##### 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 |
\pagebreakNum
### 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 drain^SDS^*, and *undead familiar^S^*.
## 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.
\columnbreak
### 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.
\pagebreakNum
### 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.
\columnbreak
### 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.
\pagebreakNum
## 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 familiar^S^* 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.
\pagebreakNum
#### 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.
\columnbreak
### 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 drain^SDS^*. 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.
\pagebreakNum
#### 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.
\columnbreak
#### 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.
\pagebreakNum
#### Cantrips
- Bone Hatchet^S^
- Chill Touch
- Corrosion^S^
- Dancing Lights
- Decaying Touch^K^
- Draining Bolt^SDS^
- Grave Call^SDS^
- Poison Spray
- Ray of Frost
- Shadow Lash^K^
- Spare the Dying
- Spiritcraft^S^
#### 1st Level
- Arctic Breath^K,SDS^
- Bad Blood^K^
- Comprehend Languages
- Corpselight^S^
- Creeping Shadow^S^
- Crippling Agony^K^
- Detect Evil and Good
- Disguise Self
- Entomb^K^
- Faerie Fire
- False Life
- Fearsome Visage^SDS^
- Grip of the Dead^K^
- Hellish Rebuke
- Induce Headache^K^
- Inflict Wounds
- Mage Armor
- Minor Drain^SDS^
- Nauseating Poison^K^
- Osseous Weapon^S^
- Shadow Bind^K^
- Sleep
- Spiritual Consultation^K^
- Undead Familiar^S^
- Unseen Servant
\columnbreak
#### 2nd Level
- Blindness/Deafness
- Boil Blood^K^
- Bone Spear^S^
- Cold Snap^K,SDS^
- Darkness
- Darkvision
- Deathgrip^S^
- Deathly Chill^S^
- Disorient^K^
- Enthrall
- Gentle Repose
- Hold Person
- Lesser Restoration
- Poison Dart^K^
- Ray of Enfeeblement
- Shadow Phase^S^
- Silence
- Touch of Filth^SDS^
- Unbridled Fury^SDS^
- Unholy Wave^K^
- Vicious Vapors^K^
#### 3rd Level
- Animate Dead
- Animate Shadow^K^
- Aura of Slaughter^S^
- Bestow Curse
- Bone Weaving^S^
- Cruel Puppetry^K^
- Deepen Shadows^S^
- False Death^SDS^
- Fear
- Gaseous Form
- Ghost Step^K^
- Mounting Paranoia^K^
- Mutate^K^
- Necromantic Infusion^SDS^
- Remove Curse
- Siphon Life^SDS^
- Slow
- Speak With Dead
- Stinking Cloud
- Summon Grave Spirit^SDS^
- Vampiric Touch
- Wither^K^
#### 4th Level
- Accursed Blade^S^
- Black Bolt^S^
- Blight
- Bone Spines^S^
- Death Ward
- Devour Shadow^K^
- Fetid Blade^S^
- Field of Rot^S^
- Ghoul Touch^S^
- Necrotic Mine^S^
- Necromantic Storm^SDS^
- Phantasmal Killer
- Poison Blast^K^
- Reanimating Smite^S^
- Revenant's Fortitude^S^
- Ribcage^K^
- Suffocate^K^
#### 5th Level
- Cloudkill
- Cone of Cold
- Contagion
- Corpse Puppets^SDS^
- Deglove Creature^K^
- Dominate Person
- Drink Life^SDS^
- Ebon Spear^S^
- Hold Monster
- Midnight Fire^S^
- Necromantic Storm^SDS^
- Plague of Rats^S^
- Seeming
- Spirit Tether^S^
- Spreading Toxin
- Storm of Spirits^S^
- Terrifying Guise^S^
- Wall of Bones^S^
- Wraithbind^S^
#### 6th Level
- Black Moon^S^
- Circle of Death
- Create Undead
- Disintegrate
- Eyebite
- Form of Bone^S^
- Grave Passage^S^
- Harm
- Magic Jar
- Sky Omen^SDS^
- Unholy Crypt^S^
- Wall of Misery^S^
- Wind of Ruin^S^
- Wound^SDS^
#### 7th Level
- Banshee's Wail^S^
- Crown of Entropy^S^
- Etherealness
- Finger of Death
- Lich's Mantle^S^
- Twisting Eruption^K^
#### 8th Level
- Dominate Monster
- River of Souls^S^
- Sever Soul^S^
- Withering Field^SDS^
> *Only via Grand Rite*
> #### 9th Level
> - Death Hex^S^
> - Reanimation, Mass^S^
> - Power Word Kill
> - Reap Soul^S^
> - Weird
> Spells marked with ^S^ were created by [somanyrobots](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells)"). Spells marked with ^SDS^ were created as part of the [Spells That Don't Suck](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck") project. Spells marked with ^K^ were created by [KibblesTasty](https://www.kthomebrew.com/s/SpellCompendium-v20_CC.pdf "Kibbles' Casting Compendium") and used with permission. All are linked in the Spell Sources appendix.
\pagebreakNum

# 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.
\pagebreakNum

___
> ## 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.
___
\pagebreakNum
___
> ## 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.
\columnbreak
___
> ## 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.
\pagebreakNum
___
___
> ## 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.
>
> \columnbreak
>
> ***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.
___
___
\pagebreakNum
# 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.
\pagebreakNum
# 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](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "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](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells)") is a set of wholly original spells written by somanyrobots. These are marked with ^S^.
* [Kibbles' Casting Compendium](https://www.kthomebrew.com/s/SpellCompendium-v20_CC.pdf "Kibbles' Casting Compendium") is the complete set of spells written by KibblesTasty. These are marked with ^K^.
\pagebreakNum
## Changelog
### v{current-version}
* 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)
\columnbreak
### 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
\pagebreakNum
### 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!
\pagebreakNum
> ##### 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
> * mattthew luisi
> * 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
\columnbreak
> ##### Credits & References:
> Necromancer created by [somanyrobots](https://www.somanyrobots.com "somanyrobots.com")
> [Discord](https://discord.gg/6p6DqCxTTw "Discord") | [Patreon](https://www.patreon.com/somanyrobots "patreon.com/somanyrobots")
> ___
> All systems and spells used with permission of their creator.
> ___
> ##### Playtesting
> **Coordinator:** Roman Penna
> **Testers:**
> ___
> ##### Editing
> None yet!
>___
> ##### Art
> * The Necromancer, by [Zana Arnautovic](https://www.artstation.com/sylleth "Artstation - Sylleth")
> * Soul Master, by [Alifka Hamamm Nugroho](https://www.artstation.com/alifkahammamnugroho "Artstation - Alifka Hamamm Nugroho")
> * Death Knight, by Alifka Hamamm Nugroho
> * Horde Raiser, by Alifka Hamamm Nugroho
> * Spirit Mage, by Zana Arnautovic
> * Corpse Puppets, by [Danilo E. Valdez Jr.](https://daniloevaldez.artstation.com/ "Artstation - Danilo Valdez")
> * Specter, by [Roberto Andreas](https://www.artstation.com/randreas "Artstation - Roberto Andreas")
> * Corpse Colossus, by Danilo E. Valdez Jr.
>___
> ##### Background Image Stains
> [Jared Ondricek](https://watercolors.giantsoup.com/)
> ___
> Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck").
> ___
> Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available [here](https://www.kthomebrew.com/krd "KibblesTasty KRD").
> ##### Licensing
> All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license ([CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "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](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck").
> ___
> Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available [here](https://www.kthomebrew.com/krd "KibblesTasty KRD").
> ___
> ##### 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](https://dnd.wizards.com/resources/systems-reference-document "SRD 5.1").
>
> * The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License [available here](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY").