Necromancerecromancy is an art considered taboo Image Used:
even among the gods, however, there are Original Art by Polina Kirillova
several users of magic who enjoy this Altered by u/Helodinn
type of forbidden knowledge.
Class Features
NNecromancers seek to control life and
death in all their forms, the have a As a necromancer, you gain the following class features.
natural talent for manipulating the life
essences that flow in living beings. Hit Points
Necromancers are supreme users of black magic, their
main characteristic is the ability to manipulate death, Hit Dice: 1d8 per necromancer level
either by creating zombies to fight in their place or by Hit Points at 1st Level: 8 + your Constitution modifier
invoking spirits to do the dirty work. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per necromancer level after 1st.
Forbidden Knowledge
For many ages the art of necromancy was hidden from Proficiencies
mortals, the gods knew that this power could be very
destructive if it fell into the wrong hands. Until one day, Armor: Light armor
several scholars versed in magic, began to notice that there Weapons: Simply Weapons, Scythe, Short Sword.
was magic from an unnatural source and dedicated Saving Throws: Intelligence, Constitution
themselves to learning more about it. Skills: Choose two from Arcana, History, Insight,
Currently, there are several users of magic who use Intimidation, Investigation and Perception.
necromantic resources, but not all go much further than
simple spells, many are afraid of being cursed by the gods Equipment
for overusing this art.
You start with the following equipment, in addition to the
Creating a Necromancer equipment granted by your background:
Creating a necromancer character demands macabre (a) a Shortsword or (b) a Scythe;
backstory, consider. How did you come in contact with (a) a Component pouch or (b) a Arcane focus;
necromancy, and why do you use? You were a young wizard (a) a Dungeoneer's Pack or (b) a Explorer's Pack;
who Did you discover that your natural talent served to Alternatively, you can choose to start with 4d4 x 10 gp and
manipulate the essence of life? You grew up in a devil opt to spend some or all of that money on starting
worship service that required the storage of the essence of equipment.
life for satanic rituals? Which is is the appeal of
necromancy to your character? you lost a loved one to Grimoire of the Dead
illness and felt the inability to prevent his death frustrating? The grimoire of the dead is an indispensable item for
necromancers, it is where you extract all your knowledge to
Quick Build manipulate the negative energy used to raise the dead or
cast spells. This item count as an wizard's spell book for
You can make a necromancer quickly by following these the necromancer.
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution. Second, choose the
Far Traveler background. Third, choose the Necrotic
Blade cantrip if you are doing a meele build or Chill Touch
cantrip if you are doing a ranged build and Spare the
Dying cantrip for a little help to your group, along with the
1st-level spells Cause Fear and Ray of Sickness.
2
The Necromancer
Level Proficiency Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +2 Spellcasting, Negative energy, Life Syphon 3 2 — ———————
2nd +2 Deadly Path 3 3 — ———————
3rd +2 Undead Servant 3 4 2 ———————
4th +2 Ability Score Improvement 3 4 3 ———————
5th +3 Unholy Resistance 3 4 3 2 ——————
6th +3 Deadly Path Feature 4 4 3 3 ——————
7th +3 4 4 3 3 1 —————
8th +3 Ability Score Improvement 4 4 3 3 2 —————
9th +4 4 4 3 3 3 1 ————
10th +4 Deadly Path Feature 4 4 3 3 3 2 ————
11th +4 5 4 3 3 3 2 1 ———
5 4 3 3 3 2 1 ———
12th +4 Ability Score Improvement
13th +5 5 4 3 3 3 2 1 1 ——
5 4 3 3 3 2 1 1 ——
14th +5 Deadly Path Feature
15th +5 5 4 3 3 3 2 1 1 1—
6 4 3 3 3 2 1 1 1—
16th +5 Ability Score Improvement
17th +6 Death Denial 6 43 3321111
18th +6 Deadly Path Feature 6 43 3331111
19th +6 Ability Score Improvement 6 43 3332111
20th +6 Grim Harvest 6 43 3332211
Spellcasting You prepare the list of necromancer spells that are
As a student of arcane magic, you have a spellbook available for you to cast. To do so, choose a number of
containing spells that show the first glimmerings of your necromancer spells from your spellbook equal to your
true power. See Spells Rules for the general rules of Intelligence modifier + your necromancer level (minimum
spellcasting and the Spells Listing for the necromancer of one spell). The spells must be of a level for which you
spell list. have spell slots.
For example, if you’re a 3rd-level necromancer, you have
Cantrips four 1st-level and two 2nd-level spell slots. With an
Intelligence of 16, your list of prepared spells can include
At 1st level, you know three cantrips of your choice from six spells of 1st or 2nd level, in any combination, chosen
the necromancer spell list. You learn additional wizard from your spellbook. If you prepare the 1st-level spell ray of
cantrips of your choice at higher levels, as shown in the sickness, you can cast it using a 1st-level or a 2nd-level slot.
Cantrips Known column of the necromancer table. Casting the spell doesn’t remove it from your list of
prepared spells.
Spellbook You can change your list of prepared spells when you finish
a long rest. Preparing a new list of necromancer spells
At 1st level, your Grimoire of the Dead count as an requires time spent studying your spellbook and
spellbook, containing six 1st-level necromancer spells of memorizing the incantations and gestures you must make
your choice. Your spellbook is the repository of the to cast the spell: at least 1 minute per spell level for each
necromancer spells you know, except your cantrips, which spell on your list.
are fixed in your mind.
Preparing and Casting Spells
The necromancer table shows how many spell slots you
have to cast your necromancer spells of 1st level and
higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
3
Spellcasting Ability Life Syphon
Starting at 1st level, your touch can siphon the life force of
Intelligence is your spellcasting ability for your others to bolster your own. When make a melee attack or
necromancer spells, since you learn your spells through spell attack against a living creature, as an bonus action,
dedicated study and memorization. You use your you can spend a necrotic point to deal necrotic damage
intelligence whenever a spell refers to your spellcasting equal to 1d8 + your Intelligence modifier on a hit. You gain
ability. In addition, you use your intelligence modifier when temporary hit points equal to the amount of necrotic
setting the saving throw DC for a necromancer spell you damage dealt. If this feature kills the creature, you gain
cast and when making an attack roll with one. twice as many temporary hit points from using this feature.
The damage increases by 1d8 when you reach 5th level
Spell save DC = 8 + your proficiency bonus + your (2d8), 11th level (3d8), and 17th level (4d8). You may use
Intelligence modifier this feature a number of times equal to your Intelligence
modifier(minimum one) and you regain all uses of this
Spell attack modifier = your proficiency bonus + your feature at the end of a long rest.
Intelligence modifier
Negative Energy
Ritual Casting At 1st level, you tap into a deep wellspring of negative
energy within yourself. This wellspring is represented by
You can cast a necromancer spell as a ritual if that spell has necrotic points, which allow you to use the necromancer
the ritual tag and you have the spell in your spellbook. You abilities.
don’t need to have the spell prepared.
Necrotic Points
Spellcasting Focus
You have 1 necrotic points at 1st level, and you gain one in
You can use an arcane focus (see the Adventuring Gear each necromancer level until 10th level, after this level, you
section) as a spellcasting focus for your necromancer gain 2 necrotic points per level. You regain all spent sorcery
spells. points when you finish a long rest.
Learning Spells of 1st Level and Higher Necromancy Tricks
Each time you gain a necromancer level, you can add two You can use your necrotic points to gain additional spell
necromancer spells of your choice to your spellbook for slots, or sacrifice spell slots to gain additional necrotic
free. Each of these spells must be of a level for which you points and you can summon
have spell slots, as shown on the Necromancer table. On
your adventures, you might find other spells that you can Creating Spell Slots
add to your spellbook.
You can transform unexpended necrotic points into one
Image Used: spell slot as a bonus action on your turn. The Creating
"Necromancer" by Sujin Jo - devCAT studio Spell Slots table shows the cost of creating a spell slot of a
given level. You can create spell slots no higher in level than
5th. Any spell slot you create with this feature vanishes
when you finish a long rest.
Spell Slot Level Necrotic Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery
Points
As a bonus action on your turn, you can expend one spell
slot and gain a number of necrotic points equal to the slot’s
level.
Undead Servant
Beginning at 3rd level, you gain the ability of summoning a
undead servant to help you in combat, as an action, you can
spend necrotic points according to the size and the CR of
the undead creature. See the Grimoire of the Dead for
more information of those creatures.
