COMPLETE
NECROMANCER
A Definitive Class by
Mage Hand Press
Credits
Designers Michael Holik, Alexander J Garcia,
Alexander Binns
Cover Illustrator Agustín Marceillac
Graphic Designer Michael Holik
Interior Illustrations Kirby Jackson, Agustín
Marceillac, Lucas Ferreira CM
On the Cover
Agustín Marceillac illustrates a necromancer
commanding her undead horde under the watchful
gaze of a full moon.
Mage Hand Press, and their associated logos are Disclaimer: Mage Hand Press and Associate do not
trademarks of Mage Hand Press LLC advocate raising the dead in violation of the laws of
® 2020 Mage Hand Press LLC. All Rights Reserved. god and man. However, if you do, remember that
the difference between a “roving band of undead
monstrosities” and a “hip new boy band” is whether or
not you’re wearing sunglasses.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage
Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Complete Necromancer is published by Mage Hand Press LLC under the Open Game License version 1.0a.
Copyright 2021 Mage Hand Press LLC. All Rights Reserved
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Table of Contents
Chapter 1: Necromancer...................................................................................................................3
Class Features.....................................................................................................................................4
Grave Ambitions..................................................................................................................................7
Blood Ascendent ���������������������������������������������������������������������������������������������������������������������������7
Death Knight ��������������������������������������������������������������������������������������������������������������������������������8
Overlord..........................................................................................................................................9
Pale Master....................................................................................................................................10
Pharaoh.........................................................................................................................................10
Plague Lord...................................................................................................................................12
Reanimator....................................................................................................................................12
Reaper.............................................................................................................................................13
Undead Thralls.................................................................................................................................14
Bonebeast.......................................................................................................................................14
Gorger............................................................................................................................................15
Gravetouched Ghoul �����������������������������������������������������������������������������������������������������������������15
Skeleton.........................................................................................................................................16
Spirit...............................................................................................................................................16
Visage..............................................................................................................................................16
Zombie............................................................................................................................................17
Chapter 2: Spells...............................................................................................................................18
Necromancer Spell List...................................................................................................................18
New Spells..........................................................................................................................................18
Chapter 3: Monstrous Grafts........................................................................................................21
Chapter 1: Necromancer
A withered old woman reaches out and grasps a battle- Creating a Necromancer
hardened knight by the arm. The knight laughs at the
crone’s gesture before collapsing in mere seconds, As you create your necromancer, the most important
desiccated and dead. piece of information to consider is your character’s
A scarred and grizzled warrior in breastplate leads ambition. What is their goal? How do they intend to
a charge through a detachment of soldiers, swinging achieve it? How does necromancy fit into the picture?
a glaive, shrouded in dark energies, at her foes. A Once you’ve decided on your ambition, consider why
shambling, undead vanguard follows her path, and her they turned to necromancy to accomplish it. Were they
slain foes rise to join their ranks. scorned by their previous spellcasting master? Did they
A grim, robed figure presides before his court, come across an old, rotting tome filled with forgotten
all arranged in a marble hall of gothic construction. knowledge? Were they the survivors of some great attack
Shambling corpses, abominations of flesh and bone, and by another necromancer?
dead-eyed charmed nobles wait in attendance, forming
perfect lines in silent obedience.
Necromancers are spellcasters that hold sway over
the forces of life and death, twisting them to serve their
own ambitions, and commanding small armies of lifeless,
animated thralls.
Morbid Curiosity
Necromancers must match their grand intellects with an
equal lack of scruples, the willingness to turn to forbidden
knowledge and unquestionably evil methods. No matter
their means, every necromancer is driven by a deep
fascination with the dark arts and the power necromancy
can afford them. Most see themselves as outcast members
of the academic elite, braving new dark territories of
magic that other spellcasters are too cowardly to explore.
However, collecting knowledge expanding their
understanding is merely a means to an end for most
necromancers—they are almost always driven by a
deeper, darker impulse, a goal which pushes them
to the utter brink. This might be the perverted ideal
of a “greater good” or a goal to right the wrong
of mortality; in every case, necromancy is a grim
implement for their life’s work.
Masters of Undeath
Necromancers have learned through trial and error
how to puppet the flesh, bone, and spirits of the dead,
binding them to their will. Through their terrible magic,
they command the forms of lesser undead, and demand
respect from those powerful enough to resist their thrall.
All necromancers share the capability of simply animating
corpses, along with the knowledge and foresight to create
new and terrible undead abominations to further their
goals. Beyond the basic command over the undead, each
necromancer specializes in a method to impart their will
upon the world. Some dive deeply into the necromantic
arts, whereas others focus on their ability to assert control
over others, while others still master the art of both
martial and magical combat. While their skills might
seem specialized, properly prepared necromancers can
dominate both on the battlefield and at the round table.
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The Necromancer
Total Cantrips Spells
Proficiency Thrall Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Bonus CR Features
1st +2 — Spellcasting, Charnel Touch 4 4 2 ————————
2nd +2 1/4 Thralls, Bag of Bones 4 5 3 ————————
3rd +2 1/2 Grave Ambition, Black Arcana 4 6 4 2 ———————
4th +2 1/2 Ability Score Improvement 5 7 4 3 ———————
5th +3 1 Critical Spellcasting 5 8 4 3 2 ——————
6th +3 1 Grave Ambition Feature 5 9 4 3 3 ——————
7th +3 1 Enthralling Presence 5 10 4 3 3 1 — — — — —
8th +3 1 Ability Score Improvement 5 11 4 3 3 2 — — — — —
9th +4 2 — 5 12 4 3 3 3 1 — — — —
10th +4 2 Grave Ambition feature 6 13 4 3 3 3 2 — — — —
11th +4 2— 6 14 4 3 3 3 2 1 — — —
12th +4 2 Ability Score Improvement 6 14 4 3 3 3 2 1 — — —
13th +5 3— 6 15 4 3 3 3 2 1 1 — —
14th +5 3 Critical Spellcasting improvement 6 15 4 3 3 3 2 1 1 — —
15th +5 3— 6 16 4 3 3 3 2 1 1 1 —
16th +5 3 Ability Score Improvement 6 16 4 3 3 3 2 1 1 1 —
17th +6 4— 6 17 4 3 3 3 2 1 1 1 1
18th +6 4 Undying Servitude 6 17 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 6 18 4 3 3 3 3 2 1 1 1
20th +6 4 Lichdom 6 18 4 3 3 3 3 2 2 1 1
Work with your GM to determine how necromancy Class Features
is viewed in the world. Is it just another method of
spellcasting, or is it an abominable tool, used only by the As a necromancer, you have the following class features.
most abhorred spellcaster? How do commoners react
when they see you? Must you hide your thralls from Hit Points
public scrutiny, and if so, how? Furthermore, do the
other player characters know of your sinister magic, and Hit Dice: 1d6 per necromancer level
if so, how have they reacted to seeing your puppeteered Hit Points at 1st Level: 6 + your Constitution modifier
corpses? Work with other players, especially those with Hit Points at Higher Levels: 1d6 (or 4) + your
cleric and paladin characters, to find suitable reasons you
might work together. Constitution modifier per necromancer level after 1st
Quick Build Proficiencies
You can make a necromancer quickly by following these Armor: Light armor
suggestions. First, Intelligence should be your highest Weapons: Simple weapons
ability score, followed by Constitution, and then Strength Tools: None
or Dexterity if you plan to choose to be the Death Knight Saving Throws: Constitution, Intelligence
ambition. Second, choose a background of your choice, Skills: Choose two from Arcana, Deception, History,
preferably one that ties into your ambition. Third, choose
chill touch, hocuspocus, light, and spark of life for your Investigation, Intimidation, Medicine, Persuasion,
cantrips, and then choose detect magic, expeditious retreat, and Religion
Gahoul’s gruesome garrote, and inflict wounds as your 1st
level spells. Equipment
4 You start with the following equipment, in addition to the
equipment granted by your background:
• Leather armor, a dagger, and any simple weapon
• (a) a component pouch or (b) an arcane focus
• A shovel and (a) a dungeoneer’s pack or (b) a scholar’s
pack
Necromancer
Spellcasting Charnel Touch
Your connection to the realm of negative energy allows Your connection to the negative energy realm grants you
you to cast powerful necromantic spells. an inner nexus of dangerous power, ready to be unleashed
at a moment’s notice. At 1st level, you have a pool of
Cantrips necrotic power that replenishes when you take a long rest.
This pool of points is equal to your necromancer level × 5.
At 1st level, you know four cantrips of your choice As an action, declare the number of points you wish
from the necromancer spell list. You learn additional to expend, up to the amount remaining in your pool, and
necromancer cantrips of your choice at higher levels, make a melee spell attack against one target within reach.
as shown in the Cantrips Known column of the On a hit, you expend the declared amount of points and
Necromancer table. deal necrotic damage equal to the points expended. If
you miss the attack, you do not expend any points. The
Spell Slots damage dealt by your Charnel Touch is doubled when you
score a critical hit, expending no additional points.
The Necromancer table shows how many spell slots you This attack deals no damage to constructs and instead
have to cast spells of the 1st level and higher. To cast one heals undead for the amount of points expended. You can
of these spells, you must expend a slot of the spell’s level target a willing creature with this ability without making a
or higher. You regain all spell slots when you finish a long spell attack roll.
rest.
Thralls
Spells Known of 1st Level And Higher
While lesser spellcasters can only animate flesh and
You know four 1st-level spells of your choice from the bone in a rudimentary fashion, and must expend
necromancer spell list. valuable energy to maintain their undead’s loyalty, true
You learn an additional necromancer spell of your necromancers can provide their undead with a portion
choice at each level except 12th, 16th, 19th, and 20th. of their own life force, ensuring long term obedience.
Each of these spells must be of a level for which you have Beginning at the 2nd level, you learn an ancient and
spell slots. For instance, when you reach 3rd level in this powerful ritual which allows you to raise and command
class, you can learn one new spell of 1st or 2nd level. your own army of the undead.
Additionally, when you gain a level in this class, you
can choose one of the necromancer spells you know and Animate Thralls
replace it with another spell from the necromancer spell
list, which also must be of a level for which you have spell By spending 10 uninterrupted minutes performing this
slots. ritual with a spellcasting focus or component pouch, you
can raise the remains of one or more Small or Medium
Spellcasting Ability humanoids into undead creatures. Undead created in this
way become your thralls. You maintain control over your
Intelligence is your spellcasting ability for your thralls indefinitely. Stat blocks for zombies, skeletons, and
necromancer spells, since your power is rooted in the other thralls can be found in the Undead Thralls section at
fine manipulation of negative energy and research into the end of the class description.
magical secrets. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you Commanding Thralls
use your Intelligence modifier when setting the saving
throw DC for a necromancer spell you cast and when If you are conscious, you can mentally control all of your
making an attack roll with one. thralls, without using any actions. If you are unconscious,
your thralls will move to protect your body from harm,
Spell save DC = 8 + your proficiency bonus + but will not attack.
your Intelligence modifier In combat, your thralls share your initiative count,
but take their turns immediately after yours. All thralls
Spell attack modifier = your proficiency bonus + collectively share one reaction and bonus action, which a
your Intelligence modifier single thrall can use each round.
Thralls use your spellcasting modifier to make their
Ritual Casting attacks.
You can cast a necromancer spell as a ritual if that spell Maximum Thralls
has the ritual tag.
You can animate and control a thrall of challenge rating
Spellcasting Focus (CR) 1/4. As you gain levels in this class, you can animate
more thralls. The combined CR of all your thralls can’t
You can use an arcane focus as a spellcasting focus. For a exceed the number shown in the Thrall CR Total column
necromancer, these are typically objects with sentimental of the Necromancer table, and the total number of thralls
value, such as a locket, childhood toy, prison shackle, or under your control can never exceed your proficiency
wedding ring, that are altered with magically conductive bonus.
materials.
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At any time, you can use your action to sever your Grave Ambition
connection to one or more thralls, releasing them.
Corporeal undead crumple into a heap and incorporeal When you reach 3rd level, you decide on a proper path of
undead flee to the Ethereal Plane. research into the dark arts in order to carve a path leading
your ultimate goal. Choose one Grave Ambition, detailed
Animate Dead at the end of the class. Your choice grants you features at
3rd level, and again at 6th, 10th, and 20th level.
Beginning at 5th level, a necromancer can learn the
animate dead spell, a staple of the school of necromancy. Black Arcana
Necromancers can cast this spell as an action, instead of
in one minute. All undead created by the animate dead Also beginning at 3rd level, as a bonus action, you can
spell (as well as any other magic, such as the create undead expend a spell slot to replenish your Charnel Touch point
spell, which allows you to control undead) count as your pool. Your pool regains 1d8 expended points, plus 1d8 for
thralls and can be commanded as such. If your new thralls each level of the spell slot expended.
granted to you by a spell cause you to exceed your total
CR or number of thralls, you can immediately sever your Ability Score Improvement
connection to any of your existing thralls so as to stay
within these limits. Your thralls can never command or When you reach 4th level, and again at 8th, 12th, 16th,
create other undead. and 19th level, you can increase one ability score of your
As always, you can’t reanimate your undead which choice by 2, or you can increase two ability scores of your
have been reduced to 0 hit points. Your Animate Thralls choice by 1. As normal, you can’t increase an ability score
ritual, the animate dead spell, and similar magic only above 20 using this feature.
affects humanoid corpses, whereas your thralls are undead
creatures. Critical Spellcasting
Bag of Bones At 5th level, your potent necrotic powers punish your
enemy at the first sign of weakness. When a creature
Also at 2nd level, you learn how to create a necromantic rolls a 1 on a saving throw against one of your spells, it
magic item, a bag of bones. The bag connects to a vast automatically fails the save and takes twice the number
extradimensional space which can only hold Medium of damage dice dealt by the spell. The additional damage
or smaller corpses, bones, and undead creatures; it only applies to the creature that rolled a 1.
violently expels anything else placed within it. You can Additionally, your spell attacks score a critical hit on a
use an action to place a corpse or willing undead creature roll of 19 or 20.
into the bag, up to a maximum of 10 corpses or undead Starting at 14th level, creatures automatically fail
creatures, or use your action to dump the contents of the their saving throws against your spells and take additional
bag, which land in spaces within 5 feet of you. damage when they roll a 1 or a 2. Additionally, your spell
You can transform any container you can carry into attacks score a critical hit on a roll of 18-20.
a bag of bones by performing a special ritual over the
course of 1 hour while you hold it. This container ceases Enthralling Presence
to be magical if you perform this ritual again to create a
new bag of bones. The container always connects to the At 7th level, the negative energy that flows through you
same extradimensional space. If the bag is placed inside reinforces your thralls against those who would seek
an extradimensional space, such as that created by a bag to destroy or control your servants. Your thralls and
of holding, it is destroyed. Its contents remain in the same other undead you control can’t be turned or forcefully
extradimensional space until you create a new bag. controlled by another creature while you are conscious.
Variant Rule: Necromancy Unleashed Undying Servitude
This class imposes limitations on animate dead-style When you reach 18th level, your connection to your
spells, as well as the number and types of thralls a thralls can pull them back from the brink of destruction.
player can use in order to ensure timely, balanced When a thrall under your control is reduced to 0 hit
play. If you’d like to throw caution to the wind and points and not destroyed outright, you can use your
embrace the undead horde experience, use this reaction to restore it to half of its maximum hit points.
variant rule. Ignore the “Animate Dead” header in Once you use this ability, you can’t use it again until you
the Thralls feature. Animated undead from spells finish a long rest.
are separate from your thralls for the purposes of
your class features, but have no other class-based Lichdom
limitations.
By 20th level, you have unlocked the pinnacle of
6 necromantic prowess, through which you will conquer
death itself: The Rite of Lichdom. When you reach this
level, you have completed your phylactery and are ready to
undergo the rite. To do so, you shut yourself away for 30
days in an isolated location of your choice, and emerge as
an immortal lich, an undead of unsurpassed power. Once
the rite is complete, you gain the following benefits as well
as those dictated by your choice of Grave Ambition.
Necromancer
Phylactery Grave Ambitions
A lich’s phylactery is as much a memento as it is their Becoming a necromancer is seldom an accident. Almost
anchor to immortality, and as such, no two are alike. all who dive into the secrets of life and death do so with
Phylacteries are often constructed from objects with a purpose, a method to the madness. This ambition is
sentimental value, such as family heirlooms or prized what drives them into the tenebrous corners of forgotten
possessions, but can be fashioned from swords, libraries, long abandoned tombs, and the graveyards of
pieces of armor, or even entire castles. simple commoners. This ambition drives them further
Furthermore, every phylactery has a weakness, into the dark, with only the light of their goal to lead them
a critical flaw by which it can be destroyed, allowing through the all-consuming shadows. A necromancer’s
their lich to be slain permanently. These weaknesses, ambition represents the path to their ultimate goal, the
too, are unique to each phylactery. One phylactery length they’ll go to achieve it, and serves to validate their
might require a ritual to be performed around it for actions, if only to themselves.
24 hours, while another might call for the phylactery
to be dipped in the lava of an active volcano. Discuss Blood Ascendent
with your GM the form your phylactery takes and what
weakness it possesses. Necromantic might comes in many forms, but a singular,
ancient source is the blood curse of vampirism. Though
Phylactery it promises much—immortality, agility, charm—it comes
paired with insidious drawbacks, from the stinging burn
A phylactery is a small object that houses a lich’s soul, of sunlight to a perpetual thirst for blood. Necromancers
safeguarding their immortality. If you drop to 0 hit points, that wish to capture a measure of this power without
your body crumbles to dust, but your will and mind suffering its myriad weaknesses perform a special ritual
escape to the phylactery. After 1d4 + 1 days, a new body with vampiric blood in order to become blood ascendents.
coalesces as near to your phylactery as possible and you In doing so, they fall deathly pale and lose their reflection
return to life (or rather, unlife). When your body reforms, within mirrors, but learn to slowly pry out vampiric
you gain the benefits of a long rest. The new body is powers without fully succumbing to the all-devouring
identical in every way to the one that was destroyed. curse.
Undead Resilience Enthrall Humanoid
You gain immunity to poison and necrotic damage. Starting when you choose this ambition at 3rd level, you
can use your action to touch an incapacitated humanoid,
Undead Traits bringing them under your necromantic control. The
creature becomes enthralled by you. While enthralled, the
You are immune to the effects of exhaustion and you do creature is charmed by you and follows your commands.
not need to eat, drink, sleep, or breathe. You must still It remains enthralled until a remove curse spell is cast on
rest for 4 hours a day to gain the benefits of a long rest. it, the charmed condition is removed from it, you use this
Though your type is Humanoid, spells and effects which feature again, or you release the creature as an action.
specifically affect undead affect you as well. You are An enthralled creature counts against the total
immune to any effect that turns undead. number of thralls under your control and the total CR of
thralls you can control. If the creature is of a higher CR
than the total CR of thralls you control, you can’t enthrall
it. You can release thralls under your control as a part of
the action used to enthrall a creature.
Grave Ambitions
Name Description
Blood Ascendent Granted power from the blood curse of vampirism, without the myriad vampiric weaknesses
Death Knight Clad in heavy armor, a terrible warrior brandishing dark energies and martial weapons
Overlord A sinister manipulator backed by powerful allies
Pale Master Emphasizes the purest form of necromancy and brandishes devastating spells
Pharaoh An echo of the god-kings of ancient civilizations, a priest and necromancer in equal measure
Plague Lord A necromantic disease carrier who commands vile, corpulent minions
Reanimator A mad scientist that stitches together new and terrible undead minions
Reaper A furtive shadow of death, who foretells and beckons demise
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Charnel Drain Mist. You transform into a Medium cloud of mist.
While in mist form, you can’t take any actions, speak, or
At 3rd level, you drain the essence of those you slay. When manipulate objects. You are weightless, have a flying speed
you reduce a hostile creature or an enthralled humanoid of 20 feet, can hover, and can enter a hostile creature’s
to 0 hit points with your Charnel Touch ability, you regain space and stop there. In addition, if air can pass through a
hit points equal to your Intelligence modifier + your space, you can do so without squeezing, and you can’t pass
necromancer level (minimum 3). Additionally, you can through water. You have advantage on Strength, Dexterity,
choose to knock the target unconscious instead of killing and Constitution saving throws, and you have resistance
it. to bludgeoning, piercing, and slashing damage.
Vampiric Transformation Children of the Night
Starting at 6th level, you can use your action and expend By 10th level, the hordes of the night answer to your beck
15 Charnel Touch points to transform for up to 1 minute, and call. When you perform your Animate Thralls ritual,
or until you drop to 0 hit points or revert on your turn you can summon one or more swarms of bats, swarms
as an action. Anything you are wearing transforms with of rats, or wolves to serve as your thralls. You command
you, but nothing you are carrying does. Choose one of the these creatures as your thralls. When one of these
following transformations: creatures is reduced to 0 hit points or released by you, it
Bat. You transform into a Tiny bat. While in bat vanishes in a cloud of mist.
form, you can’t speak, your walking speed is 5 feet, and
you have a flying speed of 30 feet. Your statistics, other Lichdom: Nosferatu
than your size and speed, are unchanged.
At 20th level, you have reached the pinnacle of
8 necromancy and transformed yourself into a lich. You
have embraced the blood curse of vampirism to become a
vampire lord in all but name: a nosferatu.
Coffin Phylactery. Your phylactery is a coffin filled
with grave dirt. When you drop to 0 hit points, you
reform in your coffin after 1 hour. You are permanently
weakened until you spend 24 hours resting in the coffin.
During this time, your hit point maximum is reduced to
1, and you drop to 0 hit points if you begin your turn in
sunlight.
Regeneration. At the start of each of your turns, you
regain 10 hit points. You don’t gain this benefit if you have
0 hit points or you are in direct sunlight.
Vampiric Agility. Your movement speed doubles.
Additionally, you can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Death Knight
Some necromancers are content to sit in dusty old tombs
with musty old tomes, privy to pick apart a battlefield for
fresh ingredients and new company. The death knight is a
predator among scavengers, able to reap his own rewards
through the melding of magic and traditional combat.
Death knights are necromancers that chose to take a more
direct approach to solving their problems. Well-armed
and well-protected, the death knight brings a flurry of
steel with the might of death behind every strike.
Intensive Combat Research
Starting when you choose this ambition at 3rd level,
you’ve honed your body and mind to the various tools of
war. You gain proficiency with medium armor, shields,
and martial weapons. Additionally, you can perform the
somatic components of spells while wielding weapons
or shields you are proficient in, as long as you have your
arcane focus on your person.
Necromancer
Charnel Strike Necromancer Level Spells
3rd hold person, suggestion
Also at 3rd level, when you take the Attack action on your 5th haste, slow
turn, you can channel your Charnel Touch through a 7th compulsion, confusion
weapon strike as part of the attack. When you do so, make 9th dominate person, geas
an attack with a melee weapon instead of a spell attack.
On a hit, the target suffers the weapon attack’s normal Charnel Boon
effects, in addition to the necrotic damage of Charnel
Touch. You can only deal necrotic damage using this At 3rd level, you can grant a boon to minions by
ability once per turn. empowering them with your own potency. As a bonus
Additionally, whenever you deal damage using this action on your turn, you can expend any number of
ability or a Charnel Touch attack, you gain temporary points from your Charnel Touch pool to empower each
hit points equal to the necrotic damage dealt, up to a of your thralls within 30 feet. Until the beginning of
maximum of half your total hit points. your next turn, the thrall gains a +1 bonus to attack rolls,
damage rolls, and their AC for every 5 points expended,
Extra Attack up to a maximum of +3.
Beginning at 6th level, you can attack twice, instead of Despotic Discourse
once, whenever you take the Attack action on your turn.
When you reach the 6th level, your black magic has
Overcharged Thralls granted you a silver tongue, which you can use to
manipulate those around you. You gain proficiency in
At the 10th level, your inner nexus of energy has spread to your choice of Deception, Intimidation, or Persuasion.
your thralls, turning them into your own personal pools Additionally, you can use your Intelligence instead
of spare energy when the need arises. When one of your of Charisma for Charisma (Deception), Charisma
thralls dies or you release it, your Charnel Touch point (Intimidation), and Charisma (Persuasion) checks.
pool recovers a number of expended points equal to your
necromancer level. Sacrificial Thralls
Lichdom: Imperator At the 10th level, you can force your thralls to sacrifice
themselves to ensure your own safety. When you are
At 20th level, you have reached the pinnacle of targeted by an attack, you can use your reaction to force a
necromancy and transformed yourself into a lich. Due thrall within 5 feet of you to become the new target of the
to your martial capabilities and incredibly potent inner attack or spell. Once you use this ability, you can’t do so
nexus of necromantic power, you have transformed into until you finish a short or long rest.
an imperator lich; an undead creature unmatched in
both arcane and combat prowess. You gain the following Lichdom: Tyrant
features in addition to the Lichdom feature:
Completed Combat Research. You gain proficiency At 20th level, you have reached the pinnacle of
in heavy armor if you did not have it already, and gain necromancy and transformed yourself into a lich. Your
resistance to bludgeoning, piercing, and slashing damage. desire for control has warped your transformation,
Peerless Charnel Strike. The necrotic damage caused turning you into a tyrant lich. Your flesh and bone rapidly
by Charnel Touch ignores resistance and immunity to decay, reducing your features to nothing more than two
necrotic damage. glowing dots beneath your hood. You gain the following
Additionally, you can gain any number of temporary features in addition to the Lichdom feature:
hit points from your Charnel Strike, instead of a Immortal Rule. If you drop to 0 hit points, you can
maximum of half your total hit points. choose to possess a nearby body, instead of beginning the
process of reforming at your phylactery. When you do so,
Overlord choose an unconscious humanoid or the corpse of one
that has died within the last minute that is within 100 feet
There are few ambitions the common man fantasizes of you to possess (a creature warded by a protection from
about more than the power to rule. From the ignoble evil and good or magic circle spell can’t be possessed).
peasant to the haughty nobility, many dream of a world in Once you possess a body, you control it. Your game
which they are in charge. Some necromancers, known as statistics are replaced by the statistics of the creature,
overlords, see their magic as an opportunity to accomplish though you retain your alignment and your Intelligence,
this common dream. Overlords seek control both on and Wisdom, and Charisma scores. If the body has 0 hit
off the battlefield, using dark magics to bolster their allies points when you possess it, its type becomes undead and
as well as manipulate their enemies. it regains 50 hit points, up to its hit point maximum. You
retain the benefit of your own class features. If the target
Overlord Spells has any class levels, you can’t use any of its class features.
If you possess the body of an unconscious creature,
At 3rd level, 5th, 7th, and 9th level you learn the following the creature makes a Charisma saving throw against your
spells, which don’t count against your number of spells spellcasting DC every 8 hours. On a success, you are
known. If you gain access to a spell that does not appear
on the necromancer spell list, the spell is nonetheless a
necromancer spell for you.
9
Mage Hand Press
ejected from the body and begin the process of reforming Thrall Rush
at your phylactery. You are also ejected if the body dies or
you choose to leave it as an action. You can only possess a Beginning at 10th level, whenever you roll initiative and
creature once using this ability. are not surprised, you can command each of your thralls
Tyrant’s Influence. You can expend 25 points from to either move up to their movement speed or attack once.
your Charnel Touch pool to cast the spell dominate beast
without using a spell slot or spell components. You can Lichdom: Pale Ascendant
spend 30 points to cast the spell dominate person, or 60
points to cast the spell dominate monster without using a At 20th level, you have reached the pinnacle of
spell slot or spell components. necromancy and transformed yourself into a lich. Your
skin clings tightly to your bones, your muscles wither,
Pale Master and your eyes turn milky and dull. Yet, through the veil
of weakness your body exudes unbelievable arcane power.
Necromancers are defined by their ambition. Some You gain the following features in addition to the Lichdom
wish to conquer, others to control, but all utilize their feature:
necromantic powers as a means to an end, a way to pave Devour Soul. When you reduce an hostile creature
the path to their true ambitions. Pale masters are no to 0 hit points, you can immediately devour the creature’s
different, but few have grand plans to compete with the soul, costing no action, using it to refuel your horrific
overlords nor dedicate themselves to the art of war as the powers. Roll 1d8, and regain a number of expended spell
death knights do. Rather, pale masters dedicate themselves slots whose combined level is no greater than the number
to self-improvement and the growth of their powers. Pale rolled. You can’t use this feature again until you finish a
masters range from the curious mage’s college student to long rest.
the power hungry spellcaster harassing the local hamlets. A creature whose soul is devoured cannot be restored
With the ability to embolden their spells, communicate to life by means other than a true resurrection or wish
with the undead, reduce the bravest souls to quibbling spell.
cowards, and effortlessly command their thralls in the Paralyzing Touch. When you expend 20 or more
thick of battle; these seemingly aimless spellcasters are no points when making a Charnel Touch attack, the target
less a threat than any other necromancer. must succeed on a Constitution saving throw against your
spell save DC or be paralyzed for 1 minute. The target
Charnel Empower can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Starting when you choose this ambition at 3rd level,
you can empower your spells with potent necromantic Pharaoh
energy from your own well of magic. When you cast
a necromancy spell of 1st level or higher which deals The god-kings of ancient kingdoms practiced a unique
damage, you can expend a number of points up to your style of necromancy, forgotten to time. Through the
level + your Intelligence modifier from your Charnel extraction of organs, the desiccation of flesh, and
Touch point pool. When you do so, you add necrotic innumerable enchantments, those ancient kings were able
damage equal to the number of points spent to one of the to rule their subjects as divine, undead beings, long past
spell’s targets. their mortal deaths. While those kingdoms have been lost
to the shifting sands and wild jungles of the world, their
Undead Empathy methods have been preserved in the carvings of colossal
temples, and have been revived by modern necromancers,
Also at 3rd level, your command of the undead affects the who take on the guise of the the erstwhile pharaohs. Their
will of those who aren’t under your control. Whenever magic is a hybrid of divine and arcane influences, the
an undead creature tries to attack you, it must make a legacy of god-kings from a forgotten age.
Wisdom saving throw against your spell save DC. On a
failed save, its attack misses and, if its Intelligence is 4 or Pharaoh Spells
lower, it becomes friendly to you and your allies.
Additionally, you have advantage on Charisma checks At 3rd level, 5th, 7th, and 9th level you learn the following
you make against undead with Intelligence of 5 or higher. spells, which don’t count against your number of spells
known. If you gain access to a spell that does not appear
Frightening Gaze on the necromancer spell list, the spell is nonetheless a
necromancer spell for you. Spells marked with an asterisk
Beginning at 6th level, you gain proficiency in the are included in Chapter 2.
Intimidation skill, if you did not have it already. Additionally, you learn the thaumaturgy cantrip,
Additionally, you can fix your horrific gaze on a which is a necromancer spell for you and does not count
creature you can see within 60 feet as a bonus action. This against your total number of cantrips known.
creature must make a Wisdom saving throw opposed by
your spell save DC or be frightened of you for 1 minute. Necromancer
The frightened target can repeat the saving throw at the Level Spells
end of each of its turns, ending the effect on itself on a
success. 3rd halo of flame*, lesser restoration
Once you use this ability, you can’t use it again until
you finish a long rest. 5th snakestaff*, revivify
10 7th death ward, divination
9th insect plague, greater restoration
Necromancer
Channel Divinity canopic jars. Each one has a specific weakness, which you
will need to discuss with your GM, and your regeneration
Starting at 3rd level, you can channel your pseudo- is only stopped when all four canopic jars are destroyed.
divinity to fuel magical effects. You start with one effect: When you are destroyed, you reform at your sarcophagus.
Ankh of Radiance. When you use your Channel Divinity, Mummy Rot. When you expend 20 or more points
you choose which effect to create. You must then finish when making a Charnel Touch attack, the target must
a short or long rest to use your Channel Divinity again. succeed on a Constitution saving throw against your
Additionally, if you expend 15 Charnel Touch points as an spell save DC or be cursed with mummy rot. The cursed
action, you can regain your Channel Divinity. target can’t regain hit points, and its hit point maximum
Ankh of Radiance. As an action, you can brandish decreases by 10 (3d6) for every 24 hours that elapse. If
your holy symbol and wreath each creature you choose the curse reduces the target’s hit point maximum to 0, the
within 60 feet in a holy radiance, which lasts for one target dies, and its body turns to dust. The curse lasts until
minute. Whenever a creature with a holy radiance makes removed by the remove curse spell or other magic.
an attack roll or saving throw, it can roll a d4 and add the Whirlwind of Sand. As an action, you can magically
number rolled to the attack roll or saving throw. The first transform into a whirlwind of sand, move up to 60 feet,
time a creature with a holy radiance takes damage, it has and revert to your normal form. While in whirlwind form,
resistance to that damage. The holy radiance then ends for you are immune to all damage, can’t be grappled, petrified,
this creature. knocked prone, restrained, or stunned. Equipment you are
wearing or carrying remain in your possession.
Holy Symbol
11
Also at 3rd level, you can use a holy symbol as a spell
focus for your necromancy spells.
Mock Divinity
Beginning at 6th level, you can convincingly reflect
the trappings of a demigod walking the earth. You can
create the following additional effects when using the
thaumaturgy cantrip:
• You can brighten or darken the sun or moon, affecting
a 100-foot radius, for up to 1 minute. You can change
darkness to dim light, or dim light to bright light,
or vice-versa. Additionally, you can heighten bright
light to a blazing radiance which causes disadvantage
on Wisdom (Perception) checks which rely on sight,
or deepen darkness to a pitch black which limits
darkvision to a 30-foot radius. This deeper darkness
has no effect on creatures which can see in magical
darkness.
• At a point you can see within 100 feet, you manifest
a Huge illusory avatar of a deity which mimics your
movements and projects your speech in a booming
voice for 1 minute.
Channel Divinity: Scarab of Judgement
Starting at 10th level, you can use your Channel Divinity
to transfer life from the undead to the living. As an
action, you can touch an undead creature you control
and choose a willing humanoid you can see within 60
feet. The undead is destroyed and reduced to dust, and
the humanoid regains hit points equal to the undead’s hit
points. Once a creature regains hit points in this way, it
can’t do so again until it finishes a short or long rest.
Lichdom: God-King
At 20th level, you undergo the ancient funeral rites of
the pharaohs, removing your organs and entombing your
body in a sarcophagus amongst your worldly possessions.
You become the oldest and most exalted of liches: a god-
king. You gain the following features in addition to the
Lichdom feature:
Canopic Phylacteries. Your phylactery has also
changed with your transformation. Your stomach, lungs,
intestines, and liver have been removed and placed into
Mage Hand Press
Plague Lord Master of Disease. When you use your Charnel Toxin
ability and expend 25 or more points from your Charnel
The power of plagues can’t be denied. A single disease Touch pool, the target creature is poisoned for up to 1
can single handedly overwhelm a nation, or even an minute on a failed save. Additionally, you can also apply
empire. Necromancers that realize the potential within two of the following effects of your choice which affect the
sickness will often seek to wield that power themselves. creature while it is poisoned:
These are known as plague lords, commanders of vermin • Choose one ability score. The target has disadvantage
and disease alike. A plague lord’s touch is toxic, vermin
protect them from harm, can transfer their spells through on ability checks and saving throws made with that
unconventional means, and spread their filth to their ability score.
thralls. • The creature can only see out to a radius of 10 feet.
• The creature falls prone at the end of each of its turns.
Charnel Toxin • The creature loses an additional 1d6 hit points
whenever it takes damage.
At 3rd level, even your touch can cause sickness. When • The creature can speak only in a babbling nonsense
you expend 10 or more points when making a Charnel language while poisoned, and can’t perform the verbal
Touch attack, the target must succeed on a Constitution components of spells.
saving throw against your spell save DC or be poisoned At the end of each of its turns, the creature can make
until the beginning of your next turn. a Constitution saving throw against your spell save DC,
ending this effect on a success.
Vile Congregation
Reanimator
Starting at 3rd level, leagues of vermin cling to your skin
and swarm over others nearby. Whenever a creature Through bubbling test tubes and sparking electrodes,
within 5 feet of you makes an attack roll or saving throw, you have discovered the true heart of necromancy: mad
you can roll 1d4 and subtract the result from its attack roll science. You’ve experimented in far-reaching disciplines
or saving throw. This ability has no effect on constructs of surgery, alchemy, and physics, using your animated
and undead. minions as gruesome test subjects and walking surgical
dummies. Most crucially, you have discovered that
Projectile Spew lightning can imbue almost anything with a semblance
of life, from the smallest severed muscle to the most
Beginning at 6th level, your own inner nexus of power has towering and soulless golems.
become a volatile cocktail of disease, allowing your spells
to have a far greater reach. You can reach creatures out to Skilled Surgeon
15 feet with your Charnel Touch feature and spells with
a range of Touch, as you use magically imbued projectile Beginning when you choose this ambition at 3rd level,
vomit to deliver your payload. you gain proficiency in the Medicine skill, if you did not
already have it. You can use your Intelligence, instead of
Bloated Thralls Wisdom, for Wisdom (Medicine) checks.
At the 10th level, your thralls have become hives of Mad Science
vermin and disease, ready to burst at any moment. When
a thrall drops to 0 hit points or you release it, you can At 3rd level, you can spend 10 minutes installing a
choose to cause it to explode in a shower of poison, gore, monstrous graft on one of your thralls that does not
and vermin. Each creature within 5 feet of the thrall, have the Incorporeal Movement trait (see Chapter 3:
other than yourself and your other thralls, must make a Monstrous Grafts). Additionally, your thralls don’t lose hit
Dexterity saving throw against your spell save DC. On points or hit dice from installing or removing grafts, and
a failed save, a creature takes 4d6 poison damage and is it takes them no time to recover after the attachment of a
poisoned until the start of your next turn. A creature is new graft.
not poisoned and takes half as much on a successful save.
Charnel Voltage
Lichdom: Corpulent Lich
At 3rd level, you supplement your necromantic energies
At 20th level, you have reached the pinnacle of with arcing bolts of electricity. You can choose to deal
necromancy and transformed yourself into a lich. lightning damage with your Charnel Touch. When you
Your obsession with disease and rot has affected your expend 5 or more points when making a Charnel Touch
transformation: your body engorges, much like a attack and deal lightning damage, you can cause the
waterlogged corpse, and your skin turns a sickly green. energy to arc to a second creature within 5 feet of the
You gain the following features in addition to the Lichdom target. The creature must make a Dexterity saving throw
feature: against your spell save DC, taking lightning damage equal
Gore Burst. When you drop to 0 hit points, your body to half the number of Charnel Touch points expended on
explodes in a shower of plague and necromantic energy. a failure.
Each creature in a 20-foot sphere centered on you must
make a Dexterity saving throw against your spell save DC. Lazarus Bolt
On a failed save, a creature takes 5d10 necrotic damage
and 5d10 poison damage and is poisoned until the start Starting at 6th level, as an action, you can drive a bolt into
of your next turn. A creature is not poisoned and takes the torso of a creature that has died within the last minute
half as much damage on a successful save. and shock it back to life. That creature returns to life
12 Necromancer
with 1 hit point. This feature can’t return to life a creature Shroud of Death
that lacks a heart, a creature that has died of old age, or
a creature that is missing vital organs. Once this creature Starting when you choose this ambition at 3rd level, you
returns to life, you can restore hit points to it using your manifest a wispy cloak of darkness about your person,
Charnel Touch ability for 1 minute, as if the creature were which you can hide or reveal as a bonus action. While
one of your thralls. cloaked, you levitate one inch off the ground and ignore
Once you use this ability, you can’t use it again until nonmagical difficult terrain. Additionally, you can walk
you finish a short or long rest. across fluid surfaces, such as water and quicksand.
Arcane Stitching Charnel Veil
Starting at 10th level, you’ve learned how to inscribe At 3rd level, you can fade from view like a specter of
magical effects on your thralls using gruesome arcane death. Whenever you expend 5 or more points when
stitches. You can expend 10 points from your Charnel making a Charnel Touch attack, you can become invisible
Touch pool to apply an arcane stitch to one of your thralls until the start of your next turn. During this time, you
in a process requiring 1 minute of work with a needle and make no sound while you move.
thread. The arcane stitch lasts until your thrall uses it on
its turn (no action required), your thrall is killed, or you Umbral Form
use this feature again. You can apply any of the following
arcane stitches: Beginning at 6th level, as an action, you can sink into
Augmented Incision. The thrall has advantage on a surface, flattening until only a shadow remains. As a
attack rolls and ability checks until the end of its turn. shadow, you can only move along the surfaces to which
Bulwark Backstitch. The thrall casts shield when an you are attached, but you gain a climbing speed equal to
attack would hit it. your movement speed. Additionally, while in the form of a
Fleet Threads. The thrall’s movement speed is tripled shadow, you can move across difficult surfaces, including
until the end of its turn. ceilings, without needing to make an ability check. You
Searing Suture. The thrall deals an additional 3d6 can’t talk or manipulate objects, and any objects you are
necrotic or lightning damage (your choice) on a hit. carrying or holding can’t be dropped, used, or otherwise
interacted with. You can’t attack or cast spells.
Lichdom: Patchwork Golem If you are in darkness as a shadow, you are effectively
invisible to creatures without darkvision or the ability to
At 20th level, you have reached the pinnacle of see in darkness.
necromancy and transformed yourself into a lich. You can end this ability as a bonus action on your
Through abominable works of alchemy and surgery, you turn.
have constructed yourself an artificial body to act as the
vessel for your soul. Wraith Flight
Golem Form. Your Strength, Dexterity, and
Constitution scores become 20 if they weren’t already Beginning at 10th level, spirits you command move with
higher, and you have resistance to bludgeoning, piercing, an unearthly speed. The flying speed of your thralls are
and slashing damage from nonmagical weapons that aren’t doubled. Additionally, when one of your thralls flies out
adamantine. Additionally, you don’t lose hit points or hit of an enemy’s reach, opportunity attacks against it have
dice from installing or removing grafts, and it takes you disadvantage.
no time to recover after the attachment of a new graft.
Magic Resistance. You have advantage on saving Lichdom: Harbinger
throws against spells and other magical effects.
At 20th level, you have reached the pinnacle of
Reaper necromancy and transformed yourself into a lich. You
have become an embodiment of death itself, a harbinger
The oblivion of death is the sure wellspring of all of the ultimate end. Clad in shadows, you seem little more
necromancy, a dark abyss into which all necromancers than a grim skeletal presence in a foreboding robe, a sight
stare, and which sometimes stares back. Those rare which all men fear to behold.
necromancers that gamble with their own souls might Death’s Touch. When you use Charnel Touch against
become intertwined with death, becoming reapers, a creature you can see and roll an 11 or higher on the d20
figures of shadow and demise that beckon others to the for the spell attack roll, you hit the target, regardless of its
afterlife. For performing this deed, they strengthen their AC.
connection to the distant oblivion, until they are but Fell Flight. You gain a 50-foot flying speed.
tenebrous shadows, harbingers of an inevitable end. Grim Harvest. When you kill a humanoid using
Charnel Touch, you rip their soul from their body, which
animates as a visage under your control.
13
Mage Hand Press
Undead Thralls Bonebeast
Necromancers use the following creatures as their thralls: Medium undead, any evil alignment
bonebeasts, gorgers, gravetouched ghouls, skeletons, Armor Class 14 (natural armor)
spirits, and zombies. Unless otherwise stated, no other Hit Points 28 (5d8 + 5)
undead creatures can be animated as thralls. A Small or Speed 40 ft.
Medium humanoid corpse can be animated into any of
these undead. Other than having a different size, their STR DEX CON INT WIS CHA
statistics are unchanged. 12 (+1) 15 (+2) 13 (+1) 5 (–3) 10 (+0) 5 (–3)
A corpse can become a zombie, gorger, or
gravetouched ghoul. A pile of bones can become a Damage Immunities poison
skeleton or bonebeast. The corpse of a creature that has Condition Immunities poisoned
been dead for no more than an hour can become a spirit Senses darkvision 60 ft., passive Perception 10
or visage. Languages understands all languages it knew in life, as well
The Undead Thralls table can be used as quick
reference for thrall statistics. as the languages of its creator, but can’t speak
Challenge 1 (200 XP)
Bonebeast Keen Smell. The bonebeast has advantage on Wisdom
(Perception) checks that rely on smell.
Constructed of haphazardly-assembled humanoid bones, Pack Tactics. The bonebeast has advantage on attack rolls
a bonebeast looks nothing like a man. Lumbering about against a creature if at least one of the bonebeast ’s allies is
on four legs with great boney fangs, the beast can run as within 5 feet of the creature and the ally isn’t incapacitated.
fast as a bear and strike as viciously as a lion.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Undead Thralls
Name CR AC HP Movement Traits
Bonebeast 1 14 28 40 ft. Keen Smell, Pack Tactics
Gorger 1 8 36 30 ft. —
Gravetouched Ghoul 2 12 63 30 ft. Regeneration
Skeleton 1/4 13 13 30 ft. —
Spirit 1/4 15 7 25 ft., fly 25 ft. (hover) Incorporeal Movement
Visage 2 17 41 25 ft., fly 25 ft. (hover) Incorporeal Movement, Magic Resistance
Zombie 1/4 8 22 20 ft. Undead Fortitude
14
Necromancer
Gorger Variant Thralls
Medium undead, any evil alignment With the GM’s permission, undead raised using the
Armor Class 8 Animate Thralls ritual can be of types other than
Hit Points 36 (8d8) humanoids. Such thralls might use existing undead
Speed 30 ft. statistics (such as various skeletons, zombies, or
spirits) when appropriate, or might use thrall statistics
STR DEX CON INT WIS CHA with variant weapons, AC, or traits.
16 (+3) 7 (–2) 10 (+0) 7 (–2) 10 (+0) 6 (–2)
Gorger
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned An unholy tangling of flesh, the gorger still vaguely
Senses blindsight 60 ft., darkvision 10 ft., passive resembles a humanoid in profile, except for the gaping,
toothed maw in its chest. Its colossal teeth are little more
Perception 10 than sharpened ribs, but its monstrous bite can easily
Languages understands all languages it knew in life, as well decapitate.
as the languages of its creator, but can’t speak Gravetouched Ghoul
Challenge 1 (200 XP)
Echolocation. The gorger can’t use its blindsight while Gravetouched ghouls, which are suffused with terrible
deafened. necromantic energies, manifest various deformities on
their undead bodies. Despite being undead, their flesh
Actions knits itself back together nearly as quick as a troll’s, with
strength to match.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. Gravetouched Ghoul
Medium undead, any evil alignment
Armor Class 12
Hit Points 63 (14d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 10 (+0) 9 (–1) 10 (+0) 8 (–1)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages understands all languages it knew in life, as well
as the languages of its creator, but can’t speak
Challenge 2 (450 XP)
Regeneration. The gravetouched ghoul regains 5 hit points
at the start of its turn. If the gravetouched ghoul takes fire
or radiant damage, this trait doesn’t function at the start
of the gravetouched ghoul’s next turn. The gravetouched
ghoul dies only if it starts its turn with 0 hit points and
doesn’t regenerate.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) slashing damage.
15
Mage Hand Press
Skeleton Skeleton
Medium undead, any evil alignment The renanimated remains of humanoids long since dead,
Armor Class 13 (armor scraps) skeletons are puppets of bone held aloft by strings of
Hit Points 13 (2d8 + 4) magic.
Speed 30 ft.
Spirit
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) A spirit is the scarcely tangible echo of humanoid, a soul
Damage Vulnerabilities bludgeoning bound to the mortal realm by necromantic magic.
Damage Immunities poison
Condition Immunities poisoned Visage
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life, as well Mournfully longing for the world of the living, a visage is
the lingering soul of a departed humanoid. Their yearning
as the languages of its creator, but can’t speak for a life once lived binds them to the mortal realm, and
Challenge 1/4 (50 XP) drives mad those who see their terrible countenance.
Actions Visage
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Medium undead, any evil alignment
one target. Hit: 5 (1d6 + 2) piercing damage. Armor Class 17 (natural armor)
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 Hit Points 41 (9d8)
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Speed 25 ft., fly 25 ft. (hover)
Spirit STR DEX CON INT WIS CHA
1 (–5) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Medium undead, any evil alignment
Armor Class 15 Damage Immunities cold, poison, necrotic
Hit Points 7 (2d8 – 2) Condition Immunities poisoned
Speed 25 ft., fly 25 ft. (hover) Senses darkvision 120 ft., passive Perception 10
Languages understands all languages it knew in life, as well
STR DEX CON INT WIS CHA
1 (–5) 14 (+2) 9 (–1) 10 (+0) 10 (+0) 11 (+0) as the languages of its creator, but can’t speak
Damage Vulnerabilities radiant Challenge 2 (450 XP)
Damage Immunities cold, poison, necrotic Incorporeal Movement. The visage can move through other
Condition Immunities poisoned creatures and objects as if they were difficult terrain. The
Senses darkvision 120 ft., passive Perception 10 visage takes 5 (1d10) force damage if it ends its turn inside
Languages understands all languages it knew in life, as well an object.
as the languages of its creator, but can’t speak Magic Resistance. The visage has advantage on saving
Challenge 1/4 (50 XP) throws against spells and other magical effects.
Incorporeal Movement. The spirit can move through other
creatures and objects as if they were difficult terrain. The Actions
spirit takes 5 (1d10) force damage if it ends its turn inside
an object. Horrify. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 15 (5d4 + 3) psychic damage.
Actions Invisibility. The visage magically turns invisible until it
attacks or until its concentration ends (as if concentrating
Grave Touch. Melee Spell Attack: +4 to hit, reach 5 ft., on a spell). Any equipment the visage wears or carries is
one creature. Hit: 4 (1d4 + 2) necrotic damage and the invisible with it.
target’s hit point maximum is reduced by an amount equal
to the necrotic damage taken.. This reduction lasts until the
creature finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
16
Necromancer
Zombie Zombie
Medium undead, any evil alignment A zombie is the rotting remains of the once-living, held
Armor Class 8 together and driven by dark magic.
Hit Points 22 (3d8 + 9)
Speed 20 ft. Many Thralls
STR DEX CON INT WIS CHA When you have three or more thralls under your
13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) command of the same type, you can roll a single
attack on a particular target for all your thralls, instead
Damage Immunities poison of rolling attacks separately. If this attack hits, you
Condition Immunities poisoned treat all your thralls as having hit; if this misses, all
Senses darkvision 60 ft., passive Perception 8 your thrall’s attacks miss. Thralls with different Action
Languages understands all languages it knew in life, as well statistics and those which make attacks against
different targets must roll separately.
as the languages of its creator, but can’t speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
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Mage Hand Press
Chapter 2: Spells New Spells
This chapter deails the necromancer’s spell list, The following spells are presented in alphabetical order.
marking new spells with an asterisk (*), and then
provides descriptions for new spells in alphabetical Exhume
order.
1st-level necromancy (ritual)
Necromancer Spell List Casting Time: 1 action
Range: 60 feet
Cantrips (0 level) 4th Level Components: V, S, M (a drop of blood)
Chill Touch Arcane Eye Duration: Instantaneous
Dancing Lights Blight Choose an unoccupied 20-foot square within range—note
*Flesh Ripper Death Ward that the area must have solid earth beneath it; this spell
*Hocuspocus Dimension Door fails if cast on the upper floor of a building. This spell
Light *Gahoul’s Scapegoat then causes one pile of humanoid bones to rise out of the
Mage Hand Greater Invisibility ground within that square. If you cast this spell within a
*Minor Lifesteal Locate Creature burial place such as a graveyard, mausoleum, or barrow,
Mending 1d4 piles of bones are exhumed instead of 1. The ground
Shocking Grasp 5th Level itself is not changed or disturbed by this spell; the bones
*Spark of Life Antilife Shell simply appear out of the ground.
Contact Other Plane
1st Level Contagion Flesh Ripper
Detect Evil and Good *Gahoul’s Stygian Storm
Detect Magic Teleportation Circle Transmutation cantrip
Expeditious Retreat Casting Time: 1 action
Exhume 6th Level Range: 30 feet
False Life Circle of Death Components: V, S
Feather Fall Create Undead Duration: Instantaneous
Fog Cloud Eyebite As you cast this spell, a spectral meathook is flung at the
*Gahoul’s Gruesome Harm creature of your choice, connected to a spectral chain.
*Inexorable Sarcophagus Make a ranged spell attack against a creature within
Garrote Magic Jar range. On a hit, the target takes 1d8 piercing damage
Identify Move Earth as a spectral meathook plunges into their body. Before
Inflict Wounds the beginning of your next turn, if the target attempts to
*Might of the Abyss 7th Level move more than 30 feet away from you, it must succeed
Etherealness on a Strength saving throw or be prevented from moving
2nd Level Finger of Death farther away until the beginning of your next turn. At
Alter self Mirage Arcane the beginning of your next turn, the magic ends and the
Blindness/Deafness Sequester meathook disappears.
Darkness Teleport This spell’s damage increases by 1d8 when you reach
Darkvision 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Detect Thoughts 8th Level
Gentle Repose Antimagic Field Gahoul’s Glorious Gothic
Invisibility Clone
Knock *Gahoul’s Glorious Gothic 8th-level conjuration
Locate Object *Power Word Expel Casting Time: 1 hour
Misty Step Power Word Stun Range: 1 mile
Ray of Enfeeblement Components: V, S, M (A decorated, gothic manor
Silence 9th Level
Astral Projection miniature worth at least 1,000 gp)
3rd Level Power Word Kill Duration: 7 days
Animate Dead Storm of Vengeance A rift opens, pouring forth tons of brick and stonework
Bestow Curse Wish that neatly and quickly assemble into a vast gothic estate.
Call Lightning The estate consists of a manor containing a vault, a
Counterspell spacious 200-by-200-foot courtyard, and a 10-foot high
Dispel Magic wrought iron fence around the perimeter. Any creature
Fear within the estate’s area is escorted away by harmless but
Remove Curse forceful specters.
Revivify You can create any floor plan you like for the manor,
Speak with Dead but the space can’t exceed 50 cubes, each cube being
Vampiric Touch 10 feet on each side, or five stories in total, including
basements. The manor is adorned with barred windows
18 and decorative gargoyles, but is furnished and decorated
as you choose. Once the manor is first created, these
Necromancer
details are recorded in the miniature manor used to cast Gahoul’s Stygian Storm
the spell and can’t be changed. The manor is staffed by
50 skeletons obedient to you and contains enough food 5th-level necromancy
to serve 50 people each day for a week. The skeletons can
perform any task a normal human servant could perform, Casting Time: 1 action
but they can’t attack or take any action that would directly Range: 120 feet
harm another creature. Components: V, S, M (a small pouch of crushed bone,
The manor contains a 15-foot cube vault, which is an
extradimensional space. Items placed within the vault will coal, and ash)
be present next time you cast this spell. Duration: Instantaneous
The courtyard is drenched in necromantic magic,
such that any humanoid buried in its grounds rises 24 Choose four points within a 30-foot radius area. Each
hours later as a ghoul under your control, as per the creature within 5 feet of a point must make a Dexterity
spell animate dead. When the spell is cast, 3 ghouls are saving throw as a blackened bolt of lightning shoots from
animated in the courtyard. These undead are under your a negative energy rift overhead. A creature takes 4d10
control, but can’t leave the estate. They patrol the estate necrotic damage on a failed save, or half as much on a
if given no other instructions. Undead can’t be turned successful one. Each creature can only be affected by a
within the estate. single lightning bolt. If a humanoid is slain by this spell, it
The estate crumbles into dust and bone after 7 days, immediately rises as a zombie under your control, as per
and all items placed within the manor appear safely in the the spell animate dead. Zombies raised this way last for
space the manor occupied. If cast in the same place once one minute before crumbling into a fine dust.
every 7 days for a year, the estate becomes permanent. At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, you can target one
Gahoul’s Gruesome Garrote additional point and the damage increases by 1d10 per
spell level above 5th.
1st-level necromancy
Casting Time: 1 action Halo of Flame
Range: 60 feet
Components: V, S, M (A length of wire, rope, chain, or 2nd-level evocation
similar material) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (10-foot radius, 5-foot wide ring)
A spectral wire of blackened energy wraps itself around Components: V, S
the neck of a creature you choose within range, which Duration: Instantaneous
must make a Strength saving throw. On a failed save, the
target takes 2d6 necrotic damage and it is bound by the A ring of flame ignites above your head, and then springs
neck. A creature without a discernible neck is instead outward, coming to rest in a burning circle. The circle is
bound by an appropriate section of the body. While composed of a 5-foot wide line of flame, curving to form a
bound, the creature can’t breathe or speak. At the end of 10-foot radius ring around you. Each creature you choose
each of the creature’s turns, it can make another Strength within the area must make a Dexterity saving throw. On
saving throw, taking 1d6 necrotic damage on a failure, or a failed save, a creature takes 4d6 fire damage, or half as
ending the spell on a success. much on a successful save.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the initial damage Hocuspocus
increases by 1d6 for each slot level above 1st. Additionally,
when you cast the spell using a spell slot of 3rd level or Conjuration cantrip
higher, the damage the creature takes on a subsequent
failed saving throw increases to 2d6, and if you cast the Casting Time: 1 action
spell using a spell slot of 5th level or higher, the damage Range: 30 feet
increases to 3d6. Components: V, S
Duration: 1 minute
Gahoul’s Scapegoat
You conjure minor paranormal phenomena and other
4th-level abjuration ominous effects. You create one of the following magical
Casting Time: 1 minute effects within range for 1 minute:
Range: Touch
Components: V, S, M (Black chalk, paint, or oil) • You cause all candles, torches, and other open flames
Duration: 8 hours to darken and flicker.
