Académique Documents
Professionnel Documents
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Features
Bonus
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+2
Spellcasting, Dread Touch, Journey into
Undeath
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+2
Necromantic Burst
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+2
Necromantic Philosophy
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+2
Ability Score Improvement
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+3
Philosophy Feature
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+3
Unholy Link
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+3
8
+3
Ability Score Improvement
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+4
10
+4
Philosophy Feature
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+4
Necronomicon
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+4
Ability Score Improvement
13
+5
14
+5
The Oncoming Death
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+5
16
+5
Ability Score Improvement
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+6
Necrotic Aura
18
+6
Philosophy Feature
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+6
Ability Score Improvement
20
+6
Final Transformation
Necromancer
A human stares intently at a group of corpses
swirling with purple wisps of magic as they
slowly start to twitch and contort, infused with
the essence of undeath.
A crazed tiefling looks on in glee as
fiendish magic transforms the pile of bodies in
front of her into a large, hulking creature with
four extra arms stitched onto its back.
Necromancers are highly specialized
spell casters who seek mastery over the undead
and even death itself. Through intensive study
of forbidden tomes and curious
experimentation, necromancers have learned
the vile art of reanimating the dead. This art
also gives the necromancer a specific skill set,
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Quick Build
Spellcasting
Class Features
Spell Slots
The necromancer table shows how many spell
slots you have. The table also shows what the
level of those slots is; all of your spell slots are
the same level. To cast one of your
necromancer spells of 1st level or higher, you
must expend a spell slot. You regain all
expended spell slots when you finish a short or
long rest.
For example, when you are 9th level,
you have two 5th level spell slot. To cast the 1st
level spell Ray of Sickness, you must spend one
of those slots, and you cast it as a 5th level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st level spells of your
choice from the necromancer spell list.
The Spells Known column of the
Necromancer table shows when you learn more
necromancer spells of your choice of 1st level
and higher. A spell you choose must be of a
level no higher than whats shown in the tables
Spell Level column for your level. When you
reach 6th level for example, you learn a new
necromancer spell, which can be 1st, 2nd, or 3rd
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 from the necromancer spell list,
Unholy Link
Necromantic Burst
At 2nd level, you gain the ability to release your
necromantic energy throughout your whole
body at once. You heal undead within a 10 ft.
Necromantic Philosophy
Ghoulcaller
Undead Host
Starting at 3rd level, you gain the ability to
summon a host of undead creatures to fight for
you. You may only summon and control a
number of creatures equal to your proficiency
bonus. Doing so requires an hour long ritual
performed at night. The components for this
ritual are a piece of chalk (in order to draw the
spell circle), 5 candles, and a number of
humanoid bodies equal to the number of
undead you wish to summon. If a pile of bones
is supplied, a skeleton is formed, and if a corpse
is supplied, a zombie is formed (your dungeon
master will have the stat blocks for these
creatures).
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creatures will
take and where they will move during their next
turn, or you can issue a general command, such
as to guard a chamber or corridor. If you issue
no command, the creature will only defend
itself against hostile creatures. Once given a
task, the creatures will continue to follow it
until the task is complete.
Corpse Explosion
At 5th level, you have learned how to turn your
undead minions into powerful projectiles. As
an action on your turn, you may channel
necrotic energies into an undead under your
control causing it to explode. Creatures within
a 10 ft. radius of the undead must make a
Dexterity saving throw. On a failed saving
throw, creatures take 2d4 necrotic damage and
2d4 piercing damage, or half as much on a
Empowered Construct
Starting at 5th level, undead created through
your rituals gain additional benefits:
Stitched Monstrosity
At 10th level, your experimentation with corpses
has paid off. You may perform an hour long
ritual to magically combine the corpses of three
humanoid creatures into a Stitched Monstrosity
(Its stat block is at the end of this document).
This ritual requires chalk (to make the spell
circle), 5 candles, and three humanoid corpses.
You may only control one undead created
through rituals at a time.
On each of your turns, you can use a
bonus action to mentally command any undead
creature made by you if it is within 60 feet of
you. You decide what action the creature will
take and where it will move during its next turn,
or you can issue a general command, such as to
guard a chamber or corridor. If you issue no
command, the creature will only defend itself
against hostile creatures. Once given a task, the
creature will continue to follow it until the task
is complete.
Risen Dragon
Starting at 18th level, you have nearly mastered
the art of constructing undead familiars. If you
manage to get your hands on the body of an
adult dragon, an ancient dragon, or two young
dragons, you may perform a ritual to construct
a Skeletal Dragon (its stat block is at the end of
this document). This ritual requires three sticks
of chalk (to make an extra-large spell circle),
100 candles, and the bodies mentioned above.
Necromancer Spells
Levitate
Create Undead
Cantrips (0 Level)
Ray of Enfeeblement
Eyebite
Blade Ward
3rd Level
Harm
Chill Touch
Animate Dead
7th Level
Mage Hand
Fear
Etherealness
Poison Spray
Gaseous Form
Finger of Death
Prestidigitation
Resurrection
1st Level
Vampiric Touch
8th Level
Armor of Agathys
4th Level
Antimagic Field
False Life
Blight
Feeblemind
Hex
Contagion
Glibness
Inflict Wounds
Polymorph
9th Level
Ray of Sickness
5th Level
Foresight
2nd Level
Raise Dead
Blindness/Deafness
Scrying
True Resurrection
Darkness
6th Level
Invisibility
Circle of Death
Stitched Monstrosity
Large undead, unaligned
Armor Class 16 (natural armor)
Hit Points 85
Speed 40 ft.
Strength
17 (+3)
Dexterity
15 (+2)
Constitution
21 (+5)
Intelligence
3 (-4)
Wisdom
8 (-1)
Charisma
5 (-3)
Damage Resistances cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive perception 9
Languages common, and one of the necromancers choice that they know
Magic Resistance. The Stitched Monstrosity has advantage on saving throws against magic.
Actions
Multiattack. The Stitched Monstrosity makes three attacks, one with each of its fists, or it may change
one of these out for a bite attack.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
Bite (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4+3 piercing
damage. If the target takes damage from this attack, it must succeed on a DC 12 Constitution saving
throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Skeletal Dragon
Huge undead, unaligned
Armor Class 19 (natural armor)
Hit Points 155
Speed 40 ft., fly 80 ft., swim 40 ft.
Strength
23 (+6)
Dexterity
14 (+2)
Constitution
21 (+5)
Intelligence
9 (-1)
Wisdom
10 (+0)
Charisma
9 (-1)
Damage Resistances cold, lightning, necrotic, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive perception 10
Languages common, draconic, and one of the necromancers choice that they know
Magic Resistance. The Skeletal Dragon has advantage on saving throws against magic.
Legendary Resistance (3/Day). If the dragon fails a saving throw, the necromancer may have it succeed
instead.
Actions
Multiattack. The Skeletal Dragon uses either its Necrotic Breath or its Frightful Presence. It then makes
two attacks, one with its bite and one with its claws. If both Necrotic Breath and Frightful Presence are
unable to be used, it does not get a third attack.
Bite. Melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 1d8+6 piercing damage plus 1d8
necrotic damage.
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 1d6+6 slashing.
Frightful Presence (Recharge 5-6). Each creature of the dragons choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is
immune to the dragons Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 56). The dragon exhales, spewing necrotic energy in a 60 ft. line that is 5
feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 6d6 necrotic
damage on a failed save, or half as much damage on a successful one.