4
This table shows the necrotic points you have to spend Death Denial
according to the size of the creature: Beginning at 17th level, you can decide to ignore death if
it's too inconvenient. If a creature within 10 feet of you that
Size Necrotic Point Cost you can connect trought your aura (including you) drops to
0 hit points, you may use your reaction to cause that
small 1 creature to drop 1 hit point instead. You must finish a short
or long rest before you can use this feature again.
medium 2
Grim Harvest
large 3 When you reach the 20th level, you become surrounded by
a volatile necrotic magic. You have learned to use the agony
huge 4 of the newly deceased on the creatures next to you.
Whenever an enemy creature dies within 60 feet of the you,
This table shows the CR of the monster you can summon: you may use your reaction to target it and cause an
explosion of necrotic energy. Choose any number of
Undead Servant Summon creatures within 20 feet of the explosion to make a
Constitution saving throw. On a failed save, they take 8d8
Level Challenge Rating necrotic damage and half as much on a success. If this
damage kills any creatures, you may target one of the
3rd 1/4 creatures killed to cause a secondary explosion but the
damage is reduced to 4d8 and halved on a successful
6th 1/2 Constitution saving throw. If this secondary explosion kills
any creatures, you may choose one of the creatures killed
9th 1 by this secondary damage to cause an explosion a third
time but the damage is reduced to 2d8 or no damage on a
12th 2 successful Constitution saving throw. Any undead you
control within the radius of the explosions regain hit points
15th 3 equal to half the amount of necrotic damage done. You
regain use of this feature when you complete a long rest.
Unholy Resistance
Beginning at 5th level, the time you've spent wielding Deadly Path
negative energy has made itself a part of you and aging
became slower, every ten years you age one. You have When you reach 2nd level, you choose an Deadly Path,
resistance to necrotic damage and your hit point maximum shaping your practice of necromancy through one of main
cannot be reduced. At 10th level, this feature extends to any paths: Path of the Fallen One, Path of the Man Eater and
undead under your control. Path of the Whisperer.
Image Used: Your choice grants you features at 2nd level and again at
"Ressurection" by Anna Krasova 6th, 10th, 14th and 18th level.
Path of the Fallen One
Raising corpses is an natural ability for the necromancers,
however, some of then end up focusing in this forbidden
art, being able to summon stronger creatures and control
one more creature at the same time.
Adept Summoner
When you choose this path at 2nd level, you gain the ability
to summon on your turn as a bonus action, rather than as
an action.
Undead Servant - Deadly Path Variant
The rites of your path grant you the ability to summon
more dangerous undead creatures. Starting at 2nd level,
you can use your Adept Summoner to summon a undead
minion with a challenge rating as high as 1.
Starting at 6th level, you can summon a undead minion
with a challenge rating as high as your necromancer level
divided by 3, rounded down.
5
Dominate Undead
When you reach at 6th level, you learn how take control
over the undeads you find. As an action, you can spend
necrotic points according to the size and the CR of the
undead creature. The creature must suceed an wisdow
saving throw DC 15, if creatures fail, you can control it.
This table shows the necrotic points you have to spend
according to the size of the creature:
Size Necrotic Point Cost
small 1
medium 2
large 3
huge 4
This table shows the CR of the monster you can take
control:
Undead Servant - Control
Level Challenge Rating
6th 1
9th 2
12th 3 Image Used:
"Hanibal" by Helga Sable - Artstation
15th 4
Necromants who let the negative forces possess your
18th 5 mind, have a decline in the sanity level for a long time. This
necromants can live like psycopaths around the world, but
At 10th level, you gain the ability to take over control of when your magical energy is low, they start to loss control
undead creatures on your turn as a bonus action, rather of their emotions and an unstoppable hungry erupts from
than as an action. the interior of his body, clamming for raw, rotten or dead
meat from other creatures.
Undead Army
Unnatural Stomach
Starting at 10th level, you learn the ability to control more
than one undead creature at same time, but they have Starting when you choose this path at 2nd level, your
disvantage on attack rolls, because you divide your focus digestive system evolved to accepts raw, dead or rotten
among these creatures. meat from other creatures.
At level 15th undead creatures you control can attack
normally, without disvantage. Unnatural Armor
Lord of the Undead Also at 2nd level, you learn how to absorb energy from the
thing you can eat only with your Unnatural Stomach ability.
Beginning at 14th level, you've reached the epitome of You can use an Action to bite and rip off the skin, meat or
raising undead. Your undead creatures no longer have a whatever the body is made of, of other creatures on the
damage vulnerability and gain additional hit points equal to same plane that you. When you do so, the target must
your necromancer level. succed a Constitution Saving Throw. On a failure, your AC
become the same as the target until the next 10 minutes.
Expontaneous Unburial
Fake Youth
Begining at 18nd level, the negative energy that runs in you,
starts to overflow and sometimes you will expontaniously Practicers of this necromancy usually forgot the
raise a zombie, Every time you spend necrotic points. You consequencies of dark magic and realize this when the skin
have absolute control over these zombies. of your bodies starts to fall off like a zombie. The cost for
Deadly Path of Man Eater using this type of powerful magic, is that you need to eat a
Some lost tales tell us about a banished technique used by piece of raw, rotten or dead meat once per day to mantain
magic entusiasts that absorb magical energy from the body the beauty of the skin. If you don't eat this type of "food" in
of another creatures, even if their are dead. 24 hours, you have disadvantage on every Charisma
Checks or Saving Throws.
6
Deadly Recovery Deadly Path of the Whisperer
The energy of negative plane affect necromacer in many
At the 6th level, your meals become stronger and you can ways, some became adept in raise corpses, other learn the
absorb magical energies from things you digest with your forbidden art of canibalism and some necromancers had
Unnatural Stomach during short rests. When you do so, strong conection with the spirits. These necromancers can
you can regain a number of Hit Points equals your see, speak and interact with spiritual creatures.
Intelligence modifier and you can recover Spell Slots so
that the spell levels added do not exceed your Intelligence Spiritual Companions
modifier.
Starting at 2nd level, your create bound with a spirit, you
Example of Recovering Spell Slots gain the ability to interact with all spirits that are in
material plane. The spirit you made the bound will follow
If your Intelligence Modifier is equals 5, then you you in every place.
can recover 1 spell of 3rd circle and 1 spell of
2th circle (3 + 2 = 5) or 3 spells of 1st circle and Madness of the Whisperer
1 spell of 2nd circle (1 + 1 + 1 + 2 = 5).
Practicers of this necromancy art usually tend to have
Throwback Gluttony episodes of insanity, every 24h you roll a D100 and receive
a effect from indefinite madness table, the only diference
Sometimes you need to relieve your stomach to another the only difference is that the effect changes every day.
meals. When you reach level 10, you can regurgitate gastric
juice over object or other creatures. As an action, you can D100 Flaws
throw this liquid over an object or creature up to 5ft from
you to cause 2d6 + your Intelligence modifier Acid Damage 1-15 “Being drunk keeps me sane.”
or you can spill your gastric juice on weapons to cause
them to do an additional 2d6 acid damage for the next 10 16- "I keep whatever I find."
minutes. You can use this feature again after a long rest. 25
Taste of Memories 26- “I try to become more like someone else I know
30 adopting his or her style of dress, mannerisms,
Memories and feelings are connected with mind and body.
At 14th level, if you eat some part of a living creature or and name.”
object, you can track back their memories, feelings,
locations or another information in the last 24 hours. Talk 31- “I must bend the truth, exaggerate, or outright lie
with your GM to know what information you can have to 35 to be interesting to other people.”
maintain the session (or not).
36- “Achieving my goal is the only thing of interest to
Superior Fake Youth 45 me, and I’ll ignore everything else to pursue it.”
Your stomach has gone through a lot and now you don't 46- “I find it hard to care about anything that goes on
need to eat a piece of raw, rotten or dead meat to mantain 50 around me.”
the beauty of your skin. At level 18th, you just need to eat
from time to time to keeping your body functional. 51- “I don’t like the way people judge me all the
55 time.”
Image Used:
"Obzedat, Ghost Council" by Svetlin Velinov 56- “I am the smartest, wisest, strongest, fastest, and
70 most beautiful person I know.”
71- “I am convinced that powerful enemies are
80 hunting me, and their agents are everywhere I go.
I am sure they’re watching me all the time.”
81- “There’s only one person I can trust. And only I
85 can see this Special friend.”
86- “I can’t take anything seriously. The more serious
95 the situation, the funnier I find it.”
96- “I’ve discovered that I really like killing people.”
100
7
Necrotic Spellcasting Vengeful Spirit Possession
Starting at 2th level, a cloud of stench accompanies the When you reach 14th level, your bound with the spirits
spells that you cast, eating away at the flesh and bone of became even more stronger, now you can be possesed by a
your victim and distracting them. Any necromancy spells vengeful spirit to assist in you battles, during the
that you cast deal an additional 1d4 necrotic damage. In possession, you can only make actions of the spirit and if
addition, undead have disadvantage on saving throws you Hit Points drops to 0, you fell unconsious for 3 turns.
against your spells. You can use these feature one time until you finish a long
rest.
Additional damage according your level
Vengeful Spirit
Level Challenge Rating
Medium, Chaotic Neutral
2nd 1d4
5th 1d6 Armor Class 15
Hit Points 120(12d10+40)
8th 1d8 Speed 45ft.
11th 1d10
STR DEX CON INT WIS CHA
14th 1d12 20 20 18 14 (+2) 16 (+3) 16 (+3)
(+5) (+5) (+4)
Spiritual Possesion
Skills Athletics +9, Perception +8, Intimidation +7
When you reach at 6th level, you learn how to manipulate Damage Resistance Cold, Necrotic
the spirit companion and make him posses the target Damage Immunities Fire
creature. As an action, you can spend necrotic points Condition Immunities Charmed, Exhaustion
according to the size and the CR of the creature. The Senses Darkvision 60 ft., Passive Perception 18
creature must suceed an wisdow saving throw DC 15, if Languages Infernal, Languagens it knew in life
creatures fail, your spiritual companion control it.
Fire Incarnete. The Vengeful Spirit's body is
This table shows the necrotic points you have to spend encased in violent hellfire. While this fire rages,
according to the size of the creature: all attacks made by this creature deal an
additional 2d6 fire.This hellfire damage bypassses
Size Necrotic Point Cost resistaces a creature may have to nonmagical, or,
small 1 fire damage.
medium 2 Innate Spellcasting. the spirit's spellcasting ability
large 3 is Charisma (spell save DC 15 +7 to hit with spell
huge 4 attacks). The spirit can innately cast the followinf
spells, requiring no material componets:
This table shows the CR of the creature you spirit can At will: Firebolt
take control: 2/day each Scorching Ray, Fire Shield
1/day each Fireball, Wall of Fire
Spiritual Possesion Control
Actions
Level Challenge Rating
Multiattack. The Vengeful Spirit makes three
6th 1 melee attacks: two with its claws or hellfire
scythe and one with the other. It can cast firebolt
9th 2 in place of any melee attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
12th 3 one target. Hit 11 (2d6 + 2) plus 7 (2d6) fire
damage.
15th 4 Atomic Death Throw. Melee Weapon Attack: +7 to
hit, reach 10ft., one target. Hit 9 (2d4 + 4) + 7
18th 5 (2d6) fire damage.
Hell Breath (Recharge 5-6). The Vengeful Spirit
Death Walk exhales fire in a 15-foot cone. Each creature in
that area must make a DC 16 Dexterity saving
Beginning at 10th level, you can now phase partially into throw, taking 27 (6d8) fire damage on failed
the realm of the dead, becoming like a ghost. As a bonus save, or half as much damage on successful one.
action, you assume a spectral form. While in this form, you This hellfire damage bypassses resistaces a
have a flying speed of 10 feet, you can hover, and attack creature may have to nonmagical, or, fire damage
rolls have disadvantage against you. You can also move
through creatures and objects as if they were difficult
terrain, but you take 1d10 force damage if you end your
turn inside a creature or an object. You stay in this form for
10 minutes or until you end it as a bonus action. To use this
feature again, you must finish a short or long rest or
destroy one of your zombies as part of the bonus action you
use to activate Death Walk.
8
Self Astral Projection successful one. The affected creatures take 1d8 flame and
1d8 necrotic at the end of each turn until spells end, and if
When you reach the 18th level, you start to understand the the target don't take any damage this effect does nothing.
essence of sirits an learn how to became one of them The flames cannot be extinguished or removed by magic.
temporaly, now you gain the ability to use Astral Projection
on yourself only, the effects are the same. You can use these At Higher Levels. When you cast this spell using a spell
feature only once per week, these ability demands an slot of 5th level or higher, the damage increases by 1d8 for
enormous amount of negative energy, making you need a each tipe of damage slot level above 4th.
very long pause until your next use.
Ballad of the Dead
You and project your astral body into the Astral Plane
(the spell fails and the casting is wasted if you are already 5th-level necromancy
on that plane). The material body you leave behind is Casting Time: 1 action
Unconscious and in a state of suspended animation, it Range: 120 feet
doesn't need food or air and doesn't age. Components: V, M (a tiny vial of blood, bone dust)
Duration: Until dispelled
Your astral body resembles your mortal form in almost Classes: Bard, Necromancer
every way, replicating your game Statistics and
possessions. The principal difference is the addition of a When singing this song, the frequency of his voice
silvery cord that extends from between your shoulder reaches the negative plane, causing rotten hands to leave
blades and trails behind you, fading to Invisibility after 1 the ground and spirits begin to appear with the funereal
foot. This cord is your tether to your material body. As long melody. Each creature in a 20-foot-radius sphere centered
as the tether remains intact, you can find your way home. If on that point must make a Dexterity saving throw. A target
the cord is cut-something that can happen only when an takes 4d8 necrotic damage and 4d8 psichic damage on a
effect specifically states that it does-your soul and body are failed save, or half as much damage on a successful one.
separated, killing you instantly.
Creatures must suceed a Wisdow test DC15, otherwise,
Your astral form can freely Travel through the Astral they became frightened and can't attack you until these
Plane and can pass through Portals there leading to any effect ends.
other plane. If you enter a new plane or return to the plane
you were on when casting this spell, your body and At Higher Levels. When you cast this spell using a spell
possessions are transported along the silver cord, allowing slot of 6th level or higher, the damage increases by 1d8 for
you to re-enter your body as you enter the new plane. Your each tipe of damage slot level above 5rd.
astral form is a separate incarnation. Any damage or other
Effects that apply to it have no effect on your physical body, Damnation of Tharizdun & Ballad of the Dead by
nor do they persist when you return to it. u/Helodinn
The spell ends for you when you use your action to Wall of Flesh
dismiss it. When the spell ends, the affected creature
returns to its physical body, and it awakens. 6th-level necromancy
Casting Time: 1 action
The spell might also end early for you. A successful Range: 120 feet
Dispel Magic spell used against an astral or physical body Components: V, M (a small piece of flayed flesh from a
ends the spell for that creature. If a creature's original body
or its astral form drops to 0 Hit Points, the spell ends for humanoid)
that creature. If the spell ends and the silver cord is intact, Duration: Concentration, up to 1 minute
the cord pulls the creature's astral form back to its body, Classes: Cleric, Warlock, Wizard
ending its state of suspended animation.
You create a vile wall composed of flesh, eyes and
If you are returned to your body prematurely, your mouths. wichh radiates a toxic aura. The Wall appears on a
companions remain in their astral forms and must find solid surface within range. The wall can be up to 60 feet
their own way back to their bodies, usually by Dropping to long, 10 feet high and 5 feet thick. The wall blocks line of
0 Hit Points. sight, creatures can't pass through it, it can't be destroyed
Homebrew Spells by nonmagical means and it lasts for the duration. When
the wall appears, each creature within 10 feet of it must
Damnation of Tharizdun succeed on a Constitution saving throw or become
poisoned until the end of their next turn and take 3d12 acid
4th-level necromancy damage as the mouths and gashes emit a noxious venom
Casting Time: 1 action and spew out acidic dodily fluids. On a succesful save, the
Range: 100 feet target isn't poisoned and takes half as much damage. The
Components: S, V (speak abbysal) wall deals 3d12 acid damage to any creature who ends its
Duration: 5 rounds turns within 10 feet of it. That creature must also succeed
Classes: Sorcerer, Wizard, Necromancer on a Constituition saving throw or become poisoned until
the end of its next turn. When you cast the spell, to can
You begin to chant ancient words in abyssal, suddenly select a number of creatures equal to your spellcasting
small explosions begin to occur on the battlefield, igniting ability modifier to be immune to its effects. At Higher
flