The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by wolfiepdx, 2020-10-07 13:05:35

Necromancer

Necromancer

NecromancerDragonborn toils into the night, distracted by Proficiencies
her research. The next room over a monstrous
creature lurks, waiting patiently for its master's Armor: Light armor, Medium armor, Shields
Weapons: Simple Weapons, Scythes
Aorders. Saving Throws: Intelligence, Constitution
A being cloaked in shadow and face obscured from sight Skills: Choose two from Arcana, History, Nature, Religion,
appears over the corpse of the recently slain goblin. Its Medicine, Intimidation, Insight, Deception
companions are filled with terror and attempt to flee. One is
not so lucky and is met by the cold hand of death. Equipment

An Elf is cornered on all sides, outnumbered and alone. Yet You start with the following equipment, in addition to the
just when her assailants believe in their victory she speaks equipment granted by your background:
words that blacken her very soul. An ogre falls and what rises
in its place is a horde of skeletons to turn the tide of battle. (a) a scythe or (b) a sword
(a) a component pouch or (b) an arcana focus
Blood, Bones, and the Undead (a) a scholar’s pack or (b) a dungeoneer’s pack
Necromancers don’t aren’t always have to be power hungry (a) two daggers
amoral figures working to sacrifice a city and raise it as an
army of the dead. Some study those dark arts to ensure that Weapons Damage Weight Properties
their homes are prepared to fight the strongest undead forces
and can’t be caught off guard by the powers of darkness. By Name Cost
blood or by bone, through flesh, spirit, or shadow, the
necromancer brings agony to their enemies and power to Scythe 10gp 1d6 slashing 5lb. Versatile (1d8)
their allies through their dark arts.
Spellcasting
Creating a Necromancer Your contact with the spirit world and intuitive knowledge of
When creating a Necromancer, decide what kind of path your the magic which allows it to persist grants you the use of
character chose that led them to the dark magics of spells. See chapter 10 of the Player’s Handbook for the
necromancy. Do they seek to reverse the death a loved one? general rules of spellcasting and the end of this class
Do they seek untold power? How about studying the arts to description for the necromancer spell list.
know how to fight other necromancers? Necromancers
powers come from the life of others and drawing power from Cantrips
their demise. They typically are at odds with gods who
protect the dead and the passage of death and are usually You know two cantrips of your choice from the necromancer
patrons of beings like Vecna or Orcus, however most are in it spell list. You learn additional necromancer cantrips of your
for their own personal gain. choice at higher levels, as shown in the Cantrips Known
column of the Necromancer table.
Quick Build
You can make a Necromancer quickly by following these Preparing and Casting Spells
suggestions. First, Intelligence and Constitution should be
your highest ability scores. Second, choose the Outlander or The Necromancer table shows how many Spell Slots you
Hermit backgrounds. have to cast your Spells. To cast one of your necromancer
Spells of 1st level or higher, you must expend a slot of the
Class Features spell's level or higher. You regain all expended Spell Slots
when you finish a Long Rest.
As a Necromancer, you gain the following class features.
You prepare the list of necromancer Spells that are
Hit Points: available for you to cast, choosing from the necromancer
spell list. When you do so, choose a number of necromancer
Hit Dice: 1d8 per Necromancer level. Spells equal to your Intelligence modifier + half your
Hit Points at First Level: 8 + Constitution Modifier. necromancer level, rounded down (minimum of one spell).
Hit Points at Higher Levels: 1d8 (or 5) + Constitution The Spells must be of a level for which you have Spell Slots.
modifier per Necromancer level after 1st.
For example, if you are a 3rd-level necromancer, you have
four 1st-level and two 2nd-level Spell Slots. With a
Intelligence of 14, your list of prepared Spells can include
three Spells of 1st or 2nd level, in any combination. If you
prepare the 1st-level spell Inflict Wounds, you can cast it
using a 1st-level or a 2nd-level slot. Casting the spell doesn't
remove it from your list of prepared Spells.

You can change your list of prepared Spells when you
finish a Long Rest.

1

Spellcasting Ability Spellsave DC = 8 + your proficiency bonus + your
Intelligence modifier
Intelligence is your spellcasting ability for your necromancer
Spells, since their power derives from long hours of study Spell attack modifier = your proficiency bonus + your
and practice. You use your Intelligence whenever a spell Intelligence modifier
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when Setting the saving throw DC for a
necromancer spell you cast and when Making an Attack roll
with one.

The Necromancer

Level Proficiency Features Dark Dark Spells Cantrips Spells
1st Bonus Spellcasting, No Corpse Unturned, Vitality Known Known Known 1st 2nd 3rd 4th 5th
+2 1
2nd Dark Vitality 1 3 2 2 ————
3rd +2 Authority, Authority Feat 1
4th +2 1 2 3 2 3 ————
5th +2 ─ 1 2 3 3 4 2 ———
6th +3 Ability Score Improvement 1 3 4 3 4 3 ———
7th +3 1 3 4 4 4 3 2 ——
8th +3 ─ 1 3 4 4 4 3 3 ——
+3 Authority Feat 2 3 4 5 4 3 2 1—
2 4 4 5 4 3 2 2—
─ 4 4 6 43231
Ability Score Improvement 4 5 6 43332
4 5 7 43232
9th +4 Voices of the Damned 2 5 5 7 43332
10th +4 Authority Feat 2 5 5 8 43332
5 5 8 43332
11th +4 Blackened Soul 2 5 5 9 43332
12th +4 Ability Score Improvement 2 6 5 9 43332
13th +5 3 6 5 10 4 3 3 3 2
14th +5 ─ 3 6 5 10 4 3 3 3 3
15th +5 Authority Feat 3 6 5 11 4 3 3 3 3
16th +5 3 5 11 4 3 3 3 3
17th +6 ─ 4
18th +6 Ability Score Improvement 4


Delay the Inevitable

19th +6 Ability Score Improvement 4
20th +6 Damned Evermore 4

Spellcasting Focus No Corpse Unturned
Also at the 1st level, you learn how to siphon the power for
You can use a scythe as a spellcasting focus for your your dark magic from the moment an enemy dies. You may
necromancer spells. use this ability to siphon an enemy who died within the last
24 hours, regaining one dark vitality for medium and smaller
Dark Vitality creatures and two for large and bigger creatures. You cannot
Beginning at 1st Level, you discover a pool of dark power use this again until a long rest. You gain an additional use of
stolen in the moments of death of your enemies, that you can this ability at 9th, and 15th
utilize for darker spells that are detailed at the end of the
necromancer class. You gain more of this power as you level
up, as shown in the Necromancer class table. You learn one
of these dark spells at when you gain this feature and learn
more as shown by the Necromancer class table.

2

Authority Authority
At the 2nd level, you choose a pillar of necromancy to have
authority over. Choose the Authority of Blood, the Authority of Most if not all necromancers are considered evil as
Flesh, the Authority of Spirits, the Authority of Bone, the desecrating the dead is at the very best taboo. The truth is
Authority of Shadow, the Authority of Power, or the Authority that many seek power to raise a loved one, gain immortality,
of Death, all are detailed at the end of the class description. or destroy a kingdom, but some wish to stop those who
Your choice grants you features at the 2nd level and again at corrupted by this dark power and help others prepare for the
6th, 11th, and 14th levels. future by passing on knowledge. There is no kinship amongst
necromancers, and others are at best seen as rivals, servants,
Voices of the Damned or potential experiments.
Starting at the 9th level, you learn to how to speak the dead
that no longer hold a soul within their bodies. The corpse you Authority of Flesh
speak to knows nothing of what the soul knew in life and only Undead are not the only creations a necromancer can make.
can recall what events transpired after the moment after the Some spend years learning how to take the weakness of flesh
soul left the body. The corpse speaks in a deadpan voice and and mold it into something useful. They find one creature,
has no personality. It no longer has the ties it held in life and win its undying loyalty, and shape it over and over to fit your
will speak truly if treated well, or in half-truths and lies if needs.
treated poorly.
Horror of Flesh
Blackened Soul
At the 11th level, you gain resistance to necrotic damage and Starting when you choose this authority at the 2nd level, you
have advantage on death saving throws. construct a horror of flesh that obeys your every command. It
has a health pool equal to yours. It is considered and
Delay the Inevitable aberration. It has the Powerful Build, Darkvision (60)
Upon reaching the 18th level, you have learned to ward off features. It gains proficiency in all saving throws, using your
your demise. When you are brought to 0 hit points, you may proficiency modifier. It can understand any language you
use 1 dark vitality to bring yourself back to 1 hit point. speak and you can communicate telepathically with it if it is
within 100ft of you. It acts on its own initiative. If it dies you
Damned Evermore may bring it back after a long rest. You may dismiss it with an
Starting at the 20th level, you have learned how to turn action, and bring it back if it is alive with an action. So long as
yourself into an undead to continue fighting. Upon death, so it has the body for it, it can use any equipment that doesn't
long as your corpse is not destroyed completely, you may require attunement.
choose at any time over the next seven days to rise as a lich. A
dark and shadowy crystal appears in your possession and Sculpture
becomes your phylactery. So long as it is not destroyed, you
may reform, upon death, after 1d4 days. You may transfer Also at the 2nd level, you shape your Horror of Flesh to fit
your soul from this dark crystal to any none magical object your needs. Choose one of the following mutations to add to
equal to you in size of your choosing. As a lich, you no longer the Horror of Flesh, changing its form and its capabilities.
need to eat, drink, or sleep, however you must still spend You may change your mind and resculpt the Horror of Flesh
eight hours of light activity to regain any missing spell slots after a level up. Upon reaching the 13th level you may
and to hold your form together to appear as you normally do. resculpt during a long rest for a single mutation. At levels 4, 8,
As you gain levels of exhaustion you appear more undead and 16 and 19 you gain an addition mutation. At 12 you gain a
rotting. You do not need to consume life to maintain your greater mutation. The Horror of Flesh has the shape of a
existence, however the price is that your phylactery must stay standard medium humanoid of your choice when you are first
within 1 mile of you at all times, otherwise it begins to lose its create it. You may find the list of mutations at the end of the
connection to you and if you have not reestablished this Authority's description.
connection within 1 week, your phylactery will no longer hold
your soul and your next death will be your last. At level 20,
your body radiates dark vitality, if you have 0 dark vitality
when you roll initiative, you regain 1 dark vitality.

3

Horror of Flesh Bristled The arm of the Horror of Flesh grows many bone-
like bristles that may be shot. It does 1d8 piercing damage.
Medium construct, unaligned This weapon has a range of 30ft normal, and 60ft at
Armor Class 12 disadvantage. It is proficient with this weapon. It's Dexterity
Hit Points 21(1d8 health or 5 at higher levels) increases by 2 to a maximum of 20. It only has 20 of the
Speed 30ft. bristles, but they regrow after a long rest.
Weight 180lbs.
Clamps The Horror of Flesh gains a clamp like claw and
STR DEX CON INT WIS CHA gains advantage on grapple checks against enemies the
15 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) Horror of Flesh’s size or smaller.
Condition Immunities Frightened
Senses Darkvision 60ft Piercing The arm of the Horror of Flesh becomes a lance
Powerful Build You count as one size larger when like weapon. It does 1d10 piercing damage. It is proficient
with this weapon. It's Strength increases by 1 to a maximum
determining your carrying capacity and the of 20.
weight you can push, drag, or lift.
Passive Perception 12 Range The arm of the Horror of Flesh becomes an
elongated and serrated fleshy whip. This arm gains the reach
Pound of Flesh property, and the damage type is your choice of bludgeoning,
slashing, or piercing. It does 1d8 damage. It is proficient with
Beginning at the 6th level, the Horror of Flesh is linked to you this weapon. It's Dexterity increases by 1 to a maximum of
by its very soul, and may you may use your reaction to take 20.
half of its damage. Additionally, the Horror of Flesh gains
advantage on all saving throws. Slashing The arm of the Horror of Flesh becomes a single
razor sharp blade. It does 1d10 slashing damage. It is
Stuff of Nightmares proficient with this weapon. It's Strength increases by 1 to a
maximum of 20.
At the 10th level, your Horror of Flesh may use an action to
emit a terrifying aura, creature’s your horror of flesh’s size or Tentacles The Horror of Flesh gains many long tentacles
smaller must make a Wisdom saving throw against your and can make a grapple check at a range of 10ft instead of 5.
necromancer spell DC, if they are within 60ft of your horror
of flesh or become frightened. If they are attacked or at the Four Arms - Greater The Horror of Flesh grows 2 extra
end of each of their turns they can make another wisdom arms, allowing it to attack twice when it takes the attack
saving throw to break free of the effect. This effect lasts up to action. This mutation does not count against the maximum of
1 minute. This cannot be used again until you finish a long this section, and raises the maximum by two. The Horror of
rest. Flesh's Strength increases by 2 to a maximum of 20.

Magnum Opus Body Mutations

Starting at the 14th level, you have learned to shape your There is no maximum for body mutations.
horror in ways that defy nature. The horror gains resistance Gapping Grin The Horror of Flesh gains a large toothed
to bludgeoning, slashing, and piercing damage. Additionally, it
gains resistance to one type of damage from psychic, poison, maw in the middle of its body, allowing for it to make a bite
acid, cold, fire, lightning, force, necrotic, radiant, and thunder. attack as an action dealing 1d12 piercing damage.
You may switch this damage type out after a long rest.
Magical The Horror of Flesh gains the +1 Magical
Mutations property to attacks and damage. This increases to +2 at level
11, and +3 at level 15.
The manner in which you shape your Horror of Flesh can
make or break a necromancer. Altering them often to fit your Regeneration The Horror of Flesh can spend a hit dice as
needs can be the deciding factor in fights. a bonus action so long as it isn’t incapacitated.

Arm Mutations Rippled Muscles The Horror of Flesh’s Strength increases
by 2.
A maximum of two arm mutations can be taken from the
following list. Lean Build The Horror of Flesh’s Dexterity increases by 2.
Durable Form The Horror of Flesh’s Constitution
Bludgeoning The arm of the Horror of Flesh becomes like increases by 2.
a stout club. It does 1d10 bludgeoning damage. It is Swimming The Horror of Flesh grows webbing on its
proficient with this weapon. It's Strength increases by 1 to a hands and feet, fins on its back and tail if it has one, and gills
maximum of 20. on its neck, allowing it to breathe underwater and move at a
speed equal to its movement while swimming.
Tail The Horror of Flesh grows a tail, gaining the ability to
take a bonus action attack for 1d6 bludgeoning damage of
your choice. (Piercing or slashing)
Thick Hide The Horror of Flesh’s AC increases by 2.
Camouflage - Greater The Horror of Flesh can blend into
its surroundings as an action and gains +5 to its stealth rolls.
Flying - Greater The Horror of Flesh grows fleshy wings
and gains flight equal to its movement. The wings cannot
carry a creature Large or bigger.

4

Leg Mutations Head Mutations

A maximum of one leg mutation can be taken from the There is no maximum for body mutations.
following list. Antennae The Horror of Flesh grows long antennae,

Jumping The Horror of Flesh gains powerful lower legs gaining the ability to communicate in any language you know,
and can jump a distance equal to its movement high or long. to anyone within 200ft telepathically. It's Wisdom increases
by 2 to a maximum of 20.
Floating The Horror of Flesh grows sacks filled with
lighter than air gas, allowing it to levitate off of the ground. It Large Eye/Many Eyes The Horror of Flesh grows a large
does not trigger traps based on touch, unless forced, and does eye or many eyes, gaining advantage on perception checks
not struggle with difficult terrain. based on sight, and increasing its darkvision to 120ft. It's
Wisdom increases by 2 to a maximum of 20.
Armored - Greater The Horror of Flesh gains a powerful
scorpion like lower body and has 35ft of movement. It gains 2 Pheromone Sense The Horror of Flesh grows a sensitive
additional AC. If the Horror of Flesh has the Tail mutation, slit like nose, gaining advantage on perception checks based
the damage type is changed to piercing and the target must on smell and survival checks, and can tell the rough
make a DC 15 constitution saving throw or take 1d8 poison emotional state of a creature. It's Wisdom increases by 1 to a
damage. It's size increases to Large. maximum of 20.

Climbing - Greater The Horror of Flesh gains a powerful Long Tongue The Horror of Flesh grows a massive tongue
spider like lower body and has 35ft of movement. It gains a that it can shoot out. The target makes an opposed athletics
climbing speed equal to its movement speed and can move check, or be pulled to the Horror of Flesh. The target must be
up, down, and across vertical surfaces and upside down along within 25ft.
ceilings, while leaving its hands free. However, the Horror of
Flesh cannot move this way on a slippery surface, such as Toothy Maw The Horror of Flesh grows a wide toothy
one covered by ice or oil. It's size increases to Large. maw, gaining the bite attack as a bonus action for 1d6
piercing damage.
Serpentine - Greater The Horror of Flesh gains a strong
snake-like lower body. As an action, it can make an opposed Bile Pouch - Greater The Horror of Flesh grows a pouch
athletics check on any creature within 5 feet of it that is it's of acidic bile, allowing it to take an action to spray acid from
size or smaller. If it succeeds the target becomes restrained its mouth for 4d8 acid damage. It cannot do this again until a
and may attempt to break free on their next turn. While the short rest is taken.
horror has an enemy creature restrained on subsequent
turns, it may constrict the enemy as a bonus action for 1d6 Lantern - Greater The Horror of Flesh grows a stalk like
bludgeoning damage. It's size increases to Large. appendage with a light at its tip. The light shines brightly for
30ft and dimly for another 30ft. The may be switched off with
Speed - Greater The Horror of Flesh gains a powerful a bonus action. As an action, the Horror of Flesh pulses the
horse like lower body and has 50ft of movement. It also gains light and an enemy of your choice within 30ft of the Horror of
the ability to make a trample attack action if it has moved 20ft Flesh must make a DC 15 Wisdom saving throw or must
or more this turn. They must make a strength saving throw of move half its speed toward the Horror of Flesh.
be knocked prone and take 2d8 bludgeoning damage. It's size
increases to Large.

5

Authority of Spirits While possessing a body, you can use your action to return
Many things die but fail to pass on, some are vicious, and from the host body to your body if it is within 100 feet of you,
others are noble. Some necromancers subscribe to being returning control to the host creature's soul to its body. If the
shepherds to these wayward spirits and spirits. In payment, host body dies while you're in it, the creature dies, and you
some choose to stay and aid the necromancer, while others must make a Charisma saving throw against your own
revel in the chance to go into combat again. spellcasting DC. On a success, you return to your own body if
it is within 100 feet of you. Otherwise, you die.
Host of Spirits
If your body is more than 100 feet away from you, or if your
Starting when you choose this authority at the 2nd level, you body is dead when you attempt to return to it, you die.
gain access to a variety of spirits that can be used to
strengthen allies or weaken enemies. You gain 2 spirits As an action, you may cast a spirit into your original body,
detailed at the end of the Authority description. You gain an expending the spirit as normal. This spirit can be reclaimed
additional spirit at the 5th, 9th, 13th, 17th, and 20th levels. as an action, and until reclaimed it maintains and lives in
Each spirit can be either cast into a target, or drawn into your body. The spirit may move and act in the body as it sees
yourself. When casting the spirit into a target, the spirit's fit, however you may order it as a bonus action as if it was a
Active feature is triggered. When drawing the spirit into summoned spirit. Your original body maintains it's original
yourself it gains it's Passive feature for 1 minute. Once a Strength, Dexterity, and Constitution ability scores, but uses
spirit gains either it's Active, Passive, or eventually it's the spirit's Charisma, Wisdom, and Intelligence ability scores.
Summoned feature, it cannot be used again until you have All spirits have a base Charisma, Wisdom, and Intelligence
completed a short rest. You may swap out which spirits you ability score of 10 unless otherwise stated.
hold when you level up.
Spirits
Spirit Shift
Adaptability is the key to survival, and none have adapted
Upon reaching the 6th level, your connection to the spirits more than a host of souls who lived already have a lifetime of
has taught you how to embody them momentarily. As a knowledge.
reaction, you shift partially into the Ethereal Plane, resisting
damage dealt to you. While within the Ethereal Plane you Terror
function as if you are under the effects of the etherealness
spell. You leave the Ethereal Plane at the start of your next A spirit who spent their life ruling others with fear.
turn. Once you use this ability, you cannot do so again until Passive While you have this spirit within your body,
you finish a short or long rest.
enemies who can see you, have disadvantage on saving
At My Beck and Call throws against being feared.

At the 10th level, you gain a third way to use your spirits. As a Active As a bonus action, you cast this spirit out to a target.
bonus action, you may call one of your spirit into existence to The target must make a Wisdom saving throw or become
fight for you, and it gains it's Summoned feature. All spirits frightened of you for 1 minute. They may make this save
are are medium in size. The spirits last until they are hit, again at the end of their turn.
which disperses them, or for 1 minute, whichever comes first.
They are immune to nonmagical attacks. Unless stated Summoned When summoned using At My Beck and Call,
otherwise, all spirits have an AC of 12 and are medium all enemies who can see the spirit must make Wisdom saving
undead. As a reaction to a spirit being struck and dispersed throw or become frightened of the spirit, however the spirit
you may spend 1 dark vitality to cause it to reform. cannot move.

Possession Wrath

Beginning at the 14th level, as an action you can attempt to A spirit who spent their life in the middle of war for the sake
possess any humanoid within 100 feet of you that you can see of killing.
(creatures warded by a Protection from Evil and Good or
magic Circle Spells can't be possessed). The target must Passive While you have this spirit within your body, you
make a Charisma saving throw. On a failure, your soul moves gain +1 damage to your damage rolls.
into the target's body, and the target's soul becomes trapped
within its own body, unable to act. On a success, the target Active As an action, you cast this spirit out to a target. The
resists your efforts to possess it, and you can't attempt to target must make a Wisdom saving throw or become
possess it again for 24 hours. enraged, attacking the closest known target to them for 1
minute. They may make this save again at the end of their
Once you possess a creature's body, you control it. Your turn.
game Statistics are replaced by the Statistics of the creature
though you retain your alignment and your Intelligence, Summoned When summoned using At My Beck and Call,
Wisdom, and Charisma scores. You retain the benefit of your roll for the spirit's initiative. It may attack and move on its
own class feature. If the target has any class levels, you can't turn, and can be commanded using your bonus action. If you
use any of its Class Features. have multiple spirits that you are commanding to attack, you
may command them all with a bonus action.
Meanwhile, the possessed creature's soul can perceive
from its own body using its own senses, but it can't move or Vengeance
take actions at all.
A spirit who spent their life seeking revenge.

6

Passive While you have this spirit within your body, when War
you are hit with a melee attack, you may use your reaction to
make a melee attack against your attacker, so long as it is Level 5 Necromancer Required
within your attack range. A spirit who spent their life starting and ending wars.
Passive While you have this spirit within your body,
Active As a bonus action you cast this spirit out to a target.
The target must make a Wisdom saving throw or lose their whenever you use your action to make an attack, you may
reaction for this turn. make two attacks.

Summoned When summoned using At My Beck and Call, Active As an action you cast this spirit out to a target. If the
roll for the spirit's initiative. It may attack and move on its target is an ally they receive advantage to all attacks on their
turn, and can be commanded using your bonus action. If you next turn, otherwise they must make a Charisma saving
have multiple spirits that you are commanding to attack, you throw or have disadvantage for all attacks on their next turn.
may command them all with a bonus action.
Summoned When summoned using At My Beck and Call,
Lust roll for the spirit's initiative. It may attack and move on its
turn, and can be commanded using your bonus action. If you
A spirit who spent their life engaging in lustful acts. have multiple spirits that you are commanding to attack, you
Passive While you have this spirit within your body, you may command them all with a bonus action.

have advantage on saving throws against being charmed. Protection
Active As a bonus action, you cast this spirit out to a target.
A spirit who spent their life guarding others.
The target is an ally, they receive immunity to being charmed Passive While you have this spirit within your body, your
for 1 hour, otherwise they must make a Wisdom saving throw
or be charmed by you for 1 minute. They may make this save gain +2 AC.
again at the end of their turn. Active As an action, you cast this spirit out to a target. The

Summoned When summoned using At My Beck and Call, target receives resistance to a damage type of your choice for
all allies within 5ft are immune to being charmed, however 1 minute.
the spirit cannot move.
Summoned When summoned using At My Beck and Call,
Sloth all allies within 5ft of the spirit, gain resistance to a damage
type of your choice, however the spirit cannot move.
A spirit who spent their life doing nothing.
Passive While you have this spirit within your body, so long Salvation

as you did not use your movement the turn before you are A spirit who spent their life saving others.
immune to being knocked prone. Passive While you have this spirit within your body, you

Active As a reaction when an enemy makes an attack, you gain your intelligence modifier to your saving throws.
cast this spirit out to a target. The target must make a Active As an action you cast this spirit out to a target. The
Wisdom saving throw or end their turn immediately.
target receives advantage on your choice of saving throws for
Summoned When summoned using At My Beck and Call, 1 minute.
the area 10ft around the spirit becomes difficult terrain for
enemies, however the spirit cannot move. Summoned When summoned using At My Beck and Call,
all allies within 5ft gain your intelligence modifier to their
Death saving throws, however the spirit cannot move.

A spirit who spent their life murdering others. Travel
Passive While you have this spirit within your body, as a
A spirit who spent their life wandering the planes.
bonus action you may attack an enemy within 30ft of you, Passive While you have this spirit within your body, you
forcing them to make a Constitution saving throw or take 1d8
extra necrotic damage. may use the Disengage or Dash actions as a bonus action.
Active As a bonus action, you cast this spirit out to a target.
Active As an action, you cast this spirit out to a target. The
target must make a Constitution saving throw or experience The target receives an additional 10ft of movement for 1
immense pain, taking 1d6 necrotic damage at the start of hour.
each of their turns for 1 minute. They may make this save
again at the end of their turn. Summoned When summoned using At My Beck and Call,
all allies within 10ft may move around through the spirits
Summoned When summoned using At My Beck and Call, area without provoking attacks of opportunity, however the
enemies who start their turns within 10ft of the spirit take spirit cannot move.
2d8 necrotic damage, however the spirit cannot move.
Silence
Life
A spirit who spent their life unseen by the public eye.
A spirit who spent their life healing others. Passive While you have this spirit within your body, you
Passive While you have this spirit within your body, as a
gain the ability to use the Hide action as a bonus action.
bonus action you may regain 1d8 health. Active As an action you cast this spirit out to a target. The
Active As an action you cast this spirit out to a target. As a
target receives advantage on Stealth checks for 1 hour.
bonus action for this turn and all subsequent turns for 1 Summoned When summoned using At My Beck and Call,
minute, you may heal them for 1d6 health.
the spirit casts the spell Pass Without Trace, however the
Summoned When summoned using At My Beck and Call, spirit cannot move.
all allies within 5ft, receive 1d8 health, however the spirit
cannot move. Vigilance

A spirit who spent their life seeking something unknown.

7

Passive While you have this spirit within your body, you Spirit of Vengeance
gain your Intelligence modifier to your passive perception.
Medium undead, unaligned
Active As a bonus action, you cast this spirit out to a target. Armor Class 15
The target receives advantage on Perception checks and Hit Points 1
cannot be surprised for 1 hour. Speed 30ft.
Weight 0lbs.
Summoned When summoned using At My Beck and Call,
the spirit cannot move but will reveal the location of anything STR DEX CON INT WIS CHA
that comes within 10ft of it to you, invisible or otherwise. 16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Condition Immunities Frightened, Charmed,
Hunt
Grappled, Restrained, Poisoned, Petrified
A spirit who spent their life hunting creatures across the Senses Darkvision 60ft
planes. Passive Perception 10
Spear Wields a Spear and is proficient with it. Reach
Passive While you have this spirit within your body, you
have advantage on survival checks for tracking. of 10ft.

Active As a bonus action, you cast this spirit out to a target. Spirit of War
You know the general location of the target so long as they
are on the same plane existence as you for 1 hour. Medium undead, unaligned
Armor Class 16
Summoned When summoned using At My Beck and Call, Hit Points 1
roll for the spirit's initiative. It may attack and move on its Speed 30ft.
turn, and can be commanded using your bonus action. If you Weight 0lbs.
have multiple spirits that you are commanding to attack, you
may command them all with a bonus action. STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Courage Condition Immunities Frightened, Charmed,

A spirit who spent their life completing daring tasks. Grappled, Restrained, Poisoned, Petrified
Passive While you have this spirit within your body, you Senses Darkvision 60ft
Passive Perception 10
have advantage on saving throws against being feared. Sword and Shield Wields a Sword and Shield and is
Active As a bonus action you cast this spirit out to a target.
proficient with them. Benefits from the
The target receives immunity to fear for 1 minute. Protection Fighting Style.
Summoned When summoned using At My Beck and Call,

all allies within 5ft are immune to fear, however the spirit
cannot move.

Spirit of Wrath

Medium undead, unaligned
Armor Class 14
Hit Points 1
Speed 30ft.
Weight 0lbs.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities Frightened, Charmed,
Grappled, Restrained, Poisoned, Petrified

Senses Darkvision 60ft
Passive Perception 10
Greatsword Wields a Greatsword and is proficient

with it. +2 to melee damage rolls.

8

Spirit of the Hunt Bone Spear

Medium undead, unaligned Also at the 2nd level, you gain the ability to create and throw a
Armor Class 15 bone spear as an attack action, it deals 1d8 piercing damage.
Hit Points 1 You can increase damage with dark vitality, gaining 1d8 extra
Speed 30ft. per dark vitality used. The spear has an attack range of 60ft
Weight 0lbs. normal, and 100ft at disadvantage.

STR DEX CON INT WIS CHA Overwhelming Force
10 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Condition Immunities Frightened, Charmed, Beginning at the 6th level, all Dark Spells gain an additional
effect. 1 skeleton is summoned per dark vitality spent for 1d4
Grappled, Restrained, Poisoned, Petrified turns. This effect increases to 2 skeletons at level 9, and 3
Senses Darkvision 60ft skeletons at level 15. The skeletons are equipped with a
Passive Perception 10 quiver of 20 arrows, a short bow, and a long sword. The
Shortbow Wields a Shortbow and is proficient with skeleton's stats are equal to those in the monster manual, but
the strength is increased by 4.
it. +2 to ranged damage rolls. Range 60/200ft.
Unholy Commander
Authority of Bone
An overwhelming army of skeletons, lies between many Starting at the 10th level, whenever you make a weapon or
necromancers and their enemies. So many fall into the throes Bone Spear attack against an enemy that attack’s damage is
of this power and become threat to kingdoms and villages increased by 1 for each of your skeletons within 5ft of the
around the world. Yet some take this tide of bone against target. This effect increases to 10ft at level 17.
giants and dragon to bring evil to its knees.
Marrow Mastery
All Shapes and Sizes
Upon reaching the 14th level, your mastery of bone has
When you take this Authority at the 2nd level, you can control become absolute. You gain the ability to have a second bone
of a mass of bones that you pull from the earth. As an action, swarm active, however only one can be moved or shifted at
you summon forth a swarm of bones that take on a certain one time.
form. As a bonus action, you can switch the form to another, Authority of Power
or move the swarm if it has movement. The swarm can be Life, magic, strength. Each of these can be fleeting,
considered large in size for the purposes of deciding which disappearing as time soldiers forth. Many spend every ounce
creatures are within the radius. You may use this feature a of their existence attempting to stop the ever-turning wheel of
number of times equal to your intelligence modifier. their life and hold on to their gifts for as long as possible. So
few ever find a way, but necromancers who follow this
Forms Description authority unshackle themselves from such inevitable failings
and can even help others find the way, if only for a time.
Name
Sentient Weapon
Prison Shift your swarm into a prison of bone, any target
occupying the same square as the swarm that is Beginning when you choose this authority at the 2nd level,
you imbue a nonmagical weapon of your choosing with
large or smaller must make a dexterity saving throw sentience. You may decide on the weapon's alignment and
or be restrained within the prison. personality, but it is up to your DM to decide how the
weapon's Charisma, Wisdom, and Intelligence ability scores
Storm Shift your swarm into a storm of swirling bones are chosen. The sentient weapon can be considered magical
with a 15ft radius sphere, the storm spreads for the sake of overcoming resistances. The sentient weapon
communicates by transmitting emotion to the creature
around corners, and its area is heavily obscured. carrying or wielding it. The sentient weapon has hearing and
Any enemies within the storm at the start or end of normal vision out to 30ft. The sentient weapon requires
their turn take 2d6 bludgeoning damage. The storm attunement. The weapon gains access to a lesser Sentient
Attribute detailed at the end of the Authority's description. As
has a movement speed of 25ft. you increase in power, your weapon grows in power as well,
gaining additional lesser Sentient Attribute slots at 6th, 9th,
Wall Shift your swarm into a thick mass of condensed 12th and 18th levels. The maximum number of Sentient
bone to form a wall to protect you. The wall is 15ft Attributes you can have on a sentient weapon is equal to 1 +
across, 10ft high, has an AC of 14, and health equal your Intelligence modifier. You can alter your sentient
to 3 times your intelligence modifier plus your weapon, changing out a Sentient Attribute for another
necromancer level. Additionally, you may still use whenever you gain a necromancer level.
your bone spear to throw through the wall at
disadvantage, however on a successful hit, the dice
are maximized.

Armor Shift your swarm into a thick armor of bone. The
swarm must be within 5ft of you. This grants you
+2 to your AC.

9

From Life to Death Unnatural Power

Beginning at the 6th level, you learn how to give up some of Requires Empowered
your life force to fuel your dark magic. As an action, you can The sentient weapon grants the +2 bonus to saving throws,
sacrifice a portion of your health to regain dark vitality. 25
health for 1 dark vitality. and spell attack rolls while it is held.

Untold Power Unrestrained Power

At the 10th level, your studies have led you down some Requires Unnatural Power
twisted paths where you have discovered powerful spells. You The sentient weapon grants the bonus +3 to saving throws,
gain knowledge of a spell that is at the 6th level, from those
listed in the necromancer spell list at the end of the class and spell attack rolls while it is held.
description. You get this feature again at 13th level for a 7th
level spell, 15th level for an 8th level spell, and 17th level for a Protector
9th level spell. You may cast each of these spells once per
long rest. The sentient weapon grants the +2 bonus to Armor Class
while it is held.
Greater Sentient Weapon
Magic Detector
Beginning at the 14th level, your sentient weapon has
unlocked new potential, gaining access to a single greater The sentient can detect magic that is within 15ft of you.
Sentient Attribute.
Spell Storage
Sentient Attributes
The sentient weapon gains the functionality of a Ring of Spell
For the perfect master, a perfect weapon must be forged and Storing
shaped to fit the master's needs. Decide well what power
truly means to you. Concertation

Vocal Communication Requires Spell Storage. Greater
The sentient weapon gains the ability to Concentrate on a
The sentient weapon gains the ability to speak read and
understand any language you speak plus one extra language. 3rd level or lower spell placed in it for the wielder.

