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### Galvanist Some necromancers approach their dark art less as a matter of ritual and tradition, and instead as one of careful experimentation and scientific progress. Galvanists seek to discover broader principles of necromantic power, and attempt to precisely map the countours of life and death. Galvanists augment their necromantic prowess with scientific experimentation, modifying their minions with machinery, armor, and galvanic augmentations. Their minions are deadlier, more aggressive, but also riskier and more difficult to control. They also tend to rely less on spellcasting, pouring more of their energies into their scientific pursuits. #### Galvanist 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 | *shocking grasp*, *false life* | | 3rd | *lightning spike^S^* | | 6th | *haste* | | 9th | *jumping jolt^K^* | | 11th | *voltaic pulse^S^* | \columnbreak
#### Scientific Mind When you pursue this calling at 2nd level, you hone the skills necessary for your particular trade. You gain proficiency with tinker's tools, or another tool of your choice if you are already proficient. Also, you have advantage on Intelligence checks to assess or understand electrical phenomena. #### Lightning Infusion Also at 2nd level, you learn to channel electricity to enhance the vitality of your minions. When you animate a necromantic minion, you can expend any spell slot to enhance it. You can apply one of the following effects for each slot level spent: * The minion's maximum hit points are increased by 5 (you can select this option more than once). * The minion's attacks do 1d4 bonus lightning damage. * When a creature damages the minion with a melee attack, it takes 1d6 lightning damage. * The minion gains resistance to lightning damage. #### Electric Resuscitation Also at 2nd level, you discover techniques for using electricity to revive wounded comrades. When you would deal lightning damage to a creature with 0 hit points, you can instead choose to revive it. If you do so, it gains a number of hit points equal to the lightning damage it would have suffered and it immediately stands up. Its maximum hit points are reduced by half the hit points it gains. A creature can benefit from this effect one time between long rests. \pagebreakNum #### Enhancing Jolt At 7th level, your strange researches provide new pathways to resilience. You gain resistance to lightning damage. Additionally, a creature that benefits from your Electric Resuscitation has its speed increased by 10 feet for 1 minute, and gains additional hit points equal to your Intelligence modifier. #### Augmented Minions At 10th level, you can improve your minions further. Anytime you apply a Lightning Infusion to a minion, its speed is increased by 10 feet, and you gain one spirit point to immediately spend on enhancing it. #### Berserk Rampage At 15th level, your necromantic minions are able to enter a frenzied state as they near death. When a minion is under the effect of your Enhancing Jolt, it gains advantage on all its attacks. #### Master Reanimator At 20th level, your skill at electrical reanimation reaches its pinnacle. Anytime you use your Lightning Infusion on a minion, you can select one additional option at no cost, and you can increase your current and maximum hit points by 1d4 until you finish a long rest. ### Galvanist Rites The following necromantic rites are only available to galvanic reanimator characters. #### Self-Experimentation ___ When you finish a short or long rest, you can spend 1 spirit point to apply a Lightning Infusion to yourself, with the following modifications. * When applied in this way, you can't choose any option more than once. * If you would gain resistance to lightning damage but already have it, you gain immunity instead. #### The Body Electric ___ When you apply a Lightning Infusion to a necromantic minion, it gains the abilty to add your Intelligence modifier to its Constitution saving throws. #### Lightning Rod ___ When you cast a spell that deals lightning damage, you use your necromantic minions to extend its effects. The minion must be the target of the spell, or within its area if it affects an area. The spell can affect one additional target that is within 30 feet of the minion. If the spell requires an attack roll to hit, it can hit the minion automatically. #### Shock Absorber ___ When a necromantic minion would gain resistance to lightning, it gains immunity instead. When it would suffer lightning damage to a spell effect, it instead gains temporary hit points equal to twice the spell's level. \columnbreak ### Abominator Among the vilest of necromancers are the abominators. These dreadful experimentalists specialize in flesh- and bone-shaping, researching techniques to twist a creature's form and alter its physiology. Some of them are medics or chirurgeons, drawn to forbidden methods; others are simply mad scientists. Abominators can use their awful tools to enhance their minions, themselves, or even their allies. Their minions are often twisted and strange, with additonal limbs, unnatural joints, or bizarre growths. At the peak of the abominator's art, they can magically wrack the bodies of their enemies, forcing flesh and bone to move in uncanny and unwelcome ways. #### Abominator 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 | *crippling agony^K^* | | 3rd | *disguise creature^S^* | | 6th | *mutation^K^* | | 9th | *ghoul touch^S^* | | 11th | *rattle bones^S^* | #### Bad Medicine When you pursue this calling at 2nd level, you gain a warped understanding of biology and medicine. You gain proficiency in the Medicine skill, or a necromancer skill of your choice if you are already proficient. When you fail a Wisdom (Medicine) check directed at a willing creature, you can deal 1 point of piercing damage to the creature to reroll the check, keeping the new result. #### Abhorrent Modification Also at 2nd level, you begin to experiment on the living and the dead alike. When you animate a necromantic minion, you can apply one of the following abhorrent modification to it: * You can increase its maximum hit points by half your necromancer level. * You can increase the reach of all its melee attacks to 10 feet. * You can change all its weapon damage to either acid or poison damage (choose when you apply the modification). * The first time a creature hits the minion with a melee attack, it must succeed on a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. You can also expend 1 spirit point to apply an abhorrent modification to any willing creature over the course of 1 minute. A creature can only be under the effect of one modification at a time, and the modification fades when you finish a long rest unless you spend a spirit point to extend it. \pagebreakNum
#### Emergency Organs At 7th level, you apply some of your experimental techniques to yourself. You gain resistance to poison damage, and when you roll a death saving throw, you can treat any result of 18-20 as a natural 20. #### Monstrous Modification At 10th level, you learn to apply truly terrifying adjustments to your minions. When you use your Abhorrent Modification on one of your minions, you can additionally apply one of the following changes: * **Leeching Touch.** Anytime the minion begins its turn grappling another creature, that creature takes 1d4 necrotic damage and the minion regains the same amount of hit points. * **Weeping Wounds.** If the minion is below half its maximum hit points, all its attacks deal 1d6 bonus poison damage. * **Reactive Growth.** When a creature hits the minion with a melee attack, the minion rolls a d6. On a roll of 5-6, it can immediately make one attack against the creature that hit it. * **Fleshcrafted Wings.** The minion gains a flying speed equal to half its walking speed. * **Excessive Limbs.** The minion gains a climbing speed equal to its walking speed and makes all its checks to initiate or maintain grapples with advantage. #### Fleshcrafted Fury At 15th level, your minions are able to consume their own bodies to fuel their rage. As an action, you can reduce a minion's current and maximum hit points by a number up to your necromancer level. All its attacks deal bonus necrotic damage equal to half the amount of the reduction. > A GM could reasonably say that an abominator can't do most of their various modifications on specter minions; no flesh to craft, after all. There's not a balance issue with it, though. \columnbreak #### Ultimate Abominations At 20th level, your works are singularly horrifying to any who witness them. When any creature affected by your Abhorrent Modification damages another creature, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you and every creature affected by your Abhorrent Modification. While frightened in this way, a creature takes 1d8 bonus necrotic damage anytime it takes damage from a creature it is frightened of. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature successfully saves against this effect, it is immune to it for 24 hours. \pagebreakNum
### Abominator Rites The following necromantic rites are only available to Abominator characters. #### Fleshmelded Weapon ___ You can permanently install a simple or martial weapon into your necromantic minion's body over the course of 1 minute. The minion automatically gains proficiency with the weapon, and all its attacks with that weapon deal 1d4 bonus acid or poison damage (you choose when you perform this rite). It can't be disarmed of the weapon. #### Abhorrent Resilience *Prerequisite: 7th level* ___ When you apply an Abhorrent Modification to a living creature, you can expend a spell slot of any level to grant it the benefits of your Emergency Organs feature. The expanded critical range for its death saving throws increases by 2 for each slot level above 1st. Once a creature critically succeeds on a death saving throw in this way, it can't do so again until its Abhorrent Modification is recreated or extended. \columnbreak #### Connected Vitality ___ When you create a necromantic minion, you can physically attach it to an existing minion. The two minions become a single creature, with a single pool of hit points equal to their combined maximum hit points. They still take actions independently and neither one can die until their combined hit points are reduced to 0. Each one has its speed halved, and both minions move when one minion does. #### Sacrificial Flensing ___ As an action, you can reduce a necromantic minion's maximum hit points by 2d8. It gains twice that amount as temporary hit points. \pagebreakNum ### Boneshaper Boneshapers are an order of necromancers obsessed with osteomancy, the magic of bone. They warp their minions into twisted creations, equipped with spurs and plates of bone, and fashion cursed wepaons for their allies to use. A boneshaper may be a twisted experimenter, a demented artiste, or anything in between. A boneshaper focuses on supporting and enabling their allies and minions, rarely fighting themselves. The most extreme believe in using necromantic power to transcend one's physical limits, while tamer boneshapers simply see cursed-bone weapons as indispensable tools. #### Boneshaper 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 | *osseous weapon^S^* | | 3rd | *bone spear^S^* | | 6th | *bone weaving^S^* | | 9th | *bone spines^S^* | | 11th | *rattle bones^S^* | #### Bone Carver When you pursue this calling at 2nd level, you specialize in the study and use of bone. You gain proficiency in Survival or necromancer skill of your choice if you are already proficient. In addition, with 2 hours of work or as part of a long rest, you create crude items out of the bones of any slain (Medium or larger) creature. You can produce any simple weapon or 2d4 pieces of ammunition. #### Bone-cursed Blade Also at 2nd level, you learn to impart dreadful osteomantic curses to weapons, making them bone-cursed. As an action, you can touch a weapon and encrust it with hateful spurs of bone. The weapon gains the following effects: * Its attacks deal 1d4 bonus necrotic damage. * The weapon becomes a necromantic focus for casting osteomancy spells. * After the weapon hits a creature, its wielder can use a bonus action to shatter the bone spurs, passing the curse to the target. That creature takes 2d4 necrotic damage immediately and can't receive healing for 1 minute. It can attempt a Constitution saving throw against your spell save DC at the end of each of its turns, ending the curse on a success. While a necromantic minion wields a bone-cursed blade, its statistics increase as if you had spent one additional spirit point to animate it. This curse lasts until you finish a long rest. Once you curse one item in this way, you can't do so again until you finish a long rest, unless you spend 1 spirit point to do so. \columnbreak #### Skeletal Armor At 7th level, you learn new techniques for armoring your allies in dreadful bone. You learn the Armor of Bones necromantic rite, or another necromantic rite of your choice if you already know it. When you use your Armor of Bones, the target gains twice as many temporary hit points. While it has these temporary hit points, its AC can't be lower than 18. If it's proficient with heavy armor, it can instead choose to calculate its AC as if it were wearing plate mail. #### Crypt Legions At 10th level, anytime one of your minions is wielding a weapon made of bone, that weapon automatically becomes bone-cursed. #### Sympathetic Magic At 15th level, your blasphmeous weapons and osteomantic magic resonate together. When you damage a creature with a spell cast through a bone-cursed weapon, it automatically becomes cursed as if you shattered a bone-cursed blade on it. #### Field of Bone At 20th level, you can draw upon tremendous reserves of unholy power. When you cast an osteomancy spell, you can sacrifice any number of bone-cursed weapons you can see to duplicate the spell, originating from each destroyed weapon. A creature can't be affected by the spell more than once. Once you amplify your magic in this way, you can't do so again until you finish a short or long rest. > For area-of-effect spells, this effectively lets you multiply the area affected by the number of weapons shattered. For single-target spells, this adds an additional target for every weapon shattered. ### Boneshaper Rites The following necromantic rites are only available to Boneshaper characters. #### Bone Channel ___ You can cast spells through any bone-cursed weapon within 30 feet of you as if you were holding the weapon. #### Blasphemous Bone *Prerequisite: 9th level* ___ You learn the Bone Golem necromantic rite, which becomes a 9th-level rite for you. #### Bred in the Bone ___ All your minions' natural weapons gain the effects of your Bone-cursed Blade (the minions' statistics do not increase as if animated with an additional spirit point). #### Osseous Explosion ___ When one of your bone-cursed blades shatters, the necrotic damage is increased to 4d4. \pagebreakNum
### Blackblood The blackblooded are adepts of blood magic, necromancers who merge their own dark rites with the blasphemous arts of blood mages. The name "blackblood" is almost a pejorative, applied to these casters by arcane scholars who see necromancy as (further) perversion of an already-reviled art. Blackbloods..do not care. They embrace the title, even as they harness their own life force (or their minions') to fuel their deathly powers. > The blackblood uses a variety of blood magic spells and mechanics. General rules can be found in [KibblesTasty's Casting Compendium](https://static1.squarespace.com/static/5e7eab9fcc76e2321541f8b3/t/67310012bfaa046721d850fb/1731264535758/SpellCompemdiumV2.3.pdf "Kibbles' Casting Compendium"), under the heading "Blood Magic." #### Blackblood 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 | *blood bolt^K^*, *blood transfusion^K^* | | 3rd | *hungry blood^K^* | | 6th | *corpse explosion^K^* | | 9th | *wall of blood^S^* | | 11th | *bloody scythe^S^* | \columnbreak #### Blackblood's Blade When you pursue this calling at 2nd level, you learn the rudiments of blood magic. You can treat any wizard spell with the *blood magic* tag as a necromancer spell. Additionally, you can use a knife or a dagger as a necromantic focus. #### Blood and Bone Also at 2nd level, you learn to empower your necromancy with blood magic. Anytime you expend spirit points to perform a necromantic rite, you can choose to reduce your current and maximum hit points by an amount equal to your proficiency bonus until you finish a long rest. If you do so, the rite takes effect as if you spent one additional spirit point. #### Borrowed Essence At 7th level, you learn how to tap into your necromantic minions to fuel your blood magic. When you would suffer damage due to casting a blood magic spell, you can choose to suffer half as much and inflict the remainder on a minion you can see within 30 feet. #### Blood Frenzy At 10th level, you and all your minions grow more savage the closer you come to death. When you cast a damage-dealing spell of 1st level or higher while you are below half your maximum hit points, one target of the spell takes an additional die of damage. While one of your minions is below half its maximum hit points, its attacks deal one additional die of damage. \pagebreakNum #### Blood Harvest At 15th level, you can unleash a storm of crimson magic, draining the blood of all those around you. As an action, you can force every creature of your choice within 30 feet of you to make a Constitution saving throw against your spell save DC. A creature takes 6d8 necrotic damage on a failure or half as much on a success. You regain hit points equal to half the damage roll. If this would restore you to your maximum hit points, the excess becomes a number of temporary hit points up to your necromancer level. For every two creatures that fail the saving throw, you regain one expended spirit point. You can make a Blood Harvest once, regaining the ability after finishing a long rest. #### Bloodbound Army At 20th level, your blood magic reinforces your minions directly. Your necromantic minions are immune to the effects of your blood magic spells, and when you use your Borrowed Essence, your minions do not suffer damage as a result. When you cast a blood magic spell, you can select one necromantic minion within 30 feet of you or within the spell's area of effect. That minion gains temporary hit points equal to the damage you suffered to cast the spell. \columnbreak ### Blackblood Rites The following necromantic rites are only available to Blackblood characters. #### Blazing Blood ___ When you spend hit points to cast a blood magic spell, one creature within 30 feet takes the same amount of necrotic damage. #### Involuntary Donation ___ When a creature dies within 5 feet of you, you gain temporary hit points equal to 1d8 + your proficiency bonus. When a creature dies within 5 feet of one of your minions, the minion gains half that amount of temporary hit points. If multiple creatures would gain this benefit, it only applies to one creature (of your choice). #### Sanguine Shell *Prerequisite: 7th level* ___ When one of your necromantic minions takes (or would take) damage due to your Borrowed Essence feature, its AC is increased by the same amount until the end of its next turn. #### Sanguine Skeletons ___ All undead are valid targets for any of your spells that target creatures with blood. #### Leeching Minion *Prerequisite: 5th level* ___ When you create a necromantic minion, you can spend 1 additional spirit point to allow it to drain life on your behalf. When it damages a creature, you gain temporary hit points equal to