You trace a complex arcane symbol into the flesh of a
willing creature, marking them for sacrifice. During the • You create a quiet sound that originates from a point of
spell’s duration, when you are targeted for an attack and your choice within range, such as ominous whispers,
the target of this spell is within 60 feet of you, you can the drone of insects, or the sound of crying.
use your reaction to switch positions with the marked
creature, causing it to become the new target of the attack • You create up to four torch-sized spectral, glowing
instead of you. The spell then ends. orbs, which float around within range. The orbs do not
provide light, apart from a dim glow.
Mage Hand Press
• You can chill or warm the air in a 10-foot cube by 10
degrees.
• Cause small, unattended objects to rattle or levitate an
inch off the ground.
If you cast this spell multiple times, you can have up
to three of its effects active at a time, and you can dismiss
such an effect as an action.
19
Inexorable Sarcophagus You drain life energy from a creature you can see within
range. The target must succeed on a Constitution saving
6th-level necromancy throw or take 1d4 necrotic damage. You then gain
Casting Time: 1 action temporary hit points equal to the amount of damage dealt.
Range: 30 feet This spell has no effect on undead or constructs.
Components: V, S, M (A finely made miniature This spell’s damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).
sarcophagus worth at least 1,000 gp)
Duration: Concentration, up to 1 minute Power Word: Expel
You toss a palm-sized sarcophagus at an unoccupied point
you can see within range, where it grows to full size in 8th-level necromancy
an instant and attempts to ensnare a Medium or smaller Casting Time: 1 action
creature within 5 feet of it with grimy gauze. The creature Range: 60 feet
must make a Dexterity saving throw or be restrained and Components: V
pulled into the open sarcophagus. Duration: Instantaneous
The gauze restraining the creature is an object with You speak a word once forgotten to time, compelling the
AC 10 and 100 HP. It is vulnerable to slashing and fire body of a creature you can see within range to purge itself
damage and immune to psychic and poison damage. If it of all fluids at once. The target takes 75 points of damage,
is reduced to 0 hit points, the spell ends. or takes damage equal to half of its current hit points,
A creature restrained by this spell must make another whichever is lower.
Dexterity saving throw at the end of each of its turns.
If it successfully saves against this spell three times, it Spark of Life
twists free of the gauze and the spell ends. If it fails three
times, the sarcophagus slams shut and sinks deep into Necromancy cantrip
the earth. The creature is wrapped head to toe by the Casting Time: 1 action
gauze and becomes incapacitated. The spell ends, but the Range: 60 feet
sarcophagus remains buried in the earth. The sarcophagus Components: V, S
has 1 minute of air and the creature begins to suffocate Duration: Instantaneous
after this time. With a quick jolt of necromantic energy, the dead
If a humanoid dies within the sarcophagus, they rise momentarily rise to obey you, if only for a few seconds.
24 hours later as a mummy under your control, as per the Choose the corpse of a creature that has been dead for
spell create undead. You can only command one mummy no more than an hour. When you cast this spell, the
animated by this spell at a time. corpse stands up, and can move up to 15 feet and make
Any time after this spell ends, you can cause the a single melee attack against a target of your choice
sarcophagus to ascend to the surface as an action. You can within its reach, using your spellcasting attack modifier.
also use your action to shrink the sarcophagus down to its If the creature raised by this spell does not have a melee
original size while it is unoccupied. attack, it deals 1d6 bludgeoning damage on a hit. Once
the creature attacks, it once again crumples into a heap. A
Might of the Abyss corpse targeted by this spell does not become an undead
creature.
1st-level evocation This spell’s damage increases by 1d6 when you reach
Casting Time: 1 action 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Range: 15 feet
Components: V, S, M (A small, black strip of ribbon) Snakestaff
Duration: Concentration, up to 1 minute
You channel stygian power from an extraplanar source, 3rd-level transmutation
enhancing three creatures other than yourself within Casting Time: 1 action
range. Whenever a target makes a weapon attack, it adds Range: 60 feet
1d4 damage to their damage roll. If a target moves more Components: V, S, M (a quarterstaff)
than 15 feet away from you, it loses the effect until it is Duration: Concentration, up to 1 hour
within range again. You cast a staff to the ground, which writhes and grows
At Higher Levels. When you cast this spell using a into a giant constrictor snake under your control, which
spell slot of 2nd level or higher, the range increases by 5 acts on its own initiative count. The snake is friendly to
feet, and you can target one additional creature for each you and your companions. The snake will obey any verbal
slot level above 1st. commands that you issue to it (no action required by
you). If you don’t issue any commands, it defends itself
Minor Lifesteal from hostile creatures, but otherwise takes no actions. If
the snake is reduced to 0 hit points, it dies and reverts to a
Necromancy cantrip broken staff. The GM has the creature’s statistics.
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
20
Necromancer
Chapter 3: Monstrous Grafts
Adopting the fearsome claws of a monstrosity or the Graft Cost Cost
scorching breath of a dragon is an unusual, but surefire 800 gp
way to gain an advantage over one’s foes. However, many Graft 650 gp
find Xenoalchemy, or Graftworking, the practice of Amphibious Adaption 250 gp
surgically attaching monstrous parts onto a humanoid Arcane Synapses 200 gp
body, distasteful, if not outright revolting. This fringe Beast’s Hide 350 gp
branch of alchemy and necromancy, obsessed with the Bestial Weapons 800 gp
limbs and organs of monsters, can replace the limbs of Charging Hooves 450 gp
amputees, grant adventurers the uncanny ability to see Climbing Apparatus 750 gp
in the dark, and empower them with unconventional Darkvision 2,250 gp
weapons and senses. Draconis Fundamentum 1,500 gp
Harvesting a Graft. Grafts are harvested from the Dragon’s Hide 2,250 gp
fresh corpses of monsters, slain within the last 48 hours or Energetic Suture 350 gp
preserved by gentle repose or a similar spell. Harvesting a Heart of Steel 1,500 gp
graft from a corpse takes 10 minutes. Only one graft can Horns 750 gp
be harvested from each corpse. If the graft is too large or Fiend’s Hide 800 gp
too small, it is alchemically enlarged or reduced to fit. You Flexible Form 500 gp
cannot harvest grafts from Tiny or smaller creatures, or Indiscernible Anatomy 200 gp
from Gargantuan or larger creatures. Leaping Legs 1,500 gp
Different types of monstrous grafts can only be Olfactory Implants 500 gp
harvested from monsters with specific properties, as Oversized Arms 500 gp
specified in the graft’s Donor section. Prehensile Tail 400 gp
Attaching a Graft. Attaching a graft for the first time Regenerating Marrow 500 gp
always requires a laborious surgical procedure, normally Replacement 400 gp
removing an original body part. This procedure takes one Stench 750 gp
hour and requires a healer’s kit, alchemical supplies, and Tentacles 200 gp
a knife (or a facility with access to such tools), as well as Venom Sac 750 gp
someone to perform the operation. A monstrous graft is Voice Box
permanent until another graft is provided to replace it. Webspinner Apparatus
You can only have one component in each of your
body slots. Amphibious Adaptation
This surgery is intensive and necessitates recovery
time. When you finish installing a monstrous graft into Donor: Any creature with the Amphibious trait
your body, you lose half your hit points and all of your Slot: Head
hit dice. For 24 hours after installation, you can’t use the You have grafted the gills of an aquatic creature to
graft’s abilities, as you adjust to its presence. Replacing a your neck, allowing you to breathe both air and water.
graft or adding a new graft in its body slot takes only 30 Additionally, you attach minimal fins and gain a swim
minutes. You still lose half your hit points when replacing speed equal to your movement speed.
a graft, but you don’t lose hit dice.
Body Slots. Each graft takes up one of the following
slots: Arms, External, Head, Internal, or Legs. You cannot
have more than one graft in the same slot. For instance, if
you already have an arm graft, you must remove it before
you can attach a different arm graft.
Cost. Not all grafts can be easily obtained, but when
grafts can be purchased, suggested prices are shown on
the Graft Cost table below. Most of these can be acquired
at even cheaper rates, if one is willing to track down a
disreputable establishment specializing in dealing grafts
and accept the risks inherent to an unsanitary operation.
21
Mage Hand Press
Harvesting Extraplanar Creatures Climbing Apparatus
Harvesting grafts from extraplanar creatures is Donor: Beast, Humanoid, or Monstrosity with a climb
extremely difficult, as these creatures typically return speed
to their home plane once slain. However, it is possible
to harvest grafts from a celestial, elemental, or fiend Slot: Legs
if it is first captured within a magic circle spell, and You have replaced or complemented your limbs with
then slain, harvested, and its graft surgically attached those of a climbing creature. You gain a climb speed equal
before the spell ends. to your movement speed.
Arcane Synapses Darkvision
Donor: Any creature with the Innate Spellcasting feature Donor: Any creature with darkvision
Slot: Head Slot: Head
You have stolen a bit of arcane potential from a creature You have replaced your own eyes with those of a monster
by inserting some of its nerves into your brain. You learn with keen vision. You gain darkvision, the ability to see
one cantrip of your choice from the wizard spell list. in dim light within 60 feet of you as if it were bright light,
Intelligence is your casting ability for this cantrip. and in darkness as if it were dim light. You can’t discern
By harvesting a second creature, you can improve this color in darkness, only shades of gray.
graft and learn an additional wizard cantrip.
Draconis Fundamentum
Beast’s Hide
Donor: Humanoid, Dragon, or Monstrosity with a Breath
Donor: Beast of Large size or larger weapon
Slot: External
You have transplanted the thick (and possibly furry) hide Slot: Internal
from a wild beast onto your body. Your Armor Class You have installed the mighty source of breath weapons
equals 12 + your Dexterity modifier. into yourself, and as an action on your turn, you can
exhale a wave of energy. Each creature in a 15-foot cone
Bestial Weapons must make a Dexterity saving throw (DC equals 8 + your
Constitution modifier + your proficiency bonus). On a
Donor: Beast, Dragon, Monstrosity with Bite or Claw failed save, the creature takes 1d6 damage for each point
attack of your proficiency bonus, or half as much on a successful
one. The breath’s damage is the same type as the donor’s
Slot: Arms or Head breath weapon.
You have surgically implanted the teeth or claws from
a monster into yourself, granting yourself a host of Once you use this ability, you can’t use it again until
ferocious weapons. By harvesting a second creature, you you finish a short or long rest.
can improve this graft to gain both the claws and teeth.
You can use your claws and teeth to make unarmed Dragon’s Hide
strikes, and can use Dexterity instead of Strength for
their attack and damage rolls. If you hit with your claws Donor: Dragon of Large size or larger
or teeth, you deal damage equal to 1d4 + your Strength Slot: External
or Dexterity modifier (your choice), instead of the You’ve transplanted the scaly, diamondlike hide of a
bludgeoning damage normal for an unarmed strike. dragon onto your body. Your Armor Class equals 17. You
Your claws deal slashing damage and take up the also gain resistance to one of the following damage types
Arms slot, whereas your teeth deal piercing damage and to which the donor dragon was immune: acid, cold, fire,
take up the Head slot. lightning, or poison damage. You can only install this graft
if you are proficient with heavy armor.
Charging Hooves
Energetic Suture
Donor: Any creature with a Charge trait or a Gore or
Hooves attack Donor: Celestial, Dragon, Elemental, or Fiend with
resistance to fire, cold, lightning, or poison damage
Slot: Legs
You have replaced your legs with those of a creature Slot: External
known for running down their foes. Once on each of your You have managed to capture the essence of extraplanar
turns, when you move at least 15 feet in a straight line, resistance to magic. You gain resistance to one of the
you can move up to 10 additional feet in that direction following damage types to which the donor was immune
without spending additional movement. or resistant: fire, cold, lightning, or poison damage.
22 Heart of Steel
Donor: Any construct
Slot: Internal
You have replaced your heart with the core from a
construct. As a result, you can ignore the effects of 1 level
of exhaustion, and you only need to rest for 4 hours to
gain the same benefit that a human does from 8 hours of
sleep.
Necromancer
Horns Olfactory Implants
Donor: Any creature with a Gore, Horns, Ram, or Tusk Donor: Any creature with the Keen Smell or Keen
attack Hearing and Smell trait
Slot: Head Slot: Head
You attach a study pair or horns or tusks onto your body. You have replaced or modified your nose with that of a
You can use your horns to make unarmed strikes, which creature with keen smell. You have advantage on Wisdom
deal damage equal to 1d4 + your Strength modifier, (Perception) checks that rely on smell.
instead of the damage normal for an unarmed strike.
Your horns deal the same type of damage as the donor Oversized Arms
(usually bludgeoning or piercing damage). Additionally, if
you move in a straight line for 10 feet immediately before Donor: Giant
hitting a creature with your horns, that creature must Slot: Arms
make an opposed Strength check or be knocked prone. You have replaced your arms with a giant’s massive limbs.
Your melee attacks gain Reach if they did not have it
Fiend’s Hide already. Additionally, you have advantage on Strength
checks and saving throws you make to maintain your grip
Donor: Fiend of Medium size or larger on objects.
Slot: External
You have transplanted the supernaturally tough hide of a Prehensile Tail
fiend onto your body. Your Armor Class equals 15 + your
Dexterity modifier (maximum 2). Donor: Any creature with a Tail attack
Slot: External
Flexible Form You surgically attach a muscular, prehensile tail to your
body and wire its nerves to your own. You can use your
Donor: Any creature with the shapechanger subtype tail to make unarmed strikes, and can use Dexterity
Slot: Internal instead of Strength for its attack and damage rolls. If you
You have alchemically transfused the blood of a hit with it, you deal bludgeoning damage equal to 1d4
shapechanger into yourself. You can change your form as + your Strength or Dexterity modifier, instead of the
per the spell alter self (to use only the Change Appearance damage normal for an unarmed strike.
option), targeting only yourself and requiring no spell
slots, spell components, or concentration. Additionally, you can hold and manipulate objects and
weapons with your tail, but you can’t make attacks with
Once you use this ability, you can’t use it again until weapons held by your tail or wield a shield with your tail
you finish a long rest. and gain its benefits.
Indiscernible Anatomy Regenerating Marrow
Donor: Aberration Donor: Any creature with the Regeneration trait
Slot: Internal Slot: Internal
You have spliced aberrant genetics into your body, which You have replaced your bone marrow with that of a
have subsequently altered the placement and composition regenerating creature. On your turn, you can use a
of your internal organs. When you are targeted by an bonus action to regain hit points equal to 1d10 + your
attack that is a critical hit, you can choose to take no Constitution modifier.
additional damage from critical hit, as if it were a normal
hit instead. Once you use this ability, you can’t use it again until
you finish a long rest.
Once you use this ability, you can’t use it again until
you finish a long rest. Replacement
Leaping Legs Donor: Any
Slot: Any
Donor: Any creature with the Pounce or Standing Leap One or more of your organs or limbs has been replaced
trait with a part harvested from a monster. A replacement can
effectively solve any amputation or organ failure, but they
Slot: Legs cannot return to life someone that has died; such work is
You have replaced or modified your legs with the solely the domain of necromancy. Replacement limbs can
muscular limbs of a bounding creature. Your long jump resemble the original limb, or can demonstrate obvious
distance and your high jump height double. Additionally, monstrous characteristics, depending on the donor. A
you can jump your full distance with or without a running replacement organ or limb takes up one body slot relevant
start. to it; for example, a troll’s hand takes the Arms slot and a
replacement liver takes up the Internal slot.
23
Mage Hand Press
Stench You have installed an internal bladder which secretes
poison from your body. As a bonus action, you can coat
Donor Type: Any creature with the Stench trait your claws, if you have them, or a weapon you are holding
Slot: Internal in basic poison.
As an action, you can release a foul liquid contained
within an organ taken from the donor creatures. Each Once you use this ability, you can’t use it again until
creature within 5 feet of you must make a Constitution you finish a short or long rest.
saving throw (DC equals 8 + your Constitution modifier
+ your proficiency bonus) or be poisoned until the end of Voice Box
its next turn.
Donor: Any creature with the Mimicry trait
Once you use this ability, you can’t use it again until Slot: Head
you finish a short or long rest. You have augmented your own vocal folds with those of
a creature that can mimic sounds. You can mimic any
Tentacles sounds you have heard, including voices. A creature
that hears the sounds can tell they are imitations with
Donor: Any creature with a Tentacles or Tendrils attack a successful Wisdom (Insight) check opposed by your
Slot: Arms Bomb Save DC.
You surgically replace or modify one or both of your
arms with a flexible tentacle or tendril. You can use your Webspinner Apparatus
tentacles to make unarmed strikes. If you hit with it, you
deal bludgeoning damage equal to 1d4 + your Strength or Donor: Any creature with a Web action
Dexterity modifier, instead of the damage normal for an Slot: Internal
unarmed strike. You have installed spinnerets from a spiderlike creature
into your body, allowing you produce webs. You can cast
Additionally, when you hit a target with a melee attack the spell web without using spell slots or spell components
using your tentacles, you can use your bonus action to (DC equals 8 + your Constitution modifier + your
attempt to grapple the target. proficiency bonus).
Venom Sac Once you use this ability, you can’t use it again until
you finish a short or long rest.
Donor: Aberration, Beast, Dragon, or Monstrosity which
can poison a creature or deal poison damage with an
attack not provided by a weapon
Slot: Internal
24 Other Monstrous Grafts
Other monsters might have organs, weapons, or
abilities that are well-suited to becoming a graft that is
not included on this list. In this case, the GM decides
what type of graft can be harvested, what body slot it
takes up, and the special effects it confers.
Necromancer
Producers
Alexander Garcia Evgenii Vrachev Justin Danner Patrick Rooney
Alonzo C Washington Garrett Lloyd Justin Forkner Pedro Storti
Ashran Firebrand George Tolley Kat Woehlert PucThePlayful
BillOneEye Grand Moff Xela Ken de Jong Robert Field
brandon johnson Jack Hannah Ken Fairbank RUNEHAMMER
Brandon Martin Jack Heimbach Kenneth Andersen Ryan MacDonald
Brent Simmonds Jacob Otwell Kevin Reynolds Ryan Patrick Nolan
Cassidy Cortez James Belin Kristopher R. Hunter Santiago Mendez IV
Chance R. James Mitchell Kura Tenshi Sean Daugherty
Charles Koeppel Jaron Mortimer Kyle Waddell Spencer Houston
Chris Mitchell Jason Jones Lore Stephen Grote
Christopher Zito Jerry Doolin lungfishwarrior TaviRaya
Corbin Waters Jesse Rosen Magnus Taylor Kent
Corwin Jesus Andujo Marc-Antoine Côté Thantos
Dana Niswonger Joan Mulberry Matthew Atkins TheUndeadOwlGoddess
Daniel Lamoureux Joe Shine Maximilian Beit Trond
Darion Nutter Joel Grote Michael Davis tyrell hayward
Derek Miranda John Hoffman Mickale Bush Zackary D Szechenyi
Devon Phillips Joseph Blanc Mike Litkewitsch Zaxov Phoenix
Donovan Lowell Joseph Malveaux Nathan Phelps Zee Xorn
Drew Hayes Joshua Cates NecroJester Zhuul
Eike Schultz Julien Therrien Pandric
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This material is being released under the Open Gaming License.
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specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Not for resale. Permission granted to print or
photocopy this document for personal use only. System Reference Document 5.0 2
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/
or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use
of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contrib-
utor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPY-
RIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Necromancer Copyright 2020, Mage Hand Press LLC; authors Michael Holik, Alexander J Garcia
END OF LICENSE