporary hit points.

Independent Undead


Your necromantic minions are capable of acting on their own and executing limited plans. You can issue commands to minions farther than 100 feet from you, as long as they can see and hear you issue new commands. You can also use your action to telepathically perceive through a necromantic minion's senses (as with the ability from find familiar).

Unhallowed Energies


All your necromantic minions gain immunity to necrotic damage.

5th-Level Rites

Battlefield Animation


On your next turn after a creature dies within 30 feet of you, you can target that creature's remains with any rite you know that would normally require 1 action as a bonus action instead, and with a range of 30 feet if its range is smaller.

Beastly Minion


You can use your Substandard Servitor or Undead Minion rites on the corpses of beasts and monstrosities. The resulting minion gains the following modifications:

  • It gains the size and general body configuration of the living creature.
  • It gains any flying or swimming speeds the living creature possessed, with a maximum of 30 feet. If its walking speed was higher than 30 feet, the minion's walking speed is increased by 10 feet.
  • Its maximum hit points are increased by 5 times the creature's challenge rating.
  • The attack in its stat block gains the reach and damage type of one of the creature's natural weapons, and its damage is increased by the creature's challenge rating.

A beastly minion cannot be modified with the Forgotten Soldier or Forgotten Mage rites.

Forgotten Soldier


When you animate a minion, you can expend 1 additional spirit point to give it greater skill and dexterity. It gains proficiency with simple weapons and light and medium armor if it isn't already proficient. Otherwise, it gains proficiency with martial weapons, shields, and heavy armor, and its Strength is increased to 15 if it was lower.

Grave Wisp


As an action, you expend 1 spirit point to summon a tattered fragment of a soul. This wisp appears as a coldly glowing orb of light, and is bound to a specific creature within 30 feet when you create it. The wisp hovers near its bound creature for 1 hour, casting 15 feet of bright light and 30 feet of dim light. The wisp's bound creature and any undead within its light can add your intelligence modifier to any healing they receive and have advantage on saving throws to avoid being frightened.

Summon Shadow

As an action, you can expend at least 2 spirit points and direct a surge of dark energy into an area of darkness you can see within 30 feet and conjure a shadow. It becomes a shadow minion under your control indefinitely.

Soul-Infused Attacks

As a reaction when a creature dies within 30 feet of you, you can absorb a piece of its soul and use it to empower you or a necromantic minion within 30 feet. The next attack made by the empowered creature deals 2d8 bonus necrotic damage if it hits.

9th-Level Rites

Corpse-Feeder


When you animate a necromantic minion of the zombie subtype, you can expend 1 additional spirit point to give it a ghoul's ability to consume flesh. In place of making a melee attack, it can instead make a bite attack, which uses your spell attack modifier to hit and deals piercing damage equal to 1d6 + your Intelligence modifier. The minion regains hit points equal to half the damage dealt.

Extra Arm


When you animate a necromantic minion that isn't incorporeal, you can expend 1 additional spirit point to give it an extra arm. When it attacks, it can use its bonus action to attempt to grapple its target. In addition, when the minion makes a check to grapple a creature, it rolls with advantage.

Lasting Necromancy


When you are concentrating on a necromancer spell, you have advantage on the first Constitution saving throw you make to maintain concentration.

Revolting Stench

When you animate a necromantic minion of the zombie subtype, you can expend 1 additional spirit point to give it a debilitating odor. Any creature that starts its turn within 5 feet of the minion must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn. On a successful saving throw, the creature is immune to the stench for 24 hours.

13th-Level Rites

Bone Golem


Over the course of 10 minutes, you can expend at least 4 spirit points to reanimate 1 Large bonepile or a pile of at least 3 Medium bonepiles. It becomes a Bone Golem under your control indefinitely.

Corpse Colossus


Over the course of 10 minutes, you can expend at least 4 spirit points to reanimate 1 Huge corpse or a pile of at least 5 Medium corpses. It becomes a Corpse Colossus under your control indefinitely.

Emergency Leech


As a reaction when you would drop to 0 hit points, you can cast life drainSDS. When cast in this way, your necromantic minions are valid targets, and the spell bypasses any necrotic resistance or immunity they might have. You can cast the spell in this way once, regaining the ability after a long rest.

Explosive End


When your necromantic minions die, they explode with a blast of negative energy. Each creature of your choice within 10 feet must make a Dexterity saving throw. On a failure, a creature takes 3d8 necrotic damage plus 1d8 necrotic damage for each spirit point spent on the minion. On a success, it takes half as much damage.

Forgotten Skirmisher

Prerequisite: Forgotten Soldier


When you use your Forgotten Soldier rite, the affected minion has its speed is increased by 10 feet and its Dexterity score increased by 4.

Forgotten Knight

Prerequisite: Forgotten Soldier


When you use your Forgotten Soldier rite, you can expend 1 additional spirit point to strengthen its soul further. It gains one attunement slot and advantage on saving throws against any effect that turns undead. In addition, you can choose for it to either gain heavy armor profiency or proficiency in one saving throw of your choice.

Only one minion can be under the effects of Forgotten Knight at a time.

Summon Specter


Over the course of 1 minute, you can expend at least 2 spirit points to conjure a vengeful spirit out of the ether. It becomes a Specter Minion under your control indefinitely.

Might of the Crypt


When you animate a necromantic minion, you can expend 1 additional spirit point to add 1d8 bonus necrotic damage to all its attacks.

Vile Phylactery


You have constructed a phylactery to hold a piece of your soul, though the rite is imperfect. It takes the form of a gem, amulet, or other precious object, which you must carry or wear at all times. While it is intact, you gain advantage on death saving throws, resistance to necrotic damage, and you gain 1 additional spirit point.

If it is separated from you, your maximum hit points are reduced by 1d4 every day until you are reunited with it. If it is destroyed, your current and maximum hit points are reduced by half and you gain 5 levels of exhaustion. Your hit point maximum returns to normal once you have no exhaustion. You can rebuild a destroyed phylactery over the course of 1 week, costing gold and gems equal to 100 gp times your necromancer level.

17th-Level Rites

Ethereal Form


As a bonus action, you can take on a spectral form for 1 minute. While in spectral form, you gain resistance to all damage, you gain a 30-foot flying speed and can hover, and you exude an aura of deathly chill. Any creature ending its turn within 10 feet of you takes 1d8 cold damage. While in this spectral form, you can pass through walls and solid objects as if they are difficult terrain. If you end your turn inside an object, you take 2d10 force damage.

Once you've used your spectral form, you can't use it again until you finish a long rest.

Forgotten Mage


When you animate a minion, you can expend 1 additional spirit point to give it a wand of bone and the ability to cast spells. When you command it to attack, it can instead cast any 1st- or 2nd-level necromancer spell you know, expending one of your spell slots to do so. If it casts a spell that requires concentration, it automatically loses concentration at the end of its next turn.

Grand Rite


You learn one 9th-level necromancy spell from the necromancer spell list. You can cast it one time without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a long rest.

Lich Transformation

Prerequisite: Vile Phylactery


You have discovered the rite of transformation into a lich. This takes the form of a potion which you must consume; after you do so, you die. 24 hours after this death, you rise again as a lich. You gain the following traits:

  • You have immunity to poison damage and resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • You are immune to the charmed, frightened, and poisoned conditions.
  • You no longer need to eat, drink, or breathe.
  • Your creature type becomes Undead.
  • You no longer suffer any negative effects when separated from your Vile Phylactery.
  • If you are destroyed, you resurrect after 1d10 days within 5 feet of your phylactery, so long as it is intact.

Reconstructing Minion


When you animate a minion, you can expend additional spirit points equal to half its total cost to give it the ability to reconstitute itself if it is destroyed. If the minion is reduced to 0 hit points, it falls apart instead of crumbling to dust. As a bonus action, you can instantly reconstruct it in the location it fell, or an adjacent space if that space is occupied. Each time you reconstruct it, its maximum hit points are reduced by half. If you do not or cannot reconstruct a fallen minion on your turn, it crumbles to dust at the end of your turn.

Grim Callings

Necromancers find themselves answering different callings as they conduct their grisly studies. You may choose which grim calling your necromancer heeds from the options listed below.

Soul Master

The soul master is the necromancer recalled in legends, the fearsome villain of so many heroic tales. They are mages equally comfortable with unhallowed magics and undead servants. Soul Masters make use of every part of the necromancer's skillset to torment their foes and control the battlefield.

Soul Masters are the most archetypal of necromancers, and in many ways the most balanced. They can put necromantic minions on the front lines, stand back and cast spells, or make use of their dark rites to adapt to different situations.

More Subclasses?

Supporters on Patreon can get access to more subclasses, including the Galvanist, Abominator, Boneshaper, and Blackblood.

Soul Master Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as necromancer spells for you, but they don't count against the number of necromancer spells you know.

Necromancer Level Spell
2nd minor drainSDS
3rd ray of enfeeblement
6th bestow curse
9th blight
11th wall of bonesS

Dark Charisma

When you pursue this calling at 2nd level, you develop a flair for unnerving theatrics. You learn the cantrip spiritcraftS, or another necromancer cantrip of your choice if you already know it. In addition, you can use your Intelligence in place of Charisma when making Deception and Intimidation checks.

Master of Rites

Starting at 2nd level, your wide-ranging approach to your necromancy enhances your necromantic rites. You immediately learn 1 additional necromantic rite and you gain 1 additional spirit point.

Morbid Shield

At 7th level, you can sacrifice your minions to defend yourself. As a reaction when you fail a saving throw against an effect that deals half damage on a successful save, you can choose to take half damage and deal the other half to one of your minions.

Wicked Flow

Starting at 10th level, your magic and minions reinforce one another. After you cast a spell of 4th level or higher, the next time you use your Undead Assault, you can command two minions to attack instead of one.

Marked for Magic

At 15th level, when one of your minions hits a creature with an attack, you can use your reaction to put a dark mark on it. Until the end of its next turn, that creature makes saving throws against your spells with disadvantage.

Master of Spirits

At 20th level, soul magic flows through you at all times. At the start of each of your turns, you gain 1 temporary spirit point, which fades at the end of your turn if unused.

Soul Master Rites

The following necromantic rites are only available to Soul Master characters.

Minion Magic


When you cast a necromancer spell of 1st level or higher, you can cast it as if you were occupying the space of any of your minions within 100 feet.

Captive Soul


When one of your necromantic minions that cost 2 spirit points or more dies, you can use your reaction to recover 1 spirit point.

Bonded Fortitude


When one of your necromantic minions takes damage that would reduce it to 0 hit points, you can use your reaction to redirect the damage to yourself instead. This damage ignores any resistance or immunity you possess.

Essence Overflow


When you expend spirit points, you regain 5 hit points per point spent.

Death Knight

The death knight is a brutal warrior, a necromancer who uses their dark art to become an indomitable champion. Death knights stand on the front lines, wielding cursed blades and wearing bone-gilded armor. While a death knight is perfectly able to command the dead, they rarely hide behind their minions, instead fighting alongside them.

A death knight is more warrior than wizard, and tends to treat their minions as expendable shock troops. In addition, they specialize in swift reanimation techniques, able to raise a corpse instantly to fight against its former allies.

Death Knight Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as necromancer spells for you, but they don't count against the number of necromancer spells you know.

Necromancer Level Spell
2nd grip of the deadK
3rd unholy waveK
6th aura of slaughterS
9th reanimating smiteS
11th drink lifeSDS

Armor of Undeath

When you pursue this calling at 2nd level, you take up the warrior's tools. You gain the following benefits:

  • You gain proficiency in martial weapons, light armor, medium armor, and shields.
  • Your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.
  • You can use a weapon as a necromantic focus.

Also at 2nd level, you gain 1 extra necromantic rite, which must be selected from the Death Knight's subclass-specific rites.

Spirit Shield

At 7th level, you can grab the souls of your slain foes and use them to defend yourself. When a hostile creature dies within 10 feet of you, you can use your reaction to cloak yourself in its fading essence. The next melee attack that hits you within 1 minute deals only half its usual damage, and the attacker takes 2d8 necrotic damage.

Blasphemous Blade

At 10th level, your weapon courses with unholy power. All your weapon attacks deal 1d8 bonus necrotic damage.

Spirit Armor

At 15th level, your Spirit Shield harvests more of a dying creature's soul. When it damages an attacker, you gain temporary hit points equal to the damage dealt.

Death's Champion

At 20th level, you are an unkillable presence on the battlefield. Anytime you take damage, you can redirect half that damage to one of your minions within 30 feet.

Death Knight Rites

The following necromantic rites are only available to Death Knight characters.

Black Channeling


When you finish a long rest, you can expend 1 spirit point to empower yourself with unholy power for the day. When you make a weapon attack, you can use your Intelligence modifier in place of Strength for attack and damage rolls. This lasts until you finish a long rest.

Boneyard Bait


When an enemy hits one of your minions with an attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks and make one melee attack against it.

Extra Attack

Prerequisite: 5th level


Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lord of the Legion


When you hit an enemy with an attack on your turn, the next attack against the same target by one of your minions is made with advantage.

Spiteful Raising


When you kill an enemy, you can reanimate it as a reaction using any rite you know that would normally require 1 action.

Spiritual Smite


When you spend spirit points, your next weapon attack that hits within 1 minute deals 2d8 bonus necrotic damage per spirit point spent.

Horde Raiser

The grimmest stories told about necromancers describe renegade spellcasters, unleashing hordes of zombies on unprotected villages. Not all necromancers are so depraved, and not every necromancer commands whole troops of minions — but some do. Horde raisers believe that "more minions" is always better, and sic small armies of the undead upon their foes.

Horde raisers control the battlefield by filling it with the dead. Their minions attack in gangs, seizing enemies and pummeling them, despite individually being quite weak. The advantage of weak minions is extreme disposability; a horde raiser is rarely concerned with losses.

Horde Raiser Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as necromancer spells for you, but they don't count against the number of necromancer spells you know.

Necromancer Level Spell
2nd grasping deadS
3rd death frenzyS
6th necromantic infusionSDS
9th field of rotS
11th corpse puppetsSDS

Expendable Allies

When you pursue this calling at 2nd level, you begin treating your minions as especially disposable resources. When you attempt a skill check, you can touch one minion that cost at least 1 spirit point and reduce its current and maximum hit points by your proficiency bonus. If you do so, you make the check with advantage.

Horde Attacks

Also at 2nd level, you develop specialized necromancy to enable your minions to work effectively in large groups. As an action, you can choose to command all your minions to attack at once. When a minion attacks this way, it doesn't add your Intelligence modifier or its spirit point cost to its damage. When you get your Undead Assault feature, a minion can make this special attack and a commanded attack from Undead Assault on the same turn.

In addition, you gain 1 additional spirit point, which you can only use to animate a necromantic minion.

Boneyard Tactics

At 7th level, your minions are able to act as a consistent unit. If a necromantic minion attacks a creature within 5 feet of one of the minion's allies, its attack can't be at disadvantage for any reason.

Expendable Allies

Also at 7th level, you learn to leverage your horde for your own protection. When you take damage that would reduce you to 0 hit points, you can use your reaction to transfer that damage to one of your minions instead. You can do so once, regaining the ability after a short or long rest.

Additionally, when you animate a minion costing only 1 spirit point, its maximum hit points are increased by your proficiency bonus.

Savage Dead

At 10th level, you can direct excess arcane power into your minions' feet. When you cast a necromancer spell of 1st level or higher, your minions can immediately move up to their speeds. The total movement can be divided among your minions, but can't exceed 5 feet for each slot level of the spell.

Indestructible Minions

At 15th level, your necromantic minions become remarkably difficult to kill. When a minion succeeds on a saving throw against an effect that deals half damage on a success, it takes no damage instead.

Teeming Horde

At 20th level, your reanimating rites assume remarkable potency. When you perform any rite to animate a necromantic minion, you can spend 1 additional spirit point and animate 2 minions instead. Each one's maximum hit points are halved.

Horde Raiser Rites

The following necromantic rites are only available to Horde Raiser characters.

Cadaverous Guards


When you start your turn, you gain a +1 bonus to your AC for each minion within 20 feet of you. This lasts until the start of your next turn.

Damage Control


As a reaction when an effect would reduce multiple necromantic minions to 0 hit points, you can choose for any number of those minions to drop to 1 hit point instead. You take half the damage the minions avoid as a result, which can't be resisted or reduced in anyway.

Grasping Horde


Your necromantic minions can work together to grapple foes. Your minions can take the Help action, applying it only to grapple attempts performed by another minion. If two or more minions Help on a grapple attempt, the grappler can add your Intelligence bonus to the die roll.

Unending Horde


Once per turn when one of your minions falls to 0 hit points within 60 feet of you, you can expend a spell slot to instantly reanimate it. Roll a number of d6's equal to the level of the spell slot spent. The minion immediately stands back up with its hit point maximum reduced by half, and its current hit points set to either the number rolled or its hit point maximum, whichever is smaller.

Spirit Mage

Some necromancers see their dark researches as alternate routes to arcane power. Perhaps they are entranced by pathways forbidden in a mages' college, or intentionally set out to meld arcane and necromantic disciplines. A spirit mage learns to use their minions as batteries, relying on necromancy as a shortcut to magical might.

Spirit mages lean more on spellcasting than other necromancers. Their minions are more likely to serve as simple shields, standing between their master and the enemy, while the spirit mage stands back and hurls spells.

Spirit Mage Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as necromancer spells for you, but they don't count against the number of necromancer spells you know.

Necromancer Level Spell
2nd detect magic, inflict wounds
3rd deathly chillS
6th slowS
9th necromantic stormSDS
11th storm of spiritsS

Arcane Knowledge

When you pursue this calling at 2nd level, you specialize in magical studies. You gain proficiency with Arcana or another necromancer skill if you are already proficient.

Spirit Siphon

Also at 2nd level, you can drain the energy of your minions to strengthen your magic. When you cast a necromancer spell, you can reduce the current hit points of one of your minions within 30 feet by an amount equal to your Intelligence modifier plus the spell's level. If you do so, you deal the same amount of bonus necrotic damage to one target of the spell.

Dark Currents

At 7th level, you can read and react to black magic instinctively. As a reaction when you would suffer necrotic damage, you can choose to gain resistance to that instance of damage. If the damage was caused by a spell, you gain temporary hit points equal to the spell's level.

Overflowing Energies

At 10th level, when you cast a cantrip as an action, you can perform a necromantic rite that normally takes 1 action as a bonus action instead.

Spirit Rend

At 15th level, you greatly increase the amount of spirit power you can imbue into your spells. When you use your Spirit Siphon, you can drain creatures besides your minions, and you can drain a number of creatures within 30 feet up to your Intelligence modifier. Unwilling creatures must fail a Charisma saving throw to be drained. When you use your Spirit Rend, you can choose to deal all the drained damage to one target of your spell, or you can split the bonus damage among the same number of targets as you drained.

After you use your Spirit Rend once, you can't use it again unless you expend 1 spirit point to do so, or you finish a short or long rest.

Master of Magic

At 20th level, you can cast necromantic spells with trivial ease. You can cast 1st- and 2nd-level necromancer spells without expending spell slots.

Spirit Mage Rites

The following necromantic rites are only available to Spirit Mage characters.

Black Magic


When you cast a spell that deals damage, you can change its damage type to necrotic. Your class features and spells ignore resistance to necrotic damage.

Arcane Studies


You learn one 1st- or 2nd-level spell of your choice off of the wizard spell list, which becomes a necromancer spell for you. It counts as a Spirit Mage spell for your subclass features.

You can learn this rite multiple times; each subsequent time you learn this rite, you can choose spells of the next two levels higher. For example, the second time you learn the rite, you can choose spells of 1st, 2nd, 3rd, or 4th level.

Reaping Magic

Prerequisite: 9th level


When a hostile creature dies within 30 feet, you can use your reaction to harvest arcane energy from its fading spirit. The next spell you cast within 1 minute takes effect as if cast at one slot level higher.

Spiritual Mana


Anytime you cast a spell that deals damage or grants temporary hit points, you can expend 1 spirit point to increase its effects. One target of the spell suffers 2d8 bonus necrotic damage or gains 2d8 additional temporary hit points.

Graveguarded

The graveguarded are a necromantic sect that value quality over quantity. A graveguarded necromancer's aim is to animate the most powerful undead possible, enchanting and augmenting a single corpse until it is a juggernaut in combat. While they may animate lesser minions to supplement it or distract enemies, their focus is on producing a single mighty minion.

Graveguarded rely heavily on their fearsome graveguards, using lesser minions and spells only when circumstances require. Most graveguarded dote on their prize minions, even naming them, sometimes treating them more like family members or personal bodyguards than monsters of flesh and bone.

Graveguarded Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. These spells count as necromancer spells for you, but they don't count against the number of necromancer spells you know.

Necromancer Level Spell
2nd heroism
3rd warding bond
6th necromantic infusionSDS
9th accursed bladeS
11th spirit tetherS

Necroperfectionist

When you pursue this calling at 2nd level, you hone the skills required to keep your favorite minions in top condition. You gain proficiency in smith's tools, leatherworker's tools, or jeweler's tools. When you spend spirit points animating or healing a minion, you can use these tools over a period of 10 minutes to grant the minion temporary hit points equal to half your necromancer level.

Grave Guard

Also at 2nd level, you take 1 minute to designate a zombie or skeleton minion as your grave guard. This minion receives special benefits:

  • It adds half your necromancer level to the damage of its attacks.
  • It adds your Intelligence modifier to its AC even when wearing armor.
  • It gains proficiency in one saving throw type of your choice.
  • Your grave guard does not die when it falls to 0 hit points, but instead gains the ability to make death saving throws. It stabilizes or dies after 2 successful or failed saving throws, respectively.
  • You can command the grave guard to attack more than once on its turn.
  • When you expend a spell slot to heal your grave guard, it regains 1d8 additional hit points.

You can only have one grave guard at a time, and a minion loses all its benefits if stops being a grave guard.

Invested Ally

At 7th level, you gain the ability to empower your grave guard with your own life force. As an action, you can reduce your own hit points by an amount up to twice your necromancer level and give your grave guard twice as many temporary hit points. After you do so, you can't do so again until you finish a short or long rest.

Grave Weapon Mastery

At 10th level, your grave guard becomes an even more skillful combatant. When it makes a weapon attack, you can choose to subtract your proficiency bonus from the attack roll. If the attack hits, it deals bonus damage equal to twice your proficiency bonus.

Second Self

At 15th level, you can channel your magic through your grave guard. When you cast a necromancer spell that targets yourself, you can instead target your grave guard.

Necrotitan

At 20th level, your grave guard becomes a perfect creation and an absolute terror. Your grave guard counts every spirit point spent to empower it twice.

Graveguarded Rites

The following necromantic rites are only available to graveguarded characters.

Utter Reliance


You place all your trust in your grave guard, imbuing it with a piece of your own spirit to empower it. Your grave guard receives a d4, which it can add to all of its attack rolls and saving throws. You subtract a d4 from all of your attack rolls and saving throws.

Specialized Smasher


Your grave guard scores a critical hit on a roll of 19 or 20. When it scores a critical hit, creatures of your choice within 15 feet of it must make a Wisdom saving throw against your spell save DC or become frightened of it until the end of your next turn.

Skillful Spirit


You can spend 1 spirit point when you designate a grave guard to give it proficiency in 2 skills of your choice. You can also apply the effects of one rite out of Forgotten Soldier, Forgotten Skirmisher, Forgotten Knight, and Forgotten Mage. You must still meet any prerequisites for knowing the rite (for example, you would still need to know the Forgotten Soldier rite in order to use Forgotten Skirmisher or Forgotten Knight).

Unstoppable Minion


Your grave guard gains immunity to the charmed and frightened conditions, and advantage on saving throws to avoid being restrained or to end the restrained condition.

Necromancer Spell List

Cantrips

  • Bone HatchetS
  • Chill Touch
  • CorrosionS
  • Dancing Lights
  • Decaying TouchK
  • Draining BoltSDS
  • Grave CallSDS
  • Poison Spray
  • Ray of Frost
  • Shadow LashK
  • Spare the Dying
  • SpiritcraftS

1st Level

  • Arctic BreathK,SDS
  • Bad BloodK
  • Comprehend Languages
  • CorpselightS
  • Creeping ShadowS
  • Crippling AgonyK
  • Detect Evil and Good
  • Disguise Self
  • EntombK
  • Faerie Fire
  • False Life
  • Fearsome VisageSDS
  • Grip of the DeadK
  • Hellish Rebuke
  • Induce HeadacheK
  • Inflict Wounds
  • Mage Armor
  • Minor DrainSDS
  • Nauseating PoisonK
  • Osseous WeaponS
  • Shadow BindK
  • Sleep
  • Spiritual ConsultationK
  • Undead FamiliarS
  • Unseen Servant

