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Necromancer (actual) GM Binder

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The Necromancer
Necromancer v1.2
S
eeing their target trapped within a broken tower,
the soldiers advance inside. A body stirs beneath
the rubble, energy spilling from its ruined frame
before being commanded to explode. As the dust
settles, the elf only laments how the explosion left
her no bodies to reanimate.
Two bandits creep towards their seemingly
defenseless victim, where a fat coin purse lies on his belt.
Stone cold hands suddenly reach out from the nearby brush,
dragging the thugs into the darkness. As pale ghouls tear
apart the intruders, their master only smiles in his sleep.
With a cry of despair, a ragged knight runs his sword
through the foul creature before him. The zombie simply
pulls the blade out, and violently returns it back its owner.
Impressed by his tenacity, the tiefling decides to make further
use out of the fallen soldier.
These are the work of necromancers, and the endless
ranks of undead they command. Their lives are intertwined
with death, embracing its indifferent caress. Where others
see only grief and suffering, necromancers see untapped
potential.
One and the Same
Most blindly believe life and death are polar opposites. In
truth, they are merely two sides of the same coin, and can be
flipped easily by a well trained mind. Necromancers dedicate
themselves to this art, animating the bodies left behind and
calling back the soul.
Not everyone walked this path from the start. A doctor
wishing to do more for their patients, might begin
researching methods to save them even after death.
Investigators might need answers no being in living memory
can give.
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Wanderers By Trade
In many part of the world, necromancy is a dark art to be
feared, driving practitioners out of society. Left without a safe
place, in search of bodies to reanimate. Some might even
brave the scorn of civilization again, where they'll offer their
services to more open minds.
Creating A Necromancer
As you create your necromancer, consider what led you down
this path. Was it the death of a loved one who you wish to
bring back, no matter the cost? Could it simply be the natural
progression of your career?
Your backstory will shape how you value death, which are
reflected in your choice of minions. If you believe life is a
fleeting thing, then you might callously throw bodies at the
problem until it is solved. A more caring past might see you
carefully position your minions to strike, doing everything you
can to reduce losses.
Quick Build
You can make a necromancer quickly by following these
suggestions. First, Intelligence should be your highest ability
score, followed by Constitution or Dexterity. If you plan to
become a Spectral Knight, prioritize Strength or Dexterity
depending on your weapons of choice. Second, choose the
scholar background. Third, choose the mage hand and ray of
frost cantrips, along with the 1st-level spells armor of agathys
and shield.
Multiclassing
You must have a Intelligence score of 13 or higher
to multiclass in or out of the necromancer. You
gain proficiency in light armor and simple weapons
with your first level in necromancer.
The Necromancer
Level Proficiency Bonus Focus Points
Features
Cantrips Known Spells Known Spell Slots Slot Level
1st
+2
—
Graven Order, Spellcasting
2
2
1
1st
2nd
+2
2
Graven Mind, Waste Not
2
3
2
1st
3rd
+2
3
Animating Expression
2
4
2
2nd
4th
+2
4
Ability Score Improvement
3
5
2
2nd
5th
+3
5
Cemetery Sustenance
3
6
2
3rd
6th
+3
6
Animating Expression feature
3
7
2
3rd
7th
+3
7
Mental Clarity
3
8
2
4th
8th
+3
8
Ability Score Improvement
3
9
2
4th
9th
+4
9
Mine Alone
3
10
2
5th
10th
+4
10
Animating Expression feature
4
11
2
5th
11th
+4
11
Graven Arcanum (6th level)
4
11
3
5th
12th
+4
12
Ability Score Improvement
4
11
3
5th
13th
+5
13
Graven Arcanum (7th level)
4
12
3
5th
14th
+5
14
Animating Expression feature
4
12
3
5th
15th
+5
15
Graven Arcanum (8th level)
4
13
3
5th
16th
+5
15
Ability Score Improvement
4
13
3
5th
17th
+6
15
Graven Arcanum (9th level)
4
14
4
5th
18th
+6
15
Unbound by Death
4
14
4
5th
19th
+6
15
Ability Score Improvement
4
15
4
5th
20th
+6
15
Supreme Intellect
4
15
4
5th
Necromancer Features
As a Necromancer, you gain the following class features:
Hit Points
Hit Dice: 1d8 per necromancer level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per necromancer level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Intimidation,
Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) a scholar's pack
Leather armor, any simple weapon, and two daggers
Alternatively, you can choose to start with 150 gp and opt
to spend some or all of that money on starting equipment.
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3
Graven Order
At 1st level, your necromancy background grants you
knowledge in one of the following roles of your choice:
Scholar. You know one extra cantrip from the
necromancer spell list. In addition, your keen mind gives
you a bonus to your Intelligence (Medicine) checks. The
bonus equals your Intelligence modifier (minimum of +1).
Soldier. Trained for battle, you gain proficiency with
martial weapons and medium armor.
Stitcher. You learn the Mending cantrip. In addition, you
can cast it as an action instead of its usual casting time.
Spellcasting
While animating corpses does require an basic
understanding of anatomy and biology, it would not be
possible without the aid of magic. See the end of this
document for the necromancer spell list.
Cantrips
At 1st level, you learn two cantrips of your choice from the
necromancer spell list. You learn additional necromancer
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the necromancer table.
Spell Slots
The Necromancer table shows how many spell slots you have
to cast your necromancer spells of 1st through 5th level. 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 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell false life, you must
spend one of those slots, and you cast it as a 3rd-level spell.
4
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
necromancer spell list.
The Spells Known column of the Necromancer table
shows when you learn more necromancer spells of your
choice. Each of these spells must be of a level for which you
have spell slots, as shown on the table. For instance, when
you reach 3rd level in this class, you can learn one new spell
of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the necromancer spells you know and replace
it with another spell from the necromancer spell list, which
also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your necromancer
spells, as your mental and magical prowess stems from hard
work and dedication. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw DC
for a necromancer spell you cast and when making an attack
roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Ritual Casting
You can cast any necromancer spell as a ritual if that spell
has the ritual tag.
Spellcasting Focus
You can use an arcane focus (found in PHB chapter 5) as a
spellcasting focus for your necromancer spells.
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Graven Mind
At 2nd level, you have awakened your Graven Mind, a mental
state required to control extra bodies beyond your own. This
is represented by focus points, the mental energy dedicated
towards such tasks.
Focus Points
You have 2 focus points, and you gain more as you reach
higher levels, as shown in the Focus Points column of the
Necromancer table. You regain all spent focus points when
you finish a short or long rest.
Mind over Matter
After finishing a short or long rest, you can assign focus
points into three different categories of Graven abilities. A
level prerequisite refers to your level in this class.
Alteration. These abilities enhance existing features and
can even grant new capabilities to your minions.
Command. These actions must be prepared before use,
but allow your minions to perform complex maneuvers in
combat.
Minion. Your loyal servants come in all sorts of shapes
and sizes, which can be further modified through
Alterations and Commands. See their statblocks at the
end of the class description. The focus points you assign
to Graven minions cannot exceed your focus point
maximum.
Some class features may also require focus points to
activate.
Graven Minions
To raise a Graven Minion, you must expend your action and 2
focus points to touch the corpse of a Medium or larger sized
creature, reanimating their body as a Basic Minion. Your
minions have the following properties:
Appearance. Your Graven Minions are distinctly undead
or skeletal in appearance and are protected from further
decay. You choose how decayed your minions are, which
has no effect on the minion's capabilities.
Combat. Graven Minions are allies to you and your
companions. In combat, Graven Minions share your
initiative count, but take their turn immediately after yours
in an order of your choosing. As a bonus action on your
turn, you can issue verbal and visual commands which
they will follow to the best of their abilities. If you don’t
issue any, a Graven Minion will use its turn to avoid
danger, taking the Dodge action.
Location. You instinctively know where your minions are
located within a 1 mile radius. A Minion outside of your
range becomes incapacitated and can't take any actions.
Any minions outside this range immediately disintegrates
during your next rest.
Maintenance. Graven minions are under your control
until your next short or long rest. To maintain control until
you rest again, you must expend the appropriate amount
of focus points for each of your minions. If you don't, a
minion immediately disintegrates.
Repair. A minion can regain hitpoints through magical
means, such as with the spell Cure Wounds. If you cast
the spell Mending on a Graven Minion, it regains 2d6 hit
points. A minion that reaches 0 hitpoints disintegrates
into a pile of bone ash.
Waste Not
At 2nd level, your efficient workflow allows you to recycle
organic material, even your own if need be. You can expend 1
hit dice for every focus point required to reanimate a Graven
Minion, which does not require corpses. A Graven Minion
reanimated this way takes 1 minute of intense concentration,
and appears in an unoccupied space within 5 feet of you.
Animating Expression
At 3rd level, you begin to specialize in one of the following
Expressions: Biomass, Conduit, Corpse Engineer, Fulminator
Mage, Ghoulcaller, Lord of Bones, or the Spectral Knight.
Your choice grants you features at 3rd level and again at 6th,
10th, and 14th levels. Each Expression is detailed at the end
of the class description.
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5
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Cemetery Sustenance
Starting at 5th level, you regain all expended hit die on a long
rest by drawing power from the natural cycle of death and
decay.
Mental Clarity
Your mind has become accustomed to leading your undead
legion. At 7th level, you no longer require any actions to
command any undead creatures you control. In addition, you
gain the ability to telepathically issue commands to any
Graven Minions within 60 feet of you.
Mine Alone
Your control over your minions is absolute. At 9th level, your
minions have advantage on saving throws against effects that
would cause you to lose control of your minions, such as a
cleric's Turn Undead feature. At 15th level, your minions
become immune instead. At 18th level, they also become
immune to antimagic fields and any similar effects.
Additionally, your minions are now immune to any effects
that would cause them to be Charmed or Frightened.
Graven Arcanum
At 11th level, your Graven Mind has found a magical secret
called an arcanum. Choose one 6th-level spell from the
necromancer spell list as this arcanum.
You can cast your arcanum spell once without expending a
spell slot. You must finish a long rest before you can do so
again.
At higher levels, you gain more necromancer spells of your
choice that can be cast in this way: one 7th-level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level spell
at 17th level. You regain all uses of your Graven Arcanum
when you finish a long rest.
When you gain a level in this class that grants the Ability
Score Improvement feature, you can choose to replace one
spell from this feature with another necromancer spell of the
same level.
Unbound by Death
At 18th level, your mastery over death has rendered you
immune to its effects. You gain the following benefits:
You stop aging. You are immune to any effect that would
age you, and you can't die from old age. However, you can
still die from effects that would instantly kill you, such as
the spell Power Word Kill or from exhaustion.
You no longer need food or water.
Whenever you would take necrotic or poison damage, you
instead take no damage and regain temporary hitpoints
equal to the half of the damage rounded down instead.
Supreme Intellect
At 20th level, when you roll initiative and have focus points
remaining, you regain 5 focus points.
6
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Biomass
Their hulking forms are a terror on the battlefield, shrugging
off blows that would kill lesser beings. Worse of all, these
behemoths fight with a cunning intelligence only living
creatures possess. The thought of its master piloting the body
is a conclusion few would ever consider, but it will bring
sickening awe should their suspicions be confirmed.
Living Weapon
When you choose this expression at 3rd level, your Graven
Mind has been altered to accommodate more commands.
Graven Commands have their focus point costs reduced by 1.
This cannot reduce any focus costs to 0.
Guardian Horror
At 14th level, your strength has reached unnatural levels.
While you are in a merged state, you gain these additional
benefits:
Your minion's maximum hitpoints increases by a number
equal to 3 times your necromancer level.
You cannot moved or displaced against your will.
You are a bulwark of protection, granting other creatures
of your choice within 10 feet the benefits of half cover.
Anchorpoint
Also at 3rd level, your presence emits a protective aura for
your allies. When an allied creature within 10 feet of you
takes damage, you can choose to reduce the damage they
take by an amount equal to your Intelligence modifier, which
is then transferred onto you. This feature doesn't transfer any
other effects that might accompany the damage, and this
damage can't be reduced in any way.
Born as One
At 6th level, you learn to join living flesh with rot. You can use
your bonus action to merge yourself inside the body of a
Graven Minion larger than you if they are within 5 feet of you.
You can't cast spells or concentrate on them while merged.
While in this merged state, you gain the following benefits:
Your minion benefits from your senses, saving throws, and
skill proficiencies.
Your size and carrying capacity is determined by the size
of the minion you merged with.
Your minion cannot take any actions, and it takes damage
instead of you. You take any excess damage that would
reduce your minion to 0 hitpoints.
Your AC and ability scores become equal to your minion,
unless your own statistics are higher.
You are able to use any features and abilities available to
your minion.
You have advantage on Strength saving throws and ability
checks.
Your reach for melee attacks increases by 5 feet.
If your minion is reduced to 0 hitpoints, you exit prone to
an unoccupied space within 5 feet of the minion. You can also
end this effect early by using your bonus action.
Siphon Flesh
At 10th level, your minion hungers for prey. When you reduce
a creature to 0 hitpoints while in a merged state, you can use
your reaction to have your merged minion to regain
temporary hitpoints equal to 2 rolls of its hit die plus your
Intelligence modifier. The creature consumed cannot be
created from magic, such as the animals pulled from a Bag of
Tricks.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a short or long rest.
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7
Conduit
Conduit mages harness nature's most powerful source of
energy to fuel their spells. Lightning itself threatens to escape
the bodies of their minions in bursts of deadly voltage. Fear
the calm sky, as a storm is surely approaching.
Voltaic Engine
When you choose this expression at 3rd level, you develop a
Spark Meter that harnesses the power of electricity.
Whenever one of your minions takes lightning damage from
an attack or spell, you gain a spark charge, up to a maximum
of 6 spark charges. Each instance of damage can only
generate 1 spark charge. You lose all spark charges after 1
minute has passed without gaining new charges.
When one of your minions is targeted by an attack or is
forced to make a saving throw against an effect that deals
lightning damage, you can allow the attack to automatically
hit or have the minion automatically fail the saving throw. If
the source originates from you or your allies, you may choose
to not transfer any additional effects that would be normally
be applied.
Each time you gain a feature in this subclass, you choose a
new ability for your Spark Meter. Abilities become active as
you gain spark charges, which are indicated in their
descriptions. You can replace any spark abilities you learn
after finishing a short or long rest with another one that
shares the same spark costs.
Thunderwave (2 Charges). You can cast the spell
thunderwave as a 1st level spell, which can originate from
one of your minions. This ability expends 2 spark charges.
Gathering Storm
At 10th level, you gain one of the following abilities for your
Spark Meter.
Dragon's Breath (4 Charges). You can cast the spell
dragon's breath as a 2nd level spell. Its damage type is
always lightning if cast it this way. This ability expends 4
spark charges.
Shatter (4 Charges). You can cast the spell shatter as a
2nd level spell. This ability expends 4 spark charges.
Thundering Fury
At 14th level, you gain one of the following abilities for your
Spark Meter.
Call Lightning (6 Charges). You can cast the spell call
lightning as a 3rd level spell. This ability expends 6 spark
charges.
Thunderstep (6 Charges). You can cast the spell thunder
step as a 3rd level spell, which can originate from one of
your minions. This ability expends 6 spark charges.
Spark Surge
You gain one of the following abilities for your Spark Meter.
Arc Lightning (1 Charge). Your minions deal an
additional 1d6 lightning damage on a successful attack.
At 3 spark charges, a second creature within 15
feet of the first target also takes 1d6 lightning
damage.
At 5 spark charges, the bolt can jump to a third
target within 15 feet of a previous creature. The
damage dealt by Arc Lightning is now equal to one
roll of the minion's hit die.
Power Cycler (1 Charge). Your minions gain resistance
to lightning damage.
At 3 spark charges, when a minion would take
lightning damage, they instead gain hitpoints equal
to the damage that would have been dealt (after
resistances) and you gain 1 spark charge as if the
minion had taken damage.
At 5 spark charges, when you target a minion with
a cantrip that deals lightning damage, you can
target a second minion within range.
Petrichor Omen
At 6th level, you gain one of the following abilities for your
Spark Meter.
Chromatic Orb (2 Charges). You can cast the spell
chromatic orb as a 1st level spell. Its damage type is
always lightning or thunder if cast it this way. This ability
expends 2 spark charges.
8
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Corpse Engineer
The control Corpse Engineers have over bone allows them
transmute their minions into indestructible barriers. Their
osteomancy allows them to control the battlefield and disrupt
enemy formations.
Calcification
When you choose this Expression at 3rd level, you gain the
ability to manipulate the bone matter of your minions. A
minion can use its action to magically calcify itself on its turn,
transforming into a pillar of bone and gaining the following
properties:
It gains resistance to all damage.
Its movement speed becomes 0, and it can't benefit from
any bonuses to its speed.
It becomes incapacitated, and can only use its action to
revert to its normal form.
Its body provides half cover.
Its body and any equipment worn becomes dense bone,
causing its weight to increase by a factor of ten.
Bracken and Bone
Also at 3rd level, you always have one instance of the
Alteration Bramble Hide prepared, which does not cost any
focus points to maintain.
Additionally, the damage of Bramble Hide from this feature
increases to 1d6 when you reach 5th level, and again at 11th
(1d8) and 17th levels (1d10).
Skeleton Shuffle
At 6th level, you learn to quickly reposition your pillars for
defense.
When a creature is hit by an attack, you can use your
reaction to perform a Skeleton Shuffle. You command a
calcified minion to move up to 30 feet in a straight line
towards the target. Other creatures in the minion's path must
make a Strength saving throw. On a failed save, they take
bludgeoning damage equal to 1 roll of the calcified minion's
hit dice. They only take half as much damage rounded down
on a success. If the target is within 5 feet of the calcified
minion, it then gains a +2 bonus to its AC, potentially causing
the attack to miss.
Advanced Osteology
At 10th level, your mastery over bone deepens. You gain a
second reaction, which can only be used to perform a
Skeleton Shuffle. Additionally, you can choose one of the
following benefits for your Skeleton Shuffle:
Defense. The AC bonus granted by Skeleton Shuffle
increases to +4.
Mobile. When performing a Skeleton Shuffle, the
calcified minion can move up to 60 feet away and ignores
the effects of difficult terrain.
Thorns. The damage dealt by the Skeleton Shuffle
increases to 2 rolls of the minion's hit dice.
You can replace your chosen benefit when you finish a
short or long rest.
Osseous Divide
At 14th level, you harness your mastery over bone to instantly
create barriers for yourself. As an action, you conjure a
massive bone wall. The wall is comprised of five 10 by 10 foot
panels that are 6 inches thick. Each panel is contiguous with
each other, made of dense bone, has an AC of 15 and 50
hitpoints. If the wall cuts through a creature's space when it
appears, the creature is pushed to one side of the wall (your
choice).
You can then cause the wall to move up to 30 feet away
from you in a straight line. Creatures that are in the path
must make a Strength saving throw. On a failed save, they
take 5d6 bludgeoning damage and are pushed prone. They
only take half as much damage rounded down on a success,
but are still pushed by the wall. Creatures 2 sizes larger than
you have advantage on this save.
Each panel lasts for 1 hour before it crumbles into
worthless ash. You can also dismiss a panel early (no action
required).
Once you use this feature, you can’t do so again until you
finish a short or long rest, unless you spend 5 focus points.
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9
Fulminator Mage
Knowing the next body is just an explosion away, Fulminators
are ruthless in their displays of necromancy. Their minions
are expendable, and their enemies even more so.
Creaking Time Bombs
When you choose this expression at 3rd level, you always
have the Alteration Final Parting prepared, which does not
cost any focus points to maintain. Your minions can also take
their action to explode early, activating Final Parting in the
process.
Additionally, the damage from Final Parting increases by 1
hit die of the exploding minion when you reach 5th level (3
dice), and again at 11th (4 dice) and 17th levels (5 dice).
Improved Implosions
Also at 3rd level, ordinary explosions are beginning to feel
dull. When a creature fails their saving throw against an
explosion from Final Parting, they subjected to any chosen
effects from the list below. You may choose one effect without
expending focus points, but additional effects cost 1 focus
point each.
Adaptive Force. The damage type changes to one of the
following; acid, cold, fire, lightning, poison, or thunder.
Concussive Blast. Saving throws made to maintain
concentration on spells and other effects are made with
disadvantage.
Deafening Silence. Creatures are Blinded and Deafened
until the start of your next turn.
Dive the Backline
Your minions are slippery little things that like to go boom.
Starting from 6th level, the base movement speed of your
minions increases by 10 feet and they don't provoke
opportunity attacks.
Reuse, Reduce, Reanimate
At 10th level, nothing goes to waste. When a hostile creature's
hitpoints are reduced to 0 from a Final Parting Alteration,
you can recapture their essence for yourself. By expending
your reaction and 1 focus point, you summon a Basic Minion
from one of their last occupied spaces.
Putrefying Pressure
At 14th level, you learn to overpressurize your minions. As an
action, you can begin to overcharge a minion, concentrating
on this effect as if it were a spell.
At the end of your turn if the overcharged minion has not
been killed or if you are still maintaining concentration, the
damage dealt by its Final Parting increases by 2 of the
minion's hit die. You can end concentration early if you
choose (no action required). The maximum damage die that
can be dealt is equal to your necromancer level.
If you would lose concentration or if the overcharged
minion dies, it explodes early and deals the accumulated
damage in a 40 feet sphere.
Once you use this feature, you can't do so again until you
finish a long rest, unless you spend 3 focus points to use it
again.
10
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Ghoulcaller
Ghoulcallers specialize in summoning hordes of undead,
burying their opponents with sheer numbers advantage.
Throw enough bodies at a problem and it will be solved
eventually. If it can crawl, it can fight.
Amassed Presence
Also at 3rd level, raising an army quickly is your expertise.
Whenever you use your action to animate a Graven Minion,
you can raise a second minion of the same type as part of the
action. You still pay any focus points required to raise and
maintain each minion.
At 10th level, your aura compounds the effects of death and
decay. If you have at least one minion inside your aura, you
can activate one of the following effects using a bonus action.
You and your minions are immune to your aura’s effects. The
chosen effect persists until you are knocked unconscious, die,
or use a bonus action to deactivate it.
Grasp of the Undying. At the start of your turn, each
hostile creature inside your aura must make a Wisdom
saving throw. On a failed save, Graven Minions inside your
aura have advantage on attacks rolls against that creature.
Localized Disruption. The area of your aura is
considered difficult terrain for hostile creatures. Flying
creatures that enter the aura for the first time each turn
must succeed on a Constitution saving throw or be
knocked prone.
Aura of Command
Rolling Deathball
Graveyard Swarm
When you choose this expression at 3rd level, your Graven
Mind has expanded to handle more bodies. Graven Minions
you raise and maintain have their focus point costs reduced
by 1. This cannot reduce any focus costs to 0.
Double Trouble
At 6th level, your minions are bolstered by an Aura of
Command you emit. This aura has a radius in feet equal to 5
times your proficiency bonus. You and any minions inside this
aura gain a bonus to saving throws equal to your Intelligence
modifier. A minion can only benefit from one Aura of
Command at a time.
At 14th level, your undead army is an unstoppable tidal wave.
As an action, you and any Graven Minions inside your Aura of
Command move together in a straight line up to your
movement speed, ignoring the effects of difficult terrain.
Each creature that enters your Aura of Command must
make a Strength saving throw. On a failed save, a creature
takes 1d6 force damage for each Graven Minion inside your
Aura of Command and is knocked prone. They only take half
as much damage rounded down on a success.
Once you use this feature, you can’t do so again until you
finish a short or long rest, unless you dismiss 2 Graven
Minions you currently control.
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11
Lord of Bones
Contrasting their Ghoulcaller cousins, Bone Lords focus on
quality over quantity. Corpse soldiers do not flinch against
overwhelming odds, and will not break rank at the first signs
of defeat. They are their master's unbreakable spear, and an
immovable object to their foes.
Overwatch
A commander will need a good pair of eyes to survey the
battlefield. At 3rd level, you learn the find familiar spell and
can cast it once per long rest without expending a spell slot.
Any familiars summoned this way is always an undead in
appearance and its creature type becomes undead. The spell
doesn't count against your number of spells known.
The familiar is also considered as a Graven Minion,
allowing it to benefit from any Alterations your minions
normally would. The familiar does not require focus points to
maintain, as it is sustained by magic rather than your mental
abilities.
Violent Outburst
Your leadership skills has allowed you launch coordinated
attacks with your minions. At 10th level, you can use your
action on your turn to have each minion make one attack.
You can use this feature once per short or long rest.
Starting at 17th level, you can use this feature twice per rest.
Battlefield Promotion
At 14th level, you learn a special ritual that transforms a
minion into your herald. After finish a short or long rest,
choose one of your minions to become your herald. They gain
the visual appearance of a field drummer, standard bearer, or
any similar position of your choosing.
A herald emits a empowering aura to your minions within
a 20 feet radius, causing them to make their attacks with
advantage while they're inside the aura. On a hit, they deal an
additional 2d8 necrotic damage.
A minion can only gain the benefits of one herald at a time.
Shieldbearers
Also at 3rd level, your Graven Mind expands to accommodate
specialized training. You always have Martial Technique I and
Martial Technique II Alterations prepared.
Reaper Guard
Your minions have grown experienced in wielding arms and
armor. At 6th level, they gain proficiency with heavy armor
and wearing armor doesn't impose disadvantage on their
Dexterity (Stealth) checks.
Additionally, your minions learn one Fighting Style option
of your choice from the fighter class.
Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace the chosen fighting
style with a different one from the fighter class.
12
Unsure Where to Start?
Lord of Bones is designed as the beginner
subclass, with abilities that are universally useful.
When you want to branch out into more specific
playstyles, try the other subclasses out.
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Spectral Knight
Some choose not to animate physical bodies, preferring to
harness the souls trapped in purgatory instead. Spectral
Knights harness vengeful spirits to aid them in battle,
allowing them to take plenty of punishment and dish it right
back.
Ethereal Protection
When you choose this Expression at 3rd level, mad spirits
swirl around you and coalesce to form a spectral shield. The
spectral shield is represented by your temporary hitpoints,
and gains additional abilities as you grow in strength. You
gain the following benefits:
If you have hit a creature with an attack on your turn, you
can expend your bonus action and 1 focus point to gain
temporary hitpoints equal to your Intelligence Modifier
plus twice your necromancer level (minimum of 6).
Once per round when you replace your temporary
hitpoints, you can choose to vent the excess energy as a
forceful blast. Hostile creatures in a 5 feet radius must
succeed on a Wisdom saving throw or take 1d8 psychic
damage. They only take half as much damage rounded
down on a success. This damage increases when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Wraiths Whispering
Also at 3rd level, your speech is layered with the ramblings of
mad spirits. You gain proficiency in Intimidation.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Know Your Place
At 10th level, your spectral shield lashes out when struck. If a
creature deals damage to your spectral shield, it must
succeed on a Wisdom saving throw or take 1d8 psychic
damage.
At 14th level, this damage increases to 2d8 psychic
damage.
In addition, when you are hit by an attack, you can expend
your reaction and 1 to 5 focus points to increase your AC by
the number of focus points spent until the start of your next
turn, potentially causing the attack to miss.
Know My Name
At 14th level, when you reduce a hostile creature's hitpoints
to 0 or score a critical hit, the spirits celebrate in a frenzied
cacophony. Each creature of your choice within 30 feet must
make a Wisdom saving throw. On a failed save, they are
overcome with fear and cannot target you with melee or
ranged attacks until the start of your next turn.
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13
Graven Alterations
Adamantine Blessing
Focus Points: 2
Your minions can't be affected by critical hits.
Aggressive
Focus Points: 1
Prerequisites: 5th level
Your minions gain a burrowing speed equal to their base
movement speed.
Focus Points: 2
Prerequisites: 5th level
When a minion scores a critical hit with a melee weapon
attack or reduce a creature to 0 hit points with one, it can
make one melee weapon attack as a bonus action.
Creatures of Night
Alacrity
Esoteric Resistance
Focus Points: 2
Your minions can take the Dash, Disengage, or Hide
actions as a bonus action on their turns.
Artful Disguise
Focus Points: 1
Through clever magical glamor, your minions resemble
normal humanoids in appearance. To discern that they are
disguised, a creature can use its action to inspect their
appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Bramble Hide
Focus Points: 1
When a hostile creature hits one of your minions, they take
1d4 piercing damage. This Alteration can be taken multiple
times.
Battle Wagon
Focus Points: 2
Prerequisites: Colossus Minion
Your Colossus minions grow a bony cage on top their
backs, allowing 4 Small or 2 Medium sized creatures to ride
inside. A creature gains half cover and moves with the minion
while riding on top it. A creature within 5 feet of the Colossus
can use their bonus action to enter the cage.
14
Burrowing Limbs
Focus Points: 1
Prerequisites: 5th level
While in dim light or darkness, your minions can take the
Hide action as a bonus action.
Focus Points: 2
Prerequisites: 9th level
Choose one of the following damage types: force, necrotic,
or radiant. Your minions gain resistance to the chosen
damage type. This Alteration can be taken multiple times.
Elemental Resistance
Focus Points: 2
Prerequisites: 7th level
Choose one of the following damage types: acid, cold, fire,
lightning, poison, or thunder. Your minions gain resistance to
the chosen damage type. This Alteration can be taken
multiple times.
Evasive
Focus Points: 2
Prerequisites: 5th level
If a minion is subjected to an effect that allows it to make a
Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds on the saving throw, and only
half damage if it fails.
Final Parting
Focus Points: 2
Instead of triggering the Undead Fortitude feature, your
minions can explode violently when they are reduced to 0
hitpoints instead. Each creature within a 5 feet radius must
make a Dexterity Saving Throw or take bludgeoning damage
equal to two rolls of the minions hit dice. They only take half
as much damage on a success rounded down.
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Fluidity
Focus Points: 1
Prerequisites: 7th level
Your minions ignore the effects of non-magical difficult
terrain.
Grasping Limbs
Focus Points: 1
Your minions gain a climbing speed equal to their base
movement speed.
Graven Empowerment
Focus Points: 1
Your minions deal additional necrotic or poison damage
equal your Intelligence modifier on a successful attack roll.
Horde Tactics
Focus Points: 2
Prerequisites: 7th level
Your minions have advantage on attack rolls against a
creature if at least one other minion is within 5 feet of the
creature and the minion isn't incapacitated.
Immutable Form
Focus Points: 2
Your minions become immune to any spell or effect that
would alter its form, unless you allow it.
Long Limbed
Focus Points: 1
When your minions make a melee attack, their reach is 5
feet greater than normal.
Magical Attacks
Mimicry
Focus Points: 1
Your minions are now capable of halting speech. To discern
that they are undead, a creature use their action to carefully
listen and must succeed on an Wisdom (Perception) check
against your spell save DC.
Powerful Build
Focus Points: 2
Your minions count as one size larger when determining
their carrying capacity and the weight they can push, drag, or
lift.
Physical Resistance
Focus Points: 2
Prerequisites: 5th level
Choose one of the following damage types: bludgeoning,
piercing, or slashing. Your minions gain resistance to the
chosen damage type. This Alteration can be taken multiple
times.
Siege Engines
Focus Points: 1
Your minions deals double damage to objects and
structures.
Spell Sculptees
Focus Points: 2
Prerequisites: 5th level
You learn to shield your minions from friendly fire. Your
minions can choose to automatically succeed on their saving
throws against any spells you cast, and they take no damage
if they would normally take half damage on a successful save.
Focus Points: 1
Prerequisites: 5th level
Your minion's attacks are considered magical for purpose
of overcoming resistance and immunity to nonmagical
attacks and damage.
Spell Delivery
Magic Resistance
Focus Points: 1
Your minions gain proficiency in two artisan's tools or skills
of your choice. This Alteration can be taken multiple times.
Focus Points: 2
Prerequisites: 7th level
Your minions gain advantage on saving throws against
spells and other magical effects.
Martial Technique I
Focus Points: 1
Your minions gain proficiency in simple weapons and light
armor.
Martial Technique II
Focus Points: 1
Prerequisites: Martial Technique I
Your minions gain proficiency in martial weapons, medium
armor, and shields.
Focus Points: 1
Your minions can deliver a spell you cast that has a range
of touch. The Minion must be within 120 feet of you.
Skill Zombie
Tough
Focus Points: 2
Prerequisites: 5th level
Your minions maximum hitpoints increases by 2 for each
necromancer level you have.
Webbed Limbs
Focus Points: 1
Your minions gain a swimming speed equal to their base
movement speed.
Winged Limbs
Focus Points: 2
Prerequisites: 9th level
Your minions gain a flying speed equal to their base
movement speed.
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15
Graven Commands
A Graven Command you learn becomes available to all your
Graven Minions. A minion prerequisite indicates the
Command can only be used by those minion types.
Knock Them Down
Bone Shards
Focus Points: 2
Prerequisites: Bruiser or Colossus Minion
As an action, the minion charges in a 20 feet line, causing
the first creature in the path to make a Strength saving throw.
On a failed save, they take damage equal to 2 rolls of the
minion's hit die and is knocked prone. They only take half as
much damage rounded on a success and are not knocked
prone. Creatures larger than the minion have advantage on
the save.
Brace for Impact
Leaping Slam
Focus Points: 1
The minion is able to fling bone shards as a ranged
weapon attack with a range of 60 feet. This attack uses your
spell attack modifier. On a hit, it deals damage equal to one
roll of minion's hit die plus the its Dexterity Modifier.
Focus Points: 1
As a bonus action, the minion braces itself against danger.
It gains advantage on saving throws that would forcibly move
or knock it prone until the start of your next turn.
Cleaving Strike
Focus Points: 1
When a minion makes a successful melee attack, it can use
its bonus action to make another attack against a second
creature within 5 feet of the original target.
Heavy Backhand
Focus Points: 2
Prerequisites: Bruiser or Colossus Minion
As a bonus action, the minion delivers a stunning blow to a
creature within 5 feet and causes them to make a
Constitution saving throw.
On a failed save, they take bludgeoning damage equal to 1
roll of the minion's hit die and are knocked back 10 feet. They
are also Stunned until the start of their next turn if they
collide with a piece of hard cover such as a brick wall, large
boulder or sturdy tree.
A successful save only causes a creature to take half as
much damaged rounded down.
Hostage Taker
Focus Points: 2
As an action, the minion can attempt to grab another
creature within 5 feet, and the target must succeed on a
contesting Athletics check or be Grappled by the minion. The
target cannot be larger in size than the minion.
While it is Grappling the target, the minion only takes half
of the damage it would normally take, and the Grappled
creature takes the other half of the damage. It can make
another succeeding Athletics check at the end of its turns,
ending the effect on a success.
Focus Points: 2
Prerequisites: Bruiser or Colossus Minion
As an action, the minion leaps towards a point up to 30 feet
away, slamming into the ground with great force. Creatures
in a 15 feet radius around that point must make a Strength
saving throw. On a failed save, a creature takes bludgeoning
damage equal to 3 rolls of the minion's hit die and is knocked
prone. They only take half as much damage rounded down on
a success.
Martyrdom
Focus Points: 1
When another creature takes damage from an attack or
spell, you can expend your reaction and order a minion within
5 feet of the creature to take the damage instead. This feature
doesn't transfer any other effects that might accompany the
damage, and this damage can't be prevented or reduced in
any way.
Noxious Blast
Focus Points: 2
As an attack, the minion exhales toxic gas towards a
creature within 15 feet. The target must succeed on a
Constitution saving throw or take poison damage equal to 1
roll of the minion's hit die and become Poisoned until the
start of your next turn. A Poisoned target takes damage equal
to 2 rolls of the minion's hit die instead.
Shockblast
Focus Points: 2
Prerequisites: Colossus Minion
As an action, the Colossus shatters the earth with a
groundbreaking punch, causing all creatures in a 60 feet
cone to make a Strength saving throw. On a failed save, a
creature takes 3d12 thunder damage and is knocked prone.
They only take half as much damage rounded down on a
success. This attack deals double damage to objects and
structures.
Taunting Display
Focus Points: 2
Prerequisites: Bruiser Minion
As an action, the minion makes itself look like a threat.
Hostile creatures within 5 feet of the minion that can see it
must make a Wisdom saving throw. On a failed save, a
creature is taunted and must make an attack on their next
turn against the taunting minion, if available.
16
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Graven Minions
Bruiser Minion
Focus Points: 5
Prerequisites: 5th level
Basic Minion
Focus Points: 2
Basic Minion
Bruiser Minion
Medium undead, shares your alignment
Large undead, shares your alignment
Armor Class 10 + PB (natural armor)
Hit Points 5 + 3 times your necromancer level (the
minion has a number of Hit Dice [d8s] equal to
your Necromancer level)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
Armor Class 12 + PB (natural armor)
Hit Points 5 + 5 times your necromancer level (the
minion has a number of Hit Dice [d10s] equal to
your Necromancer level)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1) 12 (+1) 16 (+3) 4 (-3) 10 (0) 6 (-2)
19 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (0) 6 (-2)
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge equals your necromancer level
Proficiency Bonus (PB) equals your bonus
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge equals your necromancer level
Proficiency Bonus (PB) equals your bonus
Undead Fortitude. If damage reduces the minion to 0
hit points, it can 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, the minion drops to 1 hit point instead.
Magical Weapons. The Bruiser's attacks are magical.
Unusual Nature. The Minion doesn't require air, food,
drink, or sleep.
Actions
Attack. The Minion makes an attack with its Slam or
with any weapon its wielding.
Slam. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 4 (1d6 +
1) bludgeoning damage.
Undead Fortitude. If damage reduces the minion to 0
hit points, it can 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, the minion drops to 1 hit point instead.
Unusual Nature. The Bruiser doesn't require air, food,
drink, or sleep.
Actions
Multiattack. The Bruiser makes 2 attacks with its
Slam or with any weapon its wielding.
Empowered Slam. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) bludgeoning damage.
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17
Colossus Minion
Focus Points: 7
Prerequisites: 11th level
Colossus Minion
Huge undead, shares your alignment
Armor Class 14 + PB (natural armor)
Hit Points 5 + 7 times your necromancer level (the
minion has a number of Hit Dice [d12s] equal to
your Necromancer level)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6) 14 (+2) 22 (+6) 6 (-2) 10 (0) 6 (-2)
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge equals your necromancer level
Proficiency Bonus (PB) equals your bonus
Magical Weapons. The Colossus' attacks are magical.
Undead Fortitude. If damage reduces the minion to 0
hit points, it can 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, the minion drops to 1 hit point instead.
Unusual Nature. The Colossus doesn't require air,
food, drink, or sleep.
Actions
Multiattack. The Colossus makes 3 attacks with its
Slam or with any weapon its wielding.
Enchanted Slam. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage and 3 (1d6)
necrotic damage.
18
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Necromancer Spell List
Cantrips (0 Level)
2nd Level
4th Level
7th Level
Booming Blade
Chill Touch
Friends
Frostbite (XG)
Green-Flame Blade (SC)
Guidance
Infestation (XG)
Lightning Lure
Mage Hand
Mending
Poison Spray
Prestidigitation
Ray of Frost
Resistance
Sapping Sting
Shocking Grasp
Spare the Dying
Spectral Blade (HB)
Toll the Dead
True Strike
Aid
Augury *
Blindness/Deafness
Darkvision
Enlarge/Reduce
Enthrall
Gentle Repose *
Hold Person
Invisibility
Levitate
Magic Weapon
Mind Spike
Ray of Enfeeblement
Shadow Blade (XG)
Silence *
Soul Tithe (HB)
Spectral Smite (HB)
Suggestion
Wither and Bloom
Banishment
Blight
Complusion
Death Ward
Evard's Black Tentacles
Greater Invisibility
Hand of Dominance (HB)
Locate Creature
Phantasmal Killer
Shadow of Moil (XG)
Sickening Radiance (XG)
Storm Sphere (XG)
Finger of Death
Mirage Arcane
Power Word Pain
Resurrection
Symbol
Tether Essence
1st Level
Bestow Curse
Bone Cage (HB)
Call Lightning
Counterspell
Dispel Magic
Fear
Feign Death *
Fly
Grasp of Dominance (HB)
Haste
Hunger Of Hadar
Hypnotic Pattern
Life Transference
Lightning Arrow
Lightning Bolt
Remove Curse
Revivify
Slow
Speak with Dead
Spirit Shroud
Stinking Cloud
Armor of Agathys
Bane
Blur
Cause Fear (XG)
Caustic Blessing (HB)
Command
Cure Wounds
Detect Evil and Good
Detect Magic *
Detect Poison and Disease *
Expeditious Retreat
False Life
Feather Fall
Gift of Alacrity
Healing Word
Inflict Wounds
Longstrider
Ray of Sickness
Shield
Toxic Blessing (HB)
Unseen Servant *
Witch Bolt
3rd Level
5th Level
Antilife Shell
Cloudkill
Contagion
Desecrate Earth (HB)
Dominate Person
Enervation
Insect Plague
Negative Energy Flood
Raise Dead
8th Level
Antimagic Field
Abi-Dalzim's Horrid Wilting
(XG)
Antipathy/Sympathy
Maddening Darkness (XG)
Power Word Stun
9th Level
Power Word Kill
Psychic Scream (XG)
Storm of Vengeance
Time Ravage
True Resurrection
6th Level
Bones of the Earth
Chain Lightning
Circle of Death
Contingency
Disintegrate
Eyebite
Harm
Magic Jar
Mental Prison (XG)
Soul Cage
(HB) indicates the spell is Homebrewed.
(SC) indicates the spell is from the Sword Coast
Adventurer’s Guide.
(XG) indicates the spell is from Xanathar's Guide to
Everything.
a small asterisk (*) indicates the spell can be cast as a
ritual.
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19
Expanded Spells
3rd level necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (*a pinch of bone dust)
Duration: Concentration, Up to 1 minute
A mossy ribcage erupts from the ground, trapping a creature
you can see within range inside. They must make a Strength
saving throw or take 5d6 necrotic damage and be Restrained
for the duration. They only take half as much damage
rounded down on a success and aren't Restrained.
At the end of each of its turns, the target can make another
Strength saving throw. On a success, the spell ends on the
target.
Spell Lists. Necromancer
3rd level necromancy
Casting Time: 1 action
Range: Self (30 foot radius)
Components: V, S
Duration: Instantaneous
You create a giant skeletal hand that grabs a creature you can
see within 30 feet of you, causing them to make a Strength
saving throw. On a failed save, the target is pulled up to 30
feet in a straight line toward you and take 4d8 necrotic
damage. They only take half as much damage rounded down
on a success and aren't pulled. Creatures two sizes larger
than you have advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.
Spell Lists. Necromancer
Damprot
Hand of Dominance
Bone Cage
3rd level necromancy
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (*a poisonous gland from a frog)
Duration: Concentration, Up to 1 minute
You attempt to infect a creature you can see with damprot.
The target must succeed on a Constitution saving throw or
become infected for the duration of the spell (it can choose to
fail).
A 40 feet sphere of pus then spreads from the infected
creature that moves with it, causing creatures that enter the
pool for the first time on a turn or starts its turn inside to
make a Constitution saving throw. On a failed save, a creature
takes 3d8 poison damage. On a successful save, the creature
takes half as much damage rounded down. This spell has no
effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the poison damage increases by 1d8 for
each slot level above 3rd.
Spell Lists. Necromancer
Desecrate Earth
5rd level conjuration
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (*a femur bone)
Duration: Concentration, Up to 1 minute
You channel unholy energy into the lands, transmuting a 40
feet circle into a graveyard for the spell's duration. The
ground is considered difficult terrain. Any creature inside the
circle must make a Strength saving throw. The creatures take
5d8 necrotic damage and are knocked prone on a failed save,
or only half as much damage rounded down on a success.
You can repeat this effect as an action while you maintain
concentration.
Spell Lists. Necromancer
20
Grasp of Dominance
4th level necromancy
Casting Time: 1 Action
Range: Self (60 feet line)
Components: V, S
Duration: Instantaneous
You send forth a giant skeletal claw, pushing enemies aside.
Each creature in a 5 by 60 feet line must make a Dexterity
saving throw. They take 5d8 necrotic damage on a failed save
and are pushed to the end of the line. They only take half as
much damage rounded down on a success and aren't pushed.
Creatures two sizes larger than you have advantage on the
saving throw.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
Spell Lists. Necromancer
Soul Tithe
2nd level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (*a piece of black cloth)
Duration: Concentration, Up to 1 minute
A creature within range becomes cursed by you until the spell
ends. Once per turn when the cursed target takes damage
from an attack or spell, it takes an additional 1d6 psychic
damage.
If the cursed target is reduced to 0 hitpoints, their soul is
violently harvested. All creatures within a 20 feet radius of
the target become Frightened of you for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the extra damage dealt increases by
1d6 for every two slot levels above 2nd.
Spell Lists. Necromancer
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spectral Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5 foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make
a melee attack with it against one creature within 5 feet of
you. On a hit, the target suffers the weapon attack’s normal
effects and becomes sheathed in spiritual energy until the
start of your next turn. If the target takes damage before then,
you gain 1d6 temporary hitpoints, and the spell ends.
At Higher Levels. The temporary hitpoints gained
increases to 1d8 at 5th level, and again at 11th level (1d10),
and 17th level (1d12).
Spell Lists. Necromancer, Paladin (Optional), Warlock
(Optional)
Spectral Smite
2nd level evocation
Casting Time: 1 bonus action, which you take immediately
after hitting a creature with a weapon or an Unarmed
Strike.
Range: Self
Components: V
Duration: Instantaneous
As you hit your target, they are enveloped in a burst of
spiritual energy and takes an extra 2d6 Necrotic damage. You
then gain temporary hitpoints equal to half of the damage
dealt by this spell, rounded down.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the extra damage dealt increases by
1d6 for each slot above 2nd.
Spell Lists. Necromancer, Paladin (Optional)
Toxic Blessing
1st level evocation
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You fling a ball of energy towards a point you can see within
range. Creatures in a 20 feet sphere must succeed on a
Constitution saving throw or take 2d8 poison damage. They
only take half as much damage rounded down on a success.
Undead creatures regain hitpoints equal to the damage rolled
instead.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the poison damage dealt increases by
1d8 above 1st.
Spell Lists. Necromancer
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
21
Necromancer
Fulfill the fantasy of summoning undead minions
and enhance them with upgrades! Customize
your zombies with over 30 Graven Alterations
and 10 unique Commands! Includes 6 Animating
Expressions that each focus on different
archetypes and 9 new class exclusive spells.
Special Thanks
To my loyal test subjects friends, Cookie, Vaz'ko
and Vetmon. Their insights were invaluable in
the creation of this project.
Created by MrTooTs
Art Credits
Cover - Necromancer by Anton Nazarenko
Page 2 - Necromancer by Bodgan Marcia
Page 3 - Necromancer Vladimir by Sperasoft
Studio
Page 4 - Necromancer Spell by Anthony
Catillaz
Page 5 - Diablo Knight by Anthony Catillaz
Page 4 - Ghoul's Night Out by Fajareka
Setiawan
Page 6 - Undead Giant by Alex Constad
Page 7 - Gramarye by Audrey A.
Page 8 - Lost Tomb by Robin Bouwmeester
Page 9 - Necromancer by JasonTN
Page 10 - Gisa, Glorious Resurrector by
Yongjae Choi
Page 12 - Death Knight by Adnan Ali
Page 13 - Diablo 3 Necromancer by Thanh
Tuấn
Page 16 - Zombie Invasion by dongbiao lu
Page 17 - Skeleton Warrior by Jason Nguyen
Page 20 - Tasha, the Witch Queen by Martina
Fačková
Change Log
V 1.2 - Added Corpse Engineer subclass.
Rebalanced class features and spells. Fixed
typos and made quality of life improvements.
V 1.1 - Reduced focus point maximum.
Reduced Bruiser and Colossus minion
damage. Condensed certain Alterations. Fixed
typos and made quality of life improvements.
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