Telepathic Communication Shadow Infusion

Requires Vocal Communication The sentient weapon gains Greater
the ability to speak read and understand any language you The sentient weapon grants the wielder the ability to use
speak plus one extra language. Additionally, it can
communicate telepathically with anyone that carries or an action to call forth a shadow, provided that you don't
wields it. already have one serving you. The shadow appears in an
unoccupied space within 120 feet of you. It uses the statistics
Sense Surrounding for a shadow from the Monster Manual, except it is neutral,
immune to effects that turn undead, and doesn't create new
The sentient weapon gains the ability to hear and has normal shadows. You control this creature, deciding how it acts and
vision out to 60ft. moves. It remains until it drops to 0 hit points or you dismiss
it as an action.
Darkened Awareness
Vorpal
Requires Sense Surrounding
The sentient weapon gains the ability to hear and has Greater
The sentient weapon functions as a Vorpal Sword.
darkvision out to 120ft.
Devour Soul
Bound in Shadow
Greater
The sentient weapon gains the ability to grant one dark The sentient weapon grants you life when it slays a foe.
vitality to you as an action. This can be used once per long
rest. This life comes in the form of temporary hit points equal to
the slain creatures heal or your necromancer level + your
Bound in Decay Intelligence modifier + your proficiency modifier, whichever is
lower. The slain creature cannot be brought back to life
Requires Bound in Shadow unless through the wish spell. This cannot affect constructs
The sentient weapon gains the ability to grant one dark or undead. If you strike an undead with this weapon, you take
1d10 necrotic damage and it gains 1d10 hit points. If you die
vitality to you as an action. This can be used twice per long while wielding this weapon, your soul is devoured and you
rest. cannot be brought back to life unless by the wish spell.

Empowered Authority of Death
Walking the edge of life and death, standing on the front lines
The sentient weapon grants the +1 bonus to saving throws, attempting to overpower enemies with might and necrotic
and spell attack rolls while it is held. magic. Fighting on multiple fronts, those necromancers who
hold authority over death itself are the ideal magic hunters
and indomitable, inescapable warriors.

10

Death Grip Black Plague

Beginning when you choose this authority at the 2nd level, 1 Dark Vitality
you may use your bonus action to magically pull enemies who Plague. As a bonus action, you attempt to spread a plague
are within 30 feet, and are large or smaller to you, otherwise
if they are huge or bigger, you are pulled to them. This is a within the target. They must make a constitution saving
forced movement that does not trigger reaction attacks, but throw or take 1d8 necrotic damage a turn for 1d4 turns. This
will trigger traps if applicable. You can use this feature a damage goes up to 2d8 necrotic damage with an extra dark
number of times equal to your intelligence modifier. vitality, 3d8 necrotic damage for 2 extra dark vitality and also
makes the disease last for 1d6 turns, the damage goes up to
Bonus Proficiencies 4d8 necrotic damage for 2d4 turns when you spend 3 extra
dark vitality. They may make this save again at the end of
Also at the 2nd level, you gain proficiency in heavy armor and their turn.
martial weapons.
Pathogen
Extra Attack
2 Dark Vitality
Beginning at 5th level, you can attack twice, instead of once, As an action, you spread a disease you have placed on an
whenever you take the Attack action on your turn.
enemy. If you have cursed an enemy with Black Plague,
AntiMagic Shell Weakness Plague, or Tongues Plague then you can magically
spread that plague to enemies within 10ft of the target. They
Starting at the 6th level, whenever you take damage from must make the same saving throw Con save vs Spread
damage types that are not psychic, piercing, bludgeoning, or Plague’s to nearby enemies with same duration left. With 4
slashing, you may use your reaction form a shell around dark vitality, the enemies' save is at disadvantage, and the
yourself that absorbs damage equal to ten times the amount duration of the initial target is renewed.
of dark vitality you use to activate it. For every 10 damage that
was absorbed, you regain 1 dark vitality. You cannot use this Weakness Plague
feature again until you have finished a long rest. The
absorption lasts until the end of your next turn. 1 Dark Vitality
Plague. As a bonus action, you attempt to spread a plague
Death’s Embrace
within an enemy. They must make a constitution saving throw
Upon reaching the 10th level, you are an avatar of death itself. or have disadvantage on your choice of Dexterity or Strength
When a creature dies within 60ft of you, or when an attack saving throws. For each dark vitality past the initial the target
roll is made against an unconscious ally within 60ft, you may receives a -1 to their saving throw. The target may remake
use your reaction to teleport to the location of the enemy this save at the end of each of their turns.
corpse or ally. When teleporting to the enemy corpse, you
may use a hit die to heal yourself. When teleporting to an Tongues Plague
unconscious ally, the attack roll is made against you instead
and you may use a hit die to heal your ally, adding your 1 Dark Vitality
constitution modifier to the heal instead of your ally's hit die. Plague. As a bonus action, you attempt to spread a plague
Instead of rolling for the hit die you may spend 1 dark vitality
to maximize the roll. within an enemy. They must make a constitution saving throw
or have disadvantage on your choice of Wisdom, Intelligence,
Dancing Rune Weapon or Charisma saving throws. For each dark vitality past the
initial the target receives a -1 to their saving throw. The target
At the 14th level, you have become so adept as an avatar of may remake this save at the end of each of their turns.
death that it feels like you are in two places at once. As an
action, you create a copy of your current main hand weapon, Soul Brand
it has a flying speed of 30, 40 hit points, and an AC of 16.
Whenever you attack with your weapon, so to can this 1 Dark Vitality
weapon attack. You cannot use this feature again until you As a bonus action, you brand the target’s spirit, and know
have finished a long rest.
the location of the one wearing the brand so long as it is alive
Dark Spells and is on the same plane of existence as you, for the next
hour. 1 extra dark vitality extends the duration to 8 hours. 2
Most dark spells cost 1 dark vitality to cast them and can all extra dark vitality extends the duration to 1 week. 3 extra
be enhanced with additional dark vitality to greater effects. If dark vitality extends the duration to 1 year. Only one being
they must make a saving throw, it is against your spell DC. can be branded at a time.

Corpse Explosion Soul Shackle

1 Dark Vitality 2 Dark Vitality
As an action, you target a corpse on the ground. All As a bonus action, on a successful melee attack, you

enemies within 5ft of the corpse must make a dexterity shackle the targets spirit to yours. The target cannot move
saving throw or take 2d10 necrotic damage, plus 1d8 extra away from you until the start of your next turn. This deals 1d6
necrotic damage per dark vitality. necrotic damage, with an extra 1d6 necrotic damage for each
additional dark vitality spent.

11

Blood Boil Exhaustion

1 Dark Vitality 3 Dark Vitality
Your strikes tear into an enemy and burn them from the As an action, the target must make a constitution saving

inside out. As a bonus action, on a successful melee attack, throw or gain one level of exhaustion.
the target takes an extra 1d6 necrotic damage, 1d8 necrotic
damage for 1 extra dark vitality, 2d6 necrotic damage for 2 Decrpid Plague
extra dark vitality, 2d8 necrotic damage for 3 extra dark
vitality. 4 Dark Vitality - 9th level required
Plague. As a bonus action, you attempt to spread a plague
Grasping Hands
within an enemy. They must make a constitution saving throw
1 Dark Vitality or lose 1 extra attack on their attack action. You cannot
As an action, you cause hands to shoot out and attempt to reduce their attack below 1. For each dark vitality past the
initial the target receives a -1 to their saving throw. The target
grapple your enemy, they must make a strength saving throw may remake this save at the end of each of their turns.
or be restrained, the check auto succeeds if the creature is
Huge or bigger or if the creature is immune to being Feebling Plague
restrained. The creature may make an attempt to break free
during its turn with the same penalty. The Strength saving 4 Dark Vitality - 9th level required
throw receives a -2 penalty for 1 extra dark vitality, -4 penalty Plague. As a bonus action, you attempt to spread a plague
for 2 extra dark vitality and can restrain creatures of any size,
and -4 penalty for 3 extra dark vitality, it takes 1d6 necrotic within an enemy. They must make a constitution saving throw
damage per turn. It may remake the saving throw at the end or have the enemy's spells cost one level higher, maximum of
of each of their turns. 6. This does not affect cantrips. For each dark vitality past the
initial the target receives a -1 to their saving throw. The target
Ethereal Step may remake this save at the end of each of their turns.

1 Dark Vitality
As an action, you can shift into the ethereal plane for as

many turns as you use dark vitality. The rules for being
ethereal apply for anything you do.

Shape Flesh and Bone

1 Dark Vitality
As an action, you can shape the body of a willing target,

closing wounds, and mending bones. This grants 3d6 health
+ 1d6 per extra dark vitality. This extra health dissipates after
1 minute.

Summon Gargoyle

1 Dark Vitality - 9th level required
As an action, you shape stone and imbue it with your dark

magic, creating a Gargoyle, see page 140 in the Monster
Manual. This creature, lasts for one minute per dark vitality
spent.

Blood Worms

1 Dark Vitality
As an action, you create small worm like creatures that

burrow into your target and attempt to drain its life force. The
exist for 2d4 turns. At the start of your turn, the target must
make a constitution saving throw, on a failed save, the target
takes 1d6 necrotic damage and store that damage. As a
bonus action, you may destroy the blood worms early. When
the blood worms expire, you heal for all the damage they did.

Festering Wounds

1 Dark Vitality
As an action, you corrupt a target causing its wounds to be

blighted. When you hit an enemy, it must make a constitution
saving throw, on a failed save, it grows 1 festering wound per
dark vitality spent. On the next critical hit the enemy receives,
all the wounds burst dealing 1d4 necrotic per wound.

12

Necromancer Zephyr Strike Blight Investiture of Ice
Spells Deathward Guards and Wards
2nd Level Dimension Door Harm
Cantrips (0 Level) Evard’s Black Tentacles Instant Summons
Aganazzar’s Scorcher Giant Insect Magic Jar
Acid Splash Augury Mordenkainen’s Faithful Mental Prison
Blade Ward Blindness/Deafness Planar Ally
Chill Touch Crown of Madness Hound Soul Cage
Frostbite Darkness Phantasmal Killer Tenser's Transformation
Green-Flame Blade Darkvision Shadow of Moil
Infestation Enthrall Sickening Radiance 7th Level
Message Gentle Repose Summon Greater Demon
Spare the Dying Ray of Enfeeblement Vitriolic Sphere Etherealness
Sword Burst Shadow Blade Finger of Death
Ray of Frost Silence 5th Level Power Word Pain
Toll the Dead Snilloc’s Snowball Swarm Regenerate
True Strike Web Animate Object Resurrection
Antilife Shell Simulacrum
1st Level 3rd Level Contact Other Plane
Contagion 8th Level
Alarm Animate Dead Danse Macabre
Arms of Hadar Bestow Curse Enervation Abi-Dalzim’s Horrid Wilting
Bane Enemies Abound Far Step Clone
Cause Fear Erupting Earth Immolation Demiplane
Chaos Bolt Feign Death Insect Plague Maddening Darkness
Detect Magic Fear Infernal Calling Mighty Fortress
False Life Life Transference Negative Energy Flood
Find Familiar Phantom Steed Raise Dead 9th Level
Ice Knife Revivify Reincarnate
Identify Speak with Dead Astral Projection
Inflict Wounds Spirit Guardians 6th Level Gate
Mage Armor Summon Lesser Demons Invulerability
Ray of Sickness Tiny Servant Circle of Death Power Word Kill
Unseen Servant Create Homunculus Psychic Scream
4th Level Create Undead True Resurrection
Eyebite Weird
Banishment Investiture of Flame

13

References

Thanks to the following artists for the art.
First Image: ANHREZ
Second Image: The Grim Dawn Team
Third Image: JasonTN
Fourth Image: ChrisCold

h.prh+bb{lobcakcqkugoroteu{nbdac:kwghroituen;}d.p:hwbhiimteg;}{ display : none;} .phb

14


Click to View FlipBook Version