2nd Level

  • Blindness/Deafness
  • Boil BloodK
  • Bone SpearS
  • Cold SnapK,SDS
  • Darkness
  • Darkvision
  • DeathgripS
  • Deathly ChillS
  • DisorientK
  • Enthrall
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Poison DartK
  • Ray of Enfeeblement
  • Shadow PhaseS
  • Silence
  • Touch of FilthSDS
  • Unbridled FurySDS
  • Unholy WaveK
  • Vicious VaporsK

3rd Level

  • Animate Dead
  • Animate ShadowK
  • Aura of SlaughterS
  • Bestow Curse
  • Bone WeavingS
  • Cruel PuppetryK
  • Deepen ShadowsS
  • False DeathSDS
  • Fear
  • Gaseous Form
  • Ghost StepK
  • Mounting ParanoiaK
  • MutateK
  • Necromantic InfusionSDS
  • Remove Curse
  • Siphon LifeSDS
  • Slow
  • Speak With Dead
  • Stinking Cloud
  • Summon Grave SpiritSDS
  • Vampiric Touch
  • WitherK

4th Level

  • Accursed BladeS
  • Black BoltS
  • Blight
  • Bone SpinesS
  • Death Ward
  • Devour ShadowK
  • Fetid BladeS
  • Field of RotS
  • Ghoul TouchS
  • Necrotic MineS
  • Necromantic StormSDS
  • Phantasmal Killer
  • Poison BlastK
  • Reanimating SmiteS
  • Revenant's FortitudeS
  • RibcageK
  • SuffocateK

5th Level

  • Cloudkill
  • Cone of Cold
  • Contagion
  • Corpse PuppetsSDS
  • Deglove CreatureK
  • Dominate Person
  • Drink LifeSDS
  • Ebon SpearS
  • Hold Monster
  • Midnight FireS
  • Necromantic StormSDS
  • Plague of RatsS
  • Seeming
  • Spirit TetherS
  • Spreading Toxin
  • Storm of SpiritsS
  • Terrifying GuiseS
  • Wall of BonesS
  • WraithbindS

6th Level

  • Black MoonS
  • Circle of Death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Form of BoneS
  • Grave PassageS
  • Harm
  • Magic Jar
  • Sky OmenSDS
  • Unholy CryptS
  • Wall of MiseryS
  • Wind of RuinS
  • WoundSDS

7th Level

  • Banshee's WailS
  • Crown of EntropyS
  • Etherealness
  • Finger of Death
  • Lich's MantleS
  • Twisting EruptionK

8th Level

  • Dominate Monster
  • River of SoulsS
  • Sever SoulS
  • Withering FieldSDS

Only via Grand Rite

9th Level

  • Death HexS
  • Reanimation, MassS
  • Power Word Kill
  • Reap SoulS
  • Weird

Spells marked with S were created by somanyrobots. Spells marked with SDS were created as part of the Spells That Don't Suck project. Spells marked with K were created by KibblesTasty and used with permission. All are linked in the Spell Sources appendix.

Appendix 1: Necromantic Minions


The necromantic minions included in this class may use your Proficiency Bonus (PB), Intelligence Modifier (INT), Spell Attack Modifier (SAM) and spirit point cost (SP) in their statistics.


Zombie Minion

Medium or Small undead (zombie)


  • Armor Class 8 + INT
  • Hit Points 4 + 12 times SP + your necromancer level
  • Speed 20 ft.

16 6 16 3 6 5
STR(+3) DEX(-2) CON(+3) INT(-4) WIS(-2) CHA(-3)

  • Saving Throws Constitution +3 plus PB
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages Understands the languages you speak

Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.

Undead Nature. The zombie doesn’t require air, food, drink, or sleep.

Spirited Strike. The zombie adds its spirit point cost to its attack damage (included below).

Actions

Slam. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 1d8 + INT + SP bludgeoning damage.


Skeletal Minion

Medium or Small undead (skeletal)


  • Armor Class 12 + INT
  • Hit Points 5 + 8 times SP + your necromancer level
  • Speed 30 ft.

10 14 15 6 8 5
STR(+0) DEX(+2) CON(+2) INT(-2) WIS(-1) CHA(-3)

  • Saving Throws Dexterity +3 plus PB
  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages Understands the languages you speak

Traits

Capable Minion. The skeleton has proficiency with simple weapons and light and medium armor.

Undead Nature. The skeleton doesn’t require air, food, drink, or sleep.

Spirited Strike. The skeleton adds its spirit point cost to its attack damage (included below).

Actions

Rake. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 1d6 + INT + SP slashing damage.


Specter Minion

Medium or Small undead (incorporeal)


  • Armor Class 10
  • Hit Points 4 + 6 times SP + half your necromancer level
  • Speed 0 ft., fly 30 ft. (hover)

1 14 9 8 10 10
STR(-5) DEX(+2) CON(-1) INT(-1) WIS(+0) CHA(+0)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you speak

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls.

Undead Nature. The specter doesn’t require air, food, drink, or sleep.

Actions

Life Drain. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 1d8 + INT necrotic damage, and the target can't recover hit points until the start of the specter's next turn. The specter gains temporary hit points equal to half the damage dealt.

Spook. The specter attempts to terrify one creature within 30 feet that can see it. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of the specter for 1 minute. It can repeat the save at the end of each of its turns to end the effect. The effect ends if the specter uses it against another creature.



Shadow Minion

Medium or Small undead (incorporeal)


  • Armor Class 12
  • Hit Points 2 + 4 times SP + half your necromancer level
  • Speed 40 ft.

6 14 13 6 10 8
STR(-2) DEX(+2) CON(+1) INT(-2) WIS(+0) CHA(-1)

  • Skills Stealth +4
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you speak

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws, and takes 1d4 radiant damage at the start of each of its turns.

Undead Nature. The shadow doesn’t require air, food, drink, or sleep.

Actions

Drain Vitality. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 1d4 + INT necrotic damage, and the target's next attack roll is made with disadvantage.


Bone Golem

Large undead (skeleton)


  • Armor Class 12 + INT
  • Hit Points 8 + 8 times SP
  • Speed 35 ft.

21 9 20 5 6 11
STR(+5) DEX(-1) CON(+5) INT(-3) WIS(-2) CHA(+0)

  • Saving Throws Constitution +5 plus PB
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 8 + PB
  • Languages Understands the languages you speak

Traits

Undead Nature. The golem doesn’t require air, food, drink, or sleep.

Configurable Limbs. When you create the bone golem, you can give it up to four arms, which can wield weapons or be used for Rake attacks. Alternately, you can replace two arms or four arms with one or two of the natural weapons included in its stat block.


Actions

Rake. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 2d6 + INT + SP slashing damage.

Scythe. Melee Weapon Attack: +SAM to hit, reach 15 ft., one target. Hit: 4d4 + INT + 2 x SP slashing damage.

Seizing Claw. Melee Weapon Attack: +SAM to hit, reach 5 ft., one target. Hit: 1d8 + INT + SP slashing damage. The target must succeed on a Strength saving throw against your spell save DC or be grappled.

Ballista. Ranged Weapon Attack: +SAM to hit, range 60/120 ft., one target. Hit: 2d10 + INT + SP piercing damage. The bone golem loses 1d4 hit points when it fires this weapon.



Corpse Colossus

Huge undead (zombie)


  • Armor Class 14
  • Hit Points 15 times SP + your necromancer level
  • Speed 30 ft.

21 9 23 4 9 5
STR(+5) DEX(-1) CON(+7) INT(-3) WIS(-1) CHA(-3)

  • Saving Throws Strength +5 plus PB, Constitution +7 plus PB
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 9 + PB
  • Languages Understands the languages you speak

Undead Nature. The colossus doesn’t require air, food, drink, or sleep.

Undead Fortitude. If damage reduces the colossus to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.

Spirited Slam. The colossus adds double its spirit point cost to its melee attack damage (included below).

Actions

Slam. Melee Weapon Attack: +SAM to hit, reach 10 ft., one target. Hit: 2d12 + INT + 2 x SP bludgeoning damage.

Corpse Hurl. Ranged Weapon Attack: +SAM to hit, range 60/120 ft., one target. Hit: 2d8 + INT bludgeoning damage. Hit or Miss: One zombie minion is created in a space adjacent to the target, as if animated with 1 SP, and takes its turn imediately after the colossus. The colossus's maximum hit points are reduced by an amount equal to the zombie's maximum hit points.



Appendix 2: New Equipment


Necromantic Focus


A necromantic focus is a special item designed specifically to channel necromantic energies. It may take the form of a jeweled skull, bone wand, ceremonial dagger, or another appropriate implement. A necromancer can use such an item as a spellcasting focus, as described in its Spellcasting feature and the Spellcasting section of the Basic Rules.

Appendix 3: Spell Sources


Spells used are available in these collections, all of which are free to use and reference for any purpose.

  • Spells That Don't Suck is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with SDS.
  • So Many Spells is a set of wholly original spells written by somanyrobots. These are marked with S.
  • Kibbles' Casting Compendium is the complete set of spells written by KibblesTasty. These are marked with K.

Changelog

v0.9

  • Added feature to a few minions to clarify weapon attacks
  • Enabled spell-slot healing for all minions
    • Buffed the graveguard's spell-slot healing
  • Folded Black Blade rite into Death Knight's base kit
  • Reworked Blasphemous Blade into constant damage (basically improved divine smite)
    • Revived prior Blasphemous Blade as refreshed Spiritual Smite rite
  • Replaced Deathly Strike with Unhallowed Energies
  • Added the Bone Golem minion!

v0.8

  • Added the Graveguarded!
  • Adjusted Necromantic Minion crumble time, so you can reuse a minion
  • Converted Vicious Dead to replace Rotten Vitality as a feature (built into minions now)
  • Buffed Crumbling Corpse to use in place of an attack
  • Converted Battlefield Animation to a general rite
  • Adjusted language on minions making multiple attacks
    • You can't command a minion more than once, but now minions are valid targets for haste, a Warlord's command, etc.
  • Clarified Beastly Minion
  • Forgotten Soldier buffs Strength (usability fix)
  • Soul Master
    • Buffed Essence Overflow
  • Death Knight
    • Replaced Battlefield Animation with Spiteful Raising
  • Horde Raiser
    • Buffed Unending Horde from a reaction to 1/turn
  • Spirit Mage
    • Added 9th level prereq to Reaping Magic
  • Necromantic Minions
    • Buffed hp scaling on all minions
      • Most minions add necromancer level to hp, some add half
      • Spirit-point scaling also generally buffed
      • Minions should have about 1.5x as much hit points at low levels, up to 2x at high levels
    • Gave most minions +SP to damage
  • Added more spells

v0.7

  • Added the Spirit Mage!
  • Reworked Font of Spirit
  • Buffed base SP
  • Buffed hp for zombies and skeletons
  • Death Knight
    • Reworked Death's Champion
  • Spells
    • Added Unholy Crypt, Sever Soul, Soul Leech, Bone Spines, Deepen Shadows, Shadow Phase, Spreading Toxin, Fetid Blade
    • Reworked/renamed Savage Rush (Death Frenzy)

v0.6

  • Eliminated SP cost for Substandard Servitor
  • Death Knight
    • Replaced Spiritual Smite with Black Blade
    • Deleted Undead Rush
  • Horde Raiser
    • Buffnerfed Damage Control
      • Now costs a reaction
      • Necromancer talks half damage instead of full
  • Spells
    • Added Death Frenzy, Deathly Chill, Field of Rot, Lich's Mantle, Aura of Slaughter, Banshee's Wail, Black Moon, Bone Hatchet, Creeping Shadow, Osseous Weapon, Spiritcraft, Steal Shadow

v0.5

  • Deleted Unholy Harvest (for now)
  • Moved Spirit Harvesting to a core class feature (13th)
  • Turned Rotten Vitality into a core class feature (7th)
    • Removed 1 rite and adjusted rite scaling
  • Added Font of Spirit rite
  • Moved Forgotten Soldier rite from 3rd to 5th
  • Moved Might of the Crypt from 9th to 13th
  • Removed friendly fire from Explosive End
  • Added reconstruction clause to Vile Phylactery
  • Fixed phase-through-objects for Ethereal Form
  • Added Grand Rite
  • Soul Master
    • Added art
    • Reworked Marked for Magic
    • Tweaked phrasing on Bonded Fortitude
  • Death Knight
    • Turned Extra Attack into a 5th-level rite
      • Added a bonus rite to make up for it
    • Adjusted Boneyard Bait
    • Moved Blasphemous Blade to 10th
      • Moved Lord of the Legion to a rite
    • Added Spirit Armor at 15th
    • Replaced death ward with reanimating smite
  • Horde Raiser
    • Added!

v0.4

  • Rebuilt as a 3/4 caster!
    • Tweaked feature levels
    • Reduced Corpse Colossus cost to 4 SP
    • Added Legion attacks to Death Knight
    • Deleted Spiritual Mana and Grand Rite

v0.3.1

  • Debuilt back into a half caster
  • Incorporated a number of new rites written for the full-caster version
  • Restored Dark Researches
  • Big buff: spirit points spent on rites count for scaling a minion's hp
  • Increased quantity of necromantic rites
  • Added Grand Rite

v0.3

  • Rebuilt as a full caster
    • Moved Spellcasting and Necromantic Rites to 1st level
      • The only rite available at 1st level is Substandard Servitor
    • Removed Dark Researches
    • Rescaled spirit points - instead of a linear pool that grows from 1 to 6, spirit points now cost spell slots, and scale from 1 to 25.
      • Spirit point costs have generally been increased accordingly
    • Blasphemous Recovery and Grand Rites removed
    • Extra Attack replaced with Minion Attacks
    • Death Knight gains Extra Attack at 6th level
  • Necromantic Rites
    • Reworked Armor of Bones, Spiritual Mana, Beastly Minion, Lasting Necromancy
    • Added Corpse-Feeder, Extra Arm, Might of the Crypt, Forgotten Skirmisher, Ethereal Form, Forgotten Mage, Reconstructing Minion

v0.2

  • Added Shadow Minion and Corpse Colossus stat blocks
  • Clarified Necromantic Minion rules slightly
  • Added Forgotten Knight, Emergency Leech, Explosive End, Rotten Vitality, Grave Wisp, Soul-Infused Attacks, and Lasting Necromancy rites
  • Adjusted timing on Crumbling Corpses, well, crumbling

v0.1

  • Initial Release!
Thank you supporters!

A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:

  • Alex Whitehurst
  • Alexander LeHane
  • Andrew Porteous
  • arawnannwn
  • bluewarbler
  • Danny Mendoza
  • David Sharp
  • Edward Ling
  • GlaciesGlace
  • Graham Hildebrandt
  • Gregory Miao
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  • Maya
  • nitro_dynamite18
  • Oldmanfranks
  • René Grates
  • Santi L.S
  • Seita
  • Ssenmad
  • TikiShades
  • William Davis
  • Zee Xorn

And a very special thank you to Archmage-tier supporters!

  • AJ Berrios
  • Grimm
  • Lochey
Credits & References:

Necromancer created by somanyrobots
Discord | Patreon


All systems and spells used with permission of their creator.


Playtesting

Coordinator: Roman Penna
Testers:


Editing

None yet!


Art

Background Image Stains

Jared Ondricek


Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.


Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.

Licensing

All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.


Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.


Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.