the number of spirit points invested in the minion. If you are below half your maximum hit points, you regain these hit points instead. \pagebreakNum
### Resurrectionist Some necromancers come to their dark discipline with good intentions. They view necromancy not as a way to pervert life but to restore it; the most extreme simply treat it as healing by another name. Resurrectionist necromancers deploy their dark techniques to repair injury and aid allies, regardless of any moral qualms. #### Resurrectionist 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 | *cure wounds* | | 3rd | *aid* | | 6th | *reviving call^S^* | | 9th | *revenant's fortitude^S^* | | 11th | *mass cure wounds* | #### Self-Taught Medic When you pursue this calling at 2nd level, you gain proficiency in Medicine, and you can use your Intelligence in place of Wisdom when making Medicine checks. In addition, when you use a spell or class feature that applies healing with a range of Touch, you can do so with a range of 30 feet instead. \columnbreak
#### Heretical Healer Also at 2nd level, you learn to join your healing and necromantic techniques together. When you heal a creature, you can recapture some of that healing as a dark blessing. Once per turn when you heal a creature, choose one creature within 30 feet of the one you healed. The next time that creature hits with a weapon attack, it deals bonus necrotic damage equal to half the healing applied. #### Unholy Endurance At 7th level, your dark techniques grant all your allies with blasphemous vitality. When you heal a creature, it gains the following trait: * **Undead Fortitude.** If damage reduces the creature 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. If you heal a creature that naturally has this trait (for example, a zombie minion), then instead it makes its next saving throw for its Undead Fortitude with advantage. Once a creature benefits from this effect once, it can't do so again until it finishes a long rest. A creature loses the effect if it is unused when the creature finishes a long rest. > Keep in mind that most healing magic doesn't work on the undead; the Resurrectionist will trigger many of their features by using special healing described in the Necromantic Minions feature. \pagebreakNum #### Raging Vitality At 10th level, your healing magic fills your allies with unholy energy. When you use your action to heal one creature, it can make one additional attack if it takes the Attack action on its next turn. If it is a necromantic minion, it makes this attack with advantage. A creature can only ever gain one additional attack from this feature per round from this feature or other features that grant an additional attack. #### Selfish Surgery At 15th level, whenever you heal a creature, you gain temporary hit points equal to the healing applied. #### Mighty Medicine At 20th level, all healing you apply is increased by your necromancer level. ### Resurrectionist Rites The following necromantic rites are only available to Resurrectionist characters. #### Surgeon's Knife *Prerequisite: 5th level* ___ When you take the Attack or Cast a Spell action, you can use your bonus action to make one melee attack with a dagger you are wielding. #### Organ Donation ___ When you expend a spell slot to heal a creature as described in your Necromantic Minions feature, you can choose to deal damage equal to half the healing to one willing creature within 30 feet. If so, the recipient of the healing regains additional hit points equal to the damage dealt. #### Drain the Venom ___ If a creature has suffered poison damage within the last minute, it regains additional hit points equal to half your necromancer level when you heal it. As a bonus action after you heal a creature in this way, you can apply the poison to the weapon of another creature within 30 feet. The next time that creature hits with a weapon attack, its target must make a Constitution saving throw against you spell save DC or be poisoned until the end of its next turn. #### Clerical Techniques ___ The following spells are added to your list of resurrectionist spells. | Necromancer Level | Spell | |:---:|:-----------| | 2nd | *healing word* | | 3rd | *lesser restoration* | | 6th | *mass healing word* | | 9th | *vital surge^K^* | | 11th | *raise dead* | #### Combat Chirurgeon ___ When you heal a creature, the next attack made against you before the end of your next turn is made with disadvantage. \columnbreak ### Sandrotten The sandrotten are necromancers hailing from antique lands, trained in ancient embalming techniques and accustomed to working with preserved corpses. They gain a limited facility for calling on the desert itself, as well, and are able to imbue their minions with the heat and shimmer of the lone and level sands. #### Sandrotten 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 | *quicksand^S^* | | 3rd | *sirocco^S^* | | 6th | *rotting sands^S^* | | 9th | *mummy fist^S^* | | 11th | *tornado^K^* | #### Mortuary Arts When you pursue this calling at 2nd level, you learn the basics of the tomb priest's trade. You gain proficiency with embalming kits, and with your choice of disguise kits, herbalism kits, or poistoner's kits. #### Scouring Sands Also at 2nd level, your necromancy carries with it the scouring sands of a long-dead land. As a reaction when a creature you can see within 60 feet takes necrotic damage, you can conjure a searing blast of desert air. The target must make a Constitution saving throw against your spell save DC. On a failure, it takes 1d6 fire damage and it is blinded until the start of its next turn. This increases by 1d6 when you reach 10th (2d6) and 15th (3d6) level. You can conjure this wind a number of times equal to your Intelligence modifier, regaining all uses when you finish a long rest. #### Mummy Master Also at 2nd level, you learn the Mummy Minion necromantic rite, or another necromantic rite of your choice if you already know it. It doesn't count against your rites known. #### Searing Winds At 7th level, you can harness the desert winds to move yourself or your allies. As a bonus action, you can buffet one willing creature you can see within 120 feet with a fiery desert gust. The target takes 1d4 fire damage, but can immediately fly up to 30 feet without provoking opportunity attacks. #### Scorching Heat Also at 7th level, anytime you would deal cold damage with a necromancer spell, you can choose to deal fire damage instead. \pagebreakNum
#### Desert's Ruin At 10th level, the desert's brutal heat infuses your necromancy. Anytime you or one of your minions deals fire damage to an enemy, add an extra die of damage. In addition, you now receive an additional reaction which you can only use for your Scouring Sands feature. #### Sands of Decay At 15th level, your Scouring Sands gain an additional effect. When a creature fails its saving throw against your Scouring Sands, you can choose one of the following additional effects to apply: * It takes 2d6 additional fire damage. * The blindness lasts until the end of its next turn. * Its speed is halved until the end of its next turn. #### Curse of the Sands At 20th level, your desert-called powers can afflict your enemies with a curse drawn from those lone and level sands. When a creature fails a save against your Scouring Sands, it immediately becomes dessicated and shriveled. The next time it takes fire damage, it has vulnerability to the next instance of fire damage it takes within 1 minute. ### Sandrotten Rites The following necromantic rites are only available to sandrotten characters. #### Mummy Minion ___ Over the course of 1 hour, you can expend at least 2 spirit points to reanimate 1 humanoid corpse or bonepile. It becomes a Mummy Minion under your control indefinitely. \columnbreak
#### Desert Driven ___ You and all your necromantic minions gain resistance to fire damage. If a minion had vulnerability to fire damage, it loses it instead of gaining resistance. #### Cold Command ____ You learn the spell *command*, which is a necromancer spell for you. You can cast it without expending a spell slot a number of times each day equal to your Intelligence modifier. When you command a necromantic minion to attack, you can cast this spell through a necromantic minion in place of that minion's attack, but only if you didn't cast a spell on your turn. #### Premature Embalming ___ You learn to apply some of the initial rites of mummification to your own still-living body. Your maximum hit points are increased by an amount equal to your necromancer level #### Sandsight *Prerequisite: 5th level* ___ You and all your necromantic minions gain blindsight out to 30 feet. #### Embalmer's Rites ___ The following spells are added to your list of sandrotten spells. | Necromancer Level | Spell | |:---:|:-----------| | 2nd | *cure wounds* | | 3rd | *gentle repose* | | 6th | *remove curse* | | 9th | *death ward* | | 11th | *spirit tether^S^* | \pagebreakNum ### Dark Rider Some necromancers have a goal other than loyal minions — unbreakable beasts and unkillable mounts. A dark rider may come from a knightly or druidic background, with a fondness for animals now twisted by their blasphemous calling. They focus on minions they can command and control directly, mastering the battlefield by sword or staff from atop an undying steed. #### Dark Rider 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 | *corpselight^S^* | | 3rd | *lightfoot^S^* | | 6th | *fear* | | 9th | *greater invisibility* | | 11th | *terrifying guise^S^* | #### Rotten Horsemanship When you pursue this calling at 2nd level, you gain proficiency in light and medium armor, and you can use any of your necromantic minions as a mount provided it has appropriate anatomy and is at least one size larger than you. In addition, if you fall off your mount, you can treat the falling distance as if it were 10 feet fewer. #### Chivalry Is Dead Also at 2nd level, you can use your bonus action to designate a necromantic minion capable of serving as a mount as your Undying Steed. While you and your Undying Steed are within 5 feet of one another, you gain the following benefits: * You and your undying steed gain the benefits of half cover. * Your undying steed gains your saving throw proficiencies. * If you move at least 30 feet on your turn before making a melee attack, you make the attack with advantage. Your Undying Steed designation lasts until you use your bonus action to choose a different one. #### Beast Raiser Also at 2nd level, you learn the Beastly Minion necromantic rite. Until you reach 5th level, your beastly minions do not gain any flying or swimming speeds associated with their living forms. > As written, Beastly Minions lose their natural weapons when reanimated. For a more flavorful alternative, you can keep its natural weapons, but work with your GM to bring their damage in line with a minion's. Weapons with special properties (e.g. Reach) should be reduced further, though. \columnbreak #### Tandem Durability At 7th level, you and a loyal minion can bolster one another's defenses. If you and your Undying Steed are subjected to saving throws against the same spell or effect, you can both make the save with advantage. You can gain advantage in this way once, regaining the ability after finishing a short or long rest. #### Mounted Attacks Also at 7th level, when you take the Attack action, you can replace one attack with an attack by your mount instead. #### Ride Them Down At 10th level, you specialize in a particularly brutal style of mounted combat. The first time you and your Undying Steed both hit a given creature on the same turn, it takes 3d8 bonus necrotic damage. #### Graveyard Chimera At 15th level, your Beastly Minion rite improves. When you create a beastly minion, you can spend up to 4 SP to add the following modifications for 1 SP each: * You graft on skeletal wings, granting it a 30-foot flying speed. * You reinforce its natural weapons, increasing the damage dice on all its attacks by one size (to a maximum of a d12). * You strengthen its legs, increasing its walking speed by 20 feet. * You imbue it with more soul energy, increasing its current and maximum hit points by your necromancer level. #### Knight of the Grave At 20th level, you and your fearsome steed have become a terrible legend, to be spoken of only in whispers. Neither you nor your Undying Steed can drop below 1 hit point while the other is above 1 hit point. ### Dark Rider Rites The following necromantic rites are only available to Dark Rider characters. #### Doom Lancer You gain proficiency in shields and martial weapons. #### Extra Attack *Prerequisite: 5th level* ___ You can attack twice, instead of once, whenever you take the Attack action on your turn. #### Empowered Steed Anytime you cast one of your Dark Rider Spells, you and any necromantic minion you are mounted upon both count as the caster for purposes of the spell's effects. #### Siphon Steed As a bonus action, you can transfer a number of hit points up to to your Intelligence modifier + your necromancer level between you and your Undying Steed. #### Unstoppable Beast When your Undying Mount drops to 0 hit points, you can reanimate it as a bonus action anytime within the next minute. \pagebreakNum ### Dragonwraith The calling of the Dragonwraith is an esoteric and unusual one. These necromancers are at least as obsessed with dragons as they are with the undead, and seek to meld those fascinations. They seek out the corpses of drakes and dragons. They reanimate the corpses if possible, but if not, they often salvage scales, claws, and wings to graft onto other undead minions. Most dragonwraiths harbor an ultimate goal of constructing a dracolich, a mighty dragon of bone and spirit; but some aim higher, intent on *becoming* such a creature themselves. #### Dragonwraith 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 | *elemental reflection^SDS^* | | 3rd | *dragon surge^K^* | | 6th | *imbue element^SDS^* | | 9th | *dragonmaw^S^* | | 11th | *prismatic shield^S^* | #### Scholar of Dragonkind When you pursue this calling at 2nd level, you develop a keen interest in dragons and their history. You learn Draconic, and you have advantage on History, Medicine, and Persuasion checks relating to dragons and draconic creatures. #### Draconic Change Also at 2nd level, you develop techniques for infusing your necromantic minions with draconic power. When you animate a necromantic minion, you can augment it with draconic energies. Select one dragon color from the table at the end of this feature. Your minion receives the following benefits: * It gains resistance to the dragon's element, and you can choose when it attacks for its attack damage to be changed to the dragon's element. * Its AC is improved by 2. * You can cast Dragonwraith Spells with a target of "Self" targeting your minion instead. Only one necromantic minion can benefit from your Draconic Change at a time. | Dragon Type | Damage Type | |:---:|:-----------:| | Black/Copper | Acid | | Blue/Bronze | Lightning | | Green | Poison | | Red/Gold/Brass | Fire | | White/Silver | Cold | \columnbreak #### Draconic Fear At 7th level, you can channel a dragon's natural aura of terror. As a bonus action, you can force every creature within 20 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, a creature is frightened of you for 1 minute. While a creature is frightened in this way, all its attacks against you deal half as much damage. Once you use this ability, you can't do so again until you finish a long rest. #### Dracolich Controller At 10th level, you learn the Dracolich Minion necromantic rite, which has no prerequisite for you and doesn't count against your rites known. When you animate a Dracolich Minion, it costs you 1 fewer spirit point to do so. #### Draconic Mastery At 15th level, your necromantic minions are more fully invested with draconic might. Minions affected by your Draconic Change now gain immunity to the dragon's element, and their attacks deal 1d8 bonus damage of the dragon's element. When you animate a minion with your Draconic Change, you can spend 1 additional spirit point to grant yourself the benefits of your Draconic Change as well. If the minion dies, this effect fades. #### Undying Wyrm At 20th level, your draconic minions are world-inheriting terrors. You gain 4 additional spirit points, which you can only spend on animating or modifying a Dracolich Minion. In addition, your Dracolich Minions' Claw and Bite attacks each go up 1 die size (to 3d6 and 2d8, respectively). ### Dragonwraith Rites The following necromantic rites are only available to dragonwraith characters. #### Dragon's Breath You learn the spell *chromatic breath^K^*. You can cast it once without spending a spell slot. After you cast it in this way, you can't do so again until you finish a short or long rest. #### Drake Waker You learn the Beastly Minion necromantic rite. Instead of being able to use it on monstrosities, you can use it on dragons. #### Dracolich Minion *Prerequisite: 13th level* ___ Over the course of 10 minutes, you can expend at least 6 spirit points to reanimate 1 dragon corpse or bonepile. It becomes a Dracolich Minion under your control indefinitely. A dracolich minion cannot be modified with the Forgotten Soldier rite. \pagebreakNum #### Draconic Graft If you have access to a dragon corpse, you can spend 10 minutes and one spell slot of any level to remove a component from it and graft it onto a willing creature. The recipient gains a bonus based on what part you graft: * **Scales:** The recipient's AC can't be lower than 14. If you use a spell slot of 3rd level or higher, this AC increases by 1 for each two slot levels above 1st. * **Eyes:** The recipient gains blindsight out to 15 feet. If you use a spell slot of 2nd level or higher, this range increases by 5 feet for each slot level above 1st. * **Claws:** The recipient gains a claw attack, which is a natural weapon that can be used as a simple melee weapon which does 1d8 slashing damage on a hit. If you use a spell slot of 3rd or 4th level, it deals 1d10 slashing damage. If you use a spell slot of 5th level or higher, it does 1d12 slashing damage. * **Wings:** The recipient gains a 20-foot flying speed. If you use a spell slot of 3rd level or higher, this speed increases by 10 feet for each two slot levels above 1st. A creature can only receive one draconic graft at a time. A draconic graft applied to a living creature falls away after it finishes a long rest. A draconic graft applied to a necromantic minion can be maintained when you restore its hit points after a long rest, which costs 1 spirit point and 1 spell slot of any level (scaling the graft's effects to the slot level used). The first time you produce a draconic graft from a corpse, you automatically succeed. For subsequent grafts taken from the same corpse, you must succeed on a DC 15 Wisdom (Medicine) check. The DC increases by 5 for every additional attempt. #### Greater Grafting *Prerequisite: Draconic Graft* ___ When you apply a Draconic Graft to yourself, its effects are permanent. You can take this rite any number of times, enabling you to give yourself one permanent graft for each time you do so. #### Dracolich Meld *Prerequisite: 17th level* ___ You can conjoin your form to that of a dracolich minion. You become forcibly mounted on top of the chosen minion and cannout dismount or be dismounted. Your hit points are pooled together, and you both take on the same AC (whichever is higher). Damaging effects which would hit both you and the minion only apply once. You share all damage resistances and immunities. Anytime either you or your minion (but not both of you) would fail a saving throw, you can reduce your hit points by 20 to reroll the save, keeping the new result. Effects and auras which would emanate from you emanate from your minion instead, and any spells with a target of Self apply to both you and your minion. You can separate yourself from your minion when you finish a long rest, when you decide whether to heal it. > ##### Dragon Deficit? > For obvious mechanical and flavorful reasons, the Dragonwraith necromancer works best in campaigns that expect to encounter dragon-type creatures with some regularity. > > If you need a workaround for "there aren't enough dragons for me to do my awesome body horror", you might consider allowing a Dragonwraith necromancer to treat a formidable enemy's corpse as a dragon corpse once in each tier of play. That won't really be enough dragons to satisfy them, probably, but it should take the edge off. \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 soul point cost (SP) in their statistics. ___ > ## Mummy Minion > *Medium undead* > ___ > - **Armor Class** 10 + INT > - **Hit Points** 5 + 10 times SP + your necromancer level > - **Speed** 20 ft. >___ >|16|8|15|6|10|12| >|:---:|:---:|:---:|:---:|:---:|:---:| >|STR(+3)|DEX(-1)|CON(+2)|INT(-2)|WIS(+0)|CHA(+1)| >___ > - **Saving Throws** Wis +3 plus PB > - **Vulnerabilities** fire > - **Damage Resistances** necrotic, poison > - **Senses** darkvision 60 ft., passive Perception 10 + PB > - **Languages** Understands the languages you speak > ___ > ### Traits > > ***Undead Nature.*** The mummy doesn’t require air, food, drink, or sleep. > > ### Actions > ***Rotting Fist.*** *Melee Weapon Attack:* +SAM to hit, reach 5 ft., one target. *Hit:* 1d4 + INT + SP bludgeoning damage + 1d4 necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw against your spell save DC or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or similar magic. > > ***Dreadful Glare (Recharges after a short or long rest).*** The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of your next turn. Once a creature succeeds on this saving throw, it is immune to the Dreadful Glare of all mummy minions for 24 hours. \columnbreak When you animate a dracolich minion, you must select its size. ___ > ## Dracolich Minion > *Large or Huge undead (skeleton)* > ___ > - **Armor Class** 15 > - **Hit Points** 12 times SP + your necromancer level > - **Speed** 30 ft., fly 40 ft. >___ >|20|13|19|7|9|5| >|:---:|:---:|:---:|:---:|:---:|:---:| >|STR(+5)|DEX(+1)|CON(+5)|INT(-2)|WIS(-1)|CHA(-3)| >___ > - **Saving Throws** Strength +5 plus PB, Constitution +5 plus PB > - **Damage Resistances** necrotic, poison > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** blindsight 60 ft., passive Perception 9 + PB > - **Languages** Understands the languages you speak >___ > ***Undead Nature.*** The dracolich doesn’t require air, food, drink, or sleep. > > ***Spirited Attacks.*** The dracolich's claw attacks deal additional damage equal to double its spirit point cost (included below). > > ### Actions > ***Claw.*** *Melee Weapon Attack:* +SAM to hit, reach 5 ft., one target. *Hit:* 3d4 + INT + 2 x SP slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +SAM to hit, reach 10 ft., one target. *Hit:* 2d6 + INT + SP piercing damage, and the target is grappled if it is smaller than the dracolich (escape DC equals your spell save DC.) It can't bite another target while it is grappling a creature in this way. > > ***Decaying Breath (1 per long rest).*** The dracolich exhales a blast of necrotic and elemental power. When you create the dracolich, you choose whether this affects a 30-foot cone or a line 5 feet wide and 60 feet long. All creatures in the area must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 3d8 necrotic damage and 3d8 damage of the dracolich's draconic damage type. On a success, a creature takes half as much damage. This damage increases by 2d8 (1d8 of each type) for each spirit point beyond 6 that you spend animating the minion. \pagebreakNum # Appendix 2: New Equipment
## Weapons ___ A selection of new weapons to help you build necromancy-themed characters. | Item | Cost | Damage | Weight | Properties |:---:|:-----------|:--|:--|:--| | Greatscythe | 75 gp | 2d6 slashing | 1 lb. | Two-handed, Reach, Special | | Monk's spade | 15 gp | 1d6 slashing | 2 lb. | Special, Versatile (1d8) | | Pistol, Dragoon | 150 gp | 2d4 piercing | 4 lbs. | Flintlock, Ammunition (Lead Shot), Range (15/30), Loading, Special | | Sawbow | 175 gp | 3d4 slashing | 24 lbs. | Two-Handed, Range (40/60), Loading, Heavy, Ammunition (Saw Blade) | > The following variant rule is suggested for tables allowing expanded weapon lists. > ___ > **When a character receives a weapon as part of their starting equipment, it can't be worth more than 75 gp.** > ___ > That allows for all the weapons included in the basic rules. A reasonable but restrictive option is to reduce this to 50 gp, which excludes hand crossbows. A 25 gp limit would restrict heavy crossbows, longbows, and greatswords.
### Weapon Descriptions #### Greatscythe *Martial Melee Weapon* ___ A greatscythe is a massive blade, similar to the agricultural implements from which it evolved but with a brutally sharp blade. If the wielder hits a target within 5 feet with it, it only deals 1d6 damage. ___ #### Monk's Spade *Martial Melee Weapon* ___ A monk's spade, also known as a crescent-moon spade or chanzhang, is a staff with a flat spade-shaped blade at one end and a crescent blade at the other. The wielder can attack with the spade, dealing 1d6 slashing damage, or with the crescent, dealing 1d4 slashing damage. A monk's spade can be used for two-weapon fighting, counting the spade and crescent as separate weapons for this purpose. A monk's spade also qualifies as a monk weapon, and monks automatically gain proficiency with monk's spades. #### Sawbow *Martial Ranged Weapon* ___ A sawbow is a specialty crossbow, a unique tool used by those who hunt rogue zombies and ghouls. It uses 8-inch sawblades as ammunition, which must be cranked up to speed before they are launched by a massive crossbow arm. The weapon does devastating damage to targets at medium range, but the projectiles fall as soon as they stop spinning, making it ineffective further out. \columnbreak #### Pistol, Dragoon *Martial Ranged Weapon* ___ A dragoon or dragon pistol is a one-handed firearm with a short, flared barrel — basically a blunderbuss pistol. It is extremely ineffective at even moderate ranges, but lethal in close combat, and easy to reload even atop a bouncing carriage or a galloping horse. **Special.** You can reload a dragoon pistol as a bonus action, allowing you to fire it a second time on a turn despite the Loading property. When you hit a target with a dragoon pistol, a random creature within 5 feet of the target takes 1d4 piercing damage. \pagebreakNum
## Items ___ A selection of new items and equipment to help you build necromancy-themed characters. | Item | Cost | Weight | |:---:|:-----------|:--|:--|:--| | Corpse Candle | 10 gp | 0.1 lb. | | Embalming Kit | 25 gp | 5 lb. | | Necromantic Focus | 15 gp | 3 lb. | | Plague Mask | 25 gp | 1 lb. | ___
### Item Descriptions #### Corpse Candle ___ A black candle made with a mixture of beeswax and corpse wax. This candle burns with a greasy, oily smoke, except when used alongside a necromantic ritual. When corpse candles are burned during the performance of a necromantic rite or alongside the ritual casting of a necromancy spell, the smoke takes an eerie greenish cast, and the time required for the ritual is reduced by half. The number of candles required is equal to the number of spirit points spent or the level of spell cast. A corpse candle is fully consumed when burned to augment a ritual. #### 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. \columnbreak #### Plague Mask ___ A plague mask is a long-beaked mask, modeled after a bird's face. If you place 10 gp worth of incense or other strong-smelling items in the beak, you gain advantage on saving throws caused by fumes, gases, and odors for 1 hour. The scented materials are consumed at the end of the hour. #### Embalming Kit ___ This set of embalming tools contains various hooks, knives, jars, and chemical dessicants and preservatives. If you are proficient with it, you can spend 1 minute to use an embalmer's kit on a body killed within the last day. The corpse doesn't decay for 24 hours, and days spent under the influence of an embalmer's kit don't count against the time limit of spells such as *raise dead*. If you participate in the crafting of a potion or poison, you can make one embalmer's kit check with the same DC used to craft the potion or poison. On a success, half the resulting item's damage dice are changed to necrotic damage instead of its original type. \pagebreakNum ## Magic Items ### Necromancer Magic Items #### Scythe of Souls *Weapon (greatscythe), very rare (requires attunement)* ___ This mighty greatscythe is decorated with extravagant bone displays, with skeletal hands seeming to grip the blade to an ebony haft. You gain a +2 bonus to attack and damage rolls with this magic weapon. While you are attuned to this weapon, you gain the following benefits: * All your attacks with it deal 1d6 bonus necrotic damage. * If you have access to Necromantic Rites, your maximum spirit points are increased by 1. * When you cast any necromancy spell, your next attack with the scythe within 1 minute deals bonus necrotic damage equal to twice the spell's level. #### Book of Shadows *Wondrous item (spellbook), very rare (requires attunement)* ___ The book of shadows has an inky black cover, with black parchment in the interior and shifting white text. The book has the following spells scribed within it: * Creeping Shadow * Shadow Phase * Deepen Shadows * Black Bolt * Midnight Fire You can cast each spell once from the book, with a DC of 15 for any associated saving throws. Once you cast a spell directly from the book, you can't do so again until you finish a long rest. ___ **Curse.** While you are attuned to the Book of Shadows, you run the risk of losing your own shadow. Anytime you fail a death saving throw, a piece of your shadow is drawn into the book. Once three pieces have been drawn in, your shadow is permanently lost. The book gains a new spell permanently (determined by your DM), and your maximum hit points are reduced by 2d6 after every long rest. This hit point reduction cannot be reduced, prevented, or restored in any way. Once your maximum hit points fall to 0, you die, and arise 24 hours later as a shadow. You can have your shadow restored by a *remove curse* spell, but once you do so, you can never attune to the book again. #### Candle of the Dead *Wondrous item (corpse candle), uncommon/rare/very rare* ___ This corpse candle flickers with an unholy light, resting on a candle-holder made out of some forgotten creature's jawbone. When you burn this candle as part of a necromantic rite, the ritual takes effect as if you had spent additional spirit points. When you burn this candle while casting a necromancy spell as a ritual, the spell takes effect as if cast with a higher-level spell slot. The strength of the candle's effect is determined by the item's rarity (+1/+2/+3). \columnbreak #### Cadaverous Armor *Armor (any), uncommon* ___ Certain artisans allied with mighty necromancers have developed advanced techniques to equip an undead horde. When worn by a necromantic minion, a suit of cadaverous armor grants a +1 bonus to AC in addition to its normal AC. If the necromantic minion is capable of attunement and attunes to the armor, this bonus increases to +2 and the minion's statistics increase as if it were animated with 1 additional spirit point. #### Gravedigger's Spade *Weapon (monk's spade), rare (requires attunement)* ___ This monk's spade was the property of a dedicated temple acolyte, who took charge of the temple's cemetery before being buried in it herself after a bandit raid. This spade is a +2 magic weapon which can hold up to three charges. While you are attuned to it, you learn the spell *grasping dead^S^*. As a bonus action after you hit a creature with a melee attack, you can expend all the staff's charges to cast *grasping dead* at a spell level equal to the number of charges spent. The staff regains 1 charge when you spend at least 1 hour using the spade to perform a burial or funereal rite. #### Bejeweled Skull *Wondrous item (necromantic focus), uncommon/rare/very rare (requires attunement by a necromancer)* ___ This is an elaborately decorated skull, with jeweled inlays, decorative lacquer, or other extravagant features. It functions as a necromantic focus. While holding this skull, you gain a bonus to the spell attack rolls and saving throw DCs of your necromancer spells, and your maximum spirit points are increased. These bonuses are determined by the skull's rarity (+1/+2/+3). #### Demonic Skull *Wondrous item (necromantic focus), rare (requires attunement by a necromancer)* ___ Ordinarily, fiends defeated on the material plane dissolve, disappear, or otherwise return to their home plane. Under certain circumstances, however, a fiend's skull can be preserved and crafted into a necromantic focus. This blackened and horned skull grants a +1 bonus to the spell attack rolls and saving throw DCs of your necromancer spells. In addition, while you hold this skull, attacks by your necromantic minions do 1d6 bonus fire damage. \pagebreakNum #### Jörik's Foolscap *Wondrous item (hat), rare (requires attunement)* ___ This striking hat has alternating patches of black and white, with four long tassels draping down from the top. While you wear the hat, you gain the following benefits: * You gain a +1 bonus to all ability checks. * When a creature misses you with an attack, you can use your reaction to move up to half your speed without drawing opportunity attacks. * You learn the spell *hideous laughter*, which you can cast once as a bonus action without expending a spell slot. When cast in this way, the spell's DC is 15 or your spell save DC, whichever is higher. Once you cast the spell in this way, you can't do so again until you finish a long rest. #### The Bell of Jörik *Wondrous item (bell), very rare (requires attunement)* ___ This 2-inch bell sounds a striking and pure tone when jingled. In order to attune to the bell, you must attach it to a piece of clothing you wear or a weapon you wield. While you bear the bell, you gain the following benefits: * You gain a +2 bonus to all saving throws. * When a creature hits you with a melee attack, you can use your reaction to deliver a piercing ring of the bell. Every creature besides yourself within 15 feet must succeed on a DC 17 Wisdom saving throw or take 2d8 thunder damage. * You learn the spell *irresistible melody^S^*, which you can cast once as a bonus action without expending a spell slot. When cast in this way, the spell's DC is 16 or your spell save DC, whichever is higher. Once you cast the spell in this way, you can't do so again until you finish a long rest. #### The Skull of Jörik *Wondrous item (necromantic focus), legendary (requires attunement by a necromancer)* ___ This nondescript skull once belonged to a beloved and famous jester, all but forgotten now. While you carry the skull, you gain the following benefits: * You gain a +3 bonus to the spell attack rolls and save DCs of your necromancer spells. * All your necromantic minions gain a +3 bonus to their attack and damage rolls. This can't be combined with a bonus from a magical weapon. * All your necromantic minions gain immunity to the charmed and frightened conditions, and make all Wisdom saves with advantage. * You learn the spell *screaming skull^S^*, which you can cast once as a bonus action without expending a spell slot. When cast in this way, the spell's DC is 17 or your spell save DC, whichever is higher. Once you cast the spell in this way, you can't do so again until you finish a long rest. \columnbreak #### The Reunited Head of Jörik *Wondrous item, artifact (requires attunement by a necromancer)* ___ When you assemble Jörik's foolscap, bell, and skull together, they reunite to form a mighty artifact containing the awakened soul of Jörik-of-Japes himself. Jörik's skull wears its foolscap, with the bell magically multiplied and sewed onto the end of each of the hat's tassels. While you bear the head, you gain the following benefits: * You gain a +3 bonus to the spell attack rolls and save DCs of your necromancer spells. * You gain a +3 bonus to all ability checks and saving throws. * You can't be deafened and are immune to magical silence. * All your necromantic minions gain immunity to the charmed and frightened conditions, and make all Wisdom saves with advantage. All their attacks deal 1d8 bonus thunder damage. * You learn the spells *hideous laughter*, *irresistible melody^S^*, and *screaming skull^S^*, each of which you can cast once as a bonus action without expending a spell slot. When cast in this way, the spell's DC is 17 or your spell save DC, whichever is higher. Once you cast the spell in this way, you can't do so again until you finish a long rest. **Sentience.** Jörik's Head is a sentient chaotic neutral item with an Intelligence of 12, a Wisdom of 10, and a Charisma of 18. It has hearing and sight out to a range of 60 feet. It can understand Common, and communicates with its wielder telepathically. It is charming and friendly, but completely willing to lie and manipulate to get what it wants. **Personality.** Jörik's head wants to entertain. It prefers flashy and exciting actions over ordinary and uninteresting ones; it is actively dismayed if its wielder does something so dull as the Dodge or Disengage actions. It strongly prefers a wielder with some ability to persuade or entertain, such as proficiency in a musical instrument. If the wielder rolls a natural 1 on a Charisma check, a conflict occurs at the next dawn or dusk. #### Robe of the Archnecromancer *Wondrous item, legendary (requires attunement by a necromancer)* ___ This extravagant robe is midnight-black, with jeweled skulls and enameled bone decorations. You gain these benefits while wearing the robe: * If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. * You gain immunity to necrotic damage. * You take half damage from all spells. * Your necromantic minions all gain a +3 bonus to AC, attack rolls, and damage rolls. \pagebreakNum #### Chillbone Scythe *Weapon (greatscythe), rare (requires attunement)* ___ This greatscythe has a pair of azure eyes carved atop its blade, which glare at enemies with a baleful glow. The scythe is a +1 magic weapon. When you hit an enemy with a melee attack, you can cast *frostbite* as a bonus action against the target. If the target creature makes its saving throw, you can't target it again for 24 hours when you cast the spell in this way. #### Mandrel's Grips *Wondrous item (gloves), rare (requires attunement)* ___ These gauntlets are constructed of human bone sewn onto a thin leather backing, and the bones clatter together softly as you move. While wearing the gloves, you can cast *bone hatchet^S^* as a bonus action. In addition, when you deal damage with an osteomancy spell, you can reroll any 1's or 2's, keeping the new results. \columnbreak #### Elzbet's Hand *Wondrous item, artifact (requires attunement)* ___ The Lady Elzbet was a legendary archlich whose name still inspires fear across the Ivory Empire. The lich herself has not been seen for centuries, but the discovery of her spellbook enabled the necroindustrial revolution and the huge expansion in the frontiers of necromancy. In the same crypt as her spellbook, adventurers found a perfectly preserved hand, its skin alabaster-white and its nails painted an iridescent black. To attune to the hand, you must sever one of yours and place it against the stump. The hand fuses with your limb and becomes a new hand for you. While attuned to the hand, you gain the following benefits: * Your Strength becomes 18 unless it is already higher. * The hand has 6 charges. You can expend the charges in the following ways: * You can expend 1 charge when you make a melee attack to do so with advantage. * You can expend 1 charge when you hit with a melee attack to deal 2d6 bonus necrotic damage. * You can expend 2 charges to cast the spell *muddy servant^SDS^*, with the following changes. * Instead of a mud golem, the summoned construct is a bone hand. It has vulnerability to bludgeoning damage. * On subsequent turns, you can command the hand as a bonus action. The hand regains 1d4 expended charges when you finish a long rest. ___ **Curse.** Elzbet's Hand gradually attempts to take control of its owner and use them to resurrect the lich herself. The curse progresses in multiple stages. In the first stage, you are unwilling to part with the hand. When the hand regains charges, roll 1d100. If the result is equal to or less than the number of regained charges, the curse advances by one stage. If you possess both Elzbet's Hand and Eye, both curses advance when either would do so. ___ **Curse (2nd Stage).** Your other hand is permanently maimed. It can't hold objects heavier than 5 pounds and can't be used to wield weapons or shields or make attacks. Your Strength increases to 22 unless it is already higher. The hand regains 1 additional charge when you finish a long rest. ___ **Curse (3rd Stage).** Your alignment shifts to Neutral Evil. When the hand has all its charges, you have disadvantage on all attack rolls. In addition, you become obsessed with finding other artifacts of Elzbet. ___ **Curse (4th Stage).** You lose free will and become an NPC under the GM's control. You lose interest in all activities except reuniting Elzbet's artifacts. \pagebreakNum #### Elzbet's Eye *Wondrous item, artifact (requires attunement)* ___ The Lady Elzbet was a legendary archlich whose name still inspires fear across the Ivory Empire. The lich herself has not been seen for centuries, but the discovery of her spellbook enabled the necroindustrial revolution and the huge expansion in the frontiers of necromancy. In the same crypt as her spellbook, adventurers found a single preserved eyeball, snowy white with an ice-blue iris. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye magically attaches to your socket and can only be removed after your death. While attuned to the eye, you gain the following benefits: * You have truesight out to 30 feet. * As a reaction when you are targeted with a ranged attack, you can force the attack to be made with disadvantage. * The eye has 12 charges. You can expend 1 or more charges to cast one of the following spells with its normal casting time: *deathly chill^S^* (2 charges), *deepen shadows^S^* (3 charges), *ghoul touch^S^* (4 charges), *terrifying guise^S^* (5 charges), *grave passage^S^* (6 charges), *lich's mantle^S^* (7 charges). * As a bonus action, you can expend 3 charges to cast *dominate person* at a creature you can see. The spell ends if the target ends its turn unable to see you. The eye regains 2d4 expended charges when you finish a long rest. ___ **Curse.** Elzbet's Eye gradually attempts to take control of its owner and use them to resurrect the lich herself. The curse progresses in multiple stages. In the first stage, you are unwilling to part with the eye (unsurprisingly, since parting with it would kill you). When the eye regains charges, roll 1d100. If the result is equal to or less than the number of regained charges, the curse advances by one stage. If you possess both Elzbet's Eye and Hand, both curses advance when either would do so. ___ **Curse (2nd Stage).** Your other eye is permanently blinded. The Eye's truesight increases to 60 feet, but you are blind beyond this distance. The Eye regains 2 additional charges when you finish a long rest. ___ **Curse (3rd Stage).** Your alignment shifts to Neutral Evil. When the eye has all its charges, you cannot cast spells except with the eye. In addition, you become obsessed with finding other artifacts of Elzbet. ___ **Curse (4th Stage).** You lose free will and become an NPC under the GM's control. You lose interest in all activities except reuniting Elzbet's artifacts. \columnbreak #### Elzbet's Staff *Wondrous item (eye), artifact (requires attunement)* ___ The Lady Elzbet was a legendary archlich whose name still inspires fear across the Ivory Empire. The lich herself has not been seen for centuries, but the discovery of her spellbook enabled the necroindustrial revolution and the huge expansion in the frontiers of necromancy. You cannot attune to the staff unless you are already attuned to both the Eye and the Hand. When you attune to all three, the archlich Elzbet assumes permanent control of your body. \pagebreakNum ### Abomination Magic Items #### Fiend Fangs *Wondrous item, rare (requires attunement)* ___ This set of wickedly sharp teeth are uncomfortably hot to the touch. In order to attune to them, you must place them in your mouth, where they will magically replace your existing teeth. If you do not already have a bite attack, you gain a bite attack which deals 1d4 piercing damage on a hit. While you have these teeth, your bite attacks gain a +1 bonus to hit and damage rolls deal 1d4 bonus fire damage. #### Chains of Restraint *Wondrous item, uncommon/rare/very rare (requires attunement by an abomination)* ___ These chains have links made alternately of silver alloy and hellforged iron. In order to attune to them, you must wrap the chains around your body, draping them over yourself like a sash or bandolier. While the chains are wrapped around you, you receive the following effects: * You gain a bonus to your AC determined by the item's rarity (+1/+2/+3). * If your frenzy points reach your maximum, you can choose to gain bonus frenzy points determined by the item's rarity (+1/+2/+3), which can take you above your maximum. If you do so, you must transform at the start of your next turn, but you can't transform until then. * When a creature takes damage due to your Channeled Curse, it takes bonus damage determined by the item's rarity (+2/+4/+6). #### Monstrous Bracer *Wondrous item (bracer), uncommon/rare/very rare (requires attunement)* ___ This leather bracer has iron inlays, depicting the fangs of some savage beast. While you wear it, all your unarmed strikes and attacks with natural weapons gain a bonus to attack and damage rolls determined by the item's rarity (+1/+2/+3). Additionally, all such attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Potion of Frenzy *Potion, uncommon/rare/very rare* ___ This acrid rust-red liquid appears to bubble and steam even within a closed flask. If you are an abomination and drink this potion, you gain bonus frenzy immediately and at the start of each of your turns for 1 minute. The amount of frenzy is determined by the potion's rarity (+1/+2/+3). \columnbreak #### Fury's Font *Wondrous item, rare (requires attunement by an abomination)* ___ This bronze bowl is elaborately carved and filigreed with depictions of screaming devils. Over the course of 1 minute, you can fill the bowl with water and conduct a special ritual over it. If you do so, your maximum hit points are reduced by an amount equal to your proficiency bonus until you finish a long rest. As an action, another creature can drink all the liquid contained in the font. The next time you use your Ferocious Transformation, that creature enters its own partial transformation, gaining the following benefits while you are transformed: * Its AC increases by half the amount of frenzy points spent. * Its attacks deal bonus damage equal to half the amount of frenzy points spent. * It gains temporary hit points equal to the amount of frenzy points spent. Once a creature drinks from the font, it can't be used again until you finish a long rest. When a creature affected by the font transforms back, it must roll a d20. On a roll of 1, it is cursed. ___ **Curse.** On any day in which you do not drink from Fury's Font, your maximum hit points are reduced by 1. This hit point reduction ends when you finish a long rest after the curse is lifted. #### Trophy of G'rhen'dehl *Wondrous item, very rare (requires attunement)* ___ This severed paw has four wicked claws on the end. While you possess the paw, your Strength can't be lower than 18, and all your melee attacks deal 1d6 bonus slashing damage. Once per turn when you hit a creature with a melee attack, you can force it to make a DC 16 Constitution saving throw. On a failure, it begins to bleed grievously, losing 2d6 hit points at the end of each of its turns until it or another creature bandages the wound as an action. When you attune to the paw, you can choose to sever your own hand and attach the paw in its place. If you do so, the paw connects onto your arm and becomes a new hand for you. If you do so, the paw functions as a natural weapon with which you can make unarmed strikes, dealing 2d6 slashing damage on a hit. \pagebreakNum #### Sinister Scepter *Rod, rare (requires attunement)* ___ This gnarled rod is carved out of an ancient oak tree and bears a ghastly face at its top. While you hold this rod, you gain the following benefits: * When you take the Help action, you can Help two allies with the same action. If you are using the Help action to aid attacks, both attacks must be against the same target. * Once on each of your turns if you use an ability that allows an ally to make an additional attack, that attack deals bonus damage equal to your level. * As a reaction after a creature hits you with a melee attack, you can force it to make a DC 12 Wisdom saving throw. On a failure, it is frightened of you until the end of its next turn. #### Parver's Poleax *Weapon (poleax), rare (requires attunement)* ___ This poleax was the signature weapon of a novice monster hunter, who ventured into the wilds to slay foul abominations. Tragically, Sir Parver was only knighted posthumously, after being ripped in two by a vengeful war oak. His poleax absorbed some of his ambitions, however. You gain a +1 bonus to attack and damage rolls with this magic weapon. While you wield it, you have advantage on attacks against any creature that has transformed out of its natural shape. #### Beast Claws *Weapon (paired claws), rare (requires attunement)* ___ These paired claws are fashioned from the paws of a terrible werewolf and grant their wielder some of its ferocity. When you attune to the claws, you attune to both at once with a single attunement slot. While you wield both claws, you gain the following benefits: * You gain a +1 bonus to attack and damage rolls with both claws, which are magic weapons. * If a hostile creature within 60 feet is below half its maximum hit points, you can Dash as a bonus action. * If you hit a creature with 3 or more attacks on your turn, you can make one additional claw attack at disadvantage (no action required). #### Screaming Shields *Armor/weapon (paired greatshields), very rare (requires attunement)* ___ These colossal greatshields are forged of black iron with wailing faces carved on their fronts. When you attune to the shields, you attune to both at once with a single attunement slot. While you wield both shields, you gain the following benefits: * You gain a +4 bonus to your AC instead of the +3 bonus of nonmagical paired greatshields. * You gain a +2 bonus to attack and damage rolls with both shields, which are magic weapons. * Your attacks deal 1d6 bonus damage against creatures that are frightened or prone. * If a creature misses you with a melee attack, you can use your reaction to have the shields scream at it. The creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn. #### Devilhide Cloak *Wondrous item (cloak), rare (requires attunement)* ___ This cloak is stitched from the skin of a powerful fiend, slain on its home plane millenia ago. While you wear it, you gain the following effects: * You gain a +1 bonus to AC and all saving throws. * You gain resistance to fire damage. * Once on each of your turns when you hit a creature with an attack, you can choose to deal 2d6 bonus fire damage. * Your creature type becomes fiend in addition to your normal creature type. #### Crown of Sparks *Wondrous item (crown), legendary (requires attunement)* ___ This jagged crown crackles with electricity, with arcs occasionally jumping off to nearby objects. Its origins are unknown; some think it an artifact from a storm cult, while others believe the crown to be an invention of some obscure galvanist. While wearing the crown, you gain the following benefits: * Your AC increases by 1. * You gain immunity to lightning damage. * You gain a headbutt attack, which counts as a simple weapon with which you are proficient that can be used to make unarmed strikes. It deals 1d6 piercing damage on a hit. * At the end of each of your turns, the crown charges with electricity. The next time a creature hits you with a melee attack or you hit a creature with a headbutt, it takes 4d8 lightning damage. * You can cast the spell *lightning sprint^S^*. Once you do so, you can't cast it this way again until you finish a short or long rest. #### Deva's Blood Amulet *Wondrous item (amulet), very rare (requires attunement)* ___ This teardrop-shaped amulet, forged in the hells by a devil artisan, is a deep ruby-red in color, and the blood within glows softly in the dark. While you wear it, you gain the following effects: * You regain 5 hit points at the start of each of your turns while your hit points are between 1 and half your maximum hit points * You gain resistance to radiant damage * You have advantage on saving throws against spells. In addition, you can shatter the amulet as a bonus action. If you do so, every other creature within 30 feet of you must make a DC 18 Charisma saving throw. On a failure, a creature takes 8d8 radiant damage and is frightened of you for 1 minute, repeating the save at the end of each of its turns to end the effect. When you shatter the amulet, you are instantly healed for half your maximum hit points. The amulet is permanently destroyed. \pagebreakNum #### Cursedblood Badge *Wondrous item, rare (requires attunement)* ___ This emblem is made from the remains of a powerfully cursed creature, and still bears an element of its magic. At the start of each of your turns while you wear or carry it, you can choose to lose hit points equal to your proficiency bonus. If you do so, you gain twice as many temporary hit points and your next attack before the end of your next turn deals the same amount of bonus damage. #### Ancestral Fang *Wondrous item (amulet), rare (requires attunement by an abomination)* ___ This massive fang belonged to a long-dead abomination of terrible ferocity. While you carry it, you gain the following benefits: * Any weapons you gain from the abomination class become magic weapons and gain a bonus to attack and damage rolls determined by the item's rarity (+1/+2/+3). * You gain additional frenzy at the start of each of your turns determined by the item's rarity (+0/+1/+2). #### Serpent Bangle *Wondrous item (bracer), rare (requires attunement)* ___ This bracer appears to be a coiled snake wrapped around your forearm. When you make an unarmed strike with the arm on which you wear the bracer, the snake lunges out and bites the enemy. Your attack gains the reach property and deals 1d6 bonus poison damage. \pagebreakNum ## Appendix 3: Feats ### Necromantic Adept ___ You have learned a little of the necromantic arts. You learn one Necromantic Rite of your choice (from the necromancer class), for which you must meet any prerequisites. You gain 1 spirit point, which youc an spend to fuel this Rite or any other. After you spend this spirit point, you recover it after finishing a short or long rest. If you have no levels in the necromancer class, you can treat your necromancer level as 2 for the Rite that you choose and to satisfy any prerequisites. You also gain the following ability: ___ ***Life Drain.*** When you deal damage to a creature within 30 feet, you can spend 1 spirit point to deal 1d4 bonus necrotic damage and regain the same amout of hit points. > Life Drain is a fairly minor ability, but it gives you a use for this spirit point if you pick a Rite that doesn't make use of it. ### Shadow Mage ___ You have learned a little bit of shadow magic. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You learn the *shadow phase* spell and one 1st-level spell of your choice. This spell must have the *shadow magic* tag. You can cast each of these spells once without expending a spell slot, with the ability increased by this feat as your spellcasting ability. On you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. > At this point in time, *creeping shadow* is the only eligible spell you can pick for this feat. \pagebreakNum # Appendix 4: 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} * Tweaks to some of the new items ### v0.10 * Added Magic Items section for Necromancer and Abomination magic items ### v0.9 * **Created the Dragonwraith!** * Including the Dracolich Minion, though I'm not necessarily planning to make that a general rite * Resurrectionist * Made some clarifications to a few features * Replaced *death ward* with *vital surge^K^* for Clerical Techniques * Added the Corpse Candle * Added Feats Appendix * Including Necromantic Adept and Shadow Mage ### v0.8 * **Created the Dark Rider!** * Added the Sawbow and Dragoon Pistol ### v0.7 * **Created the Sandrotten!** * Added the Monk's Spade, Embalming Kit, and Plague Mask ### v0.6 * Blackblood * Added duration to Blood and Bone max hp reduction ### v0.5 * **Created the Resurrectionist!** ### v0.4 * **Created the Blackblood!** ### v0.3 * **Created the Boneshaper**! * Renamed Galvanic Reanimator to Galvanist ### v0.2 * **Created the Abominator!** * Reanimator * Tweaked Scientific Mind * Mild nerfs to Lightning Infusion ### v0.1 * **Created Galvanic Reanimator** \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 > * arawnannwn > * Ben > * bluewarbler > * Bryce K > * Danny Mendoza > * David Sharp > * expikah > * GlaciesGlace > * Graham Hildebrandt > * Gregory Miao > * Guilllame DUPREZ > * Lucas Gebser > * Matias Torres > * matthew luisi > * Maya > * MH > * nitro_dynamite18 > * Oldmanfranks > * psaror > * Seita > * SendFeetPics > * Ssenmad > * TikiShades > * Trevor Szewczyk > * William Davis > * Wyatt Zumbro > * Zee Xorn > ___ > And a very special thank you to Archmage-tier supporters! > * Grimm > ##### 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. > ___ > ##### Editing > None yet! >___ > ##### Art > * The Necromancer, by [Zana Arnautovic](https://www.artstation.com/sylleth "Artstation - Sylleth") > * The Galvanist, by [Alifka Hamamm Nugroho](https://www.artstation.com/alifkahammamnugroho "Artstation - Alifka Hamamm Nugroho") > * The Abominator, by [Roberto Andreas](https://www.artstation.com/randreas "Artstation - Roberto Andreas") > * The Boneshaper, by Alifka Hamamm Nugroho & Rafi Gesit > * The Blackblood, by Roberto Andreas > * The Resurrectionist, by Roberto Andreas > * Spell - Corpse Puppets, by [Danilo E. Valdez Jr.](https://daniloevaldez.artstation.com/ "Artstation - Danilo Valdez") >___ > ##### Background Image Stains > [Jared Ondricek](https://watercolors.giantsoup.com/) > ___ > ##### 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 So Many Spells by somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells"). > ___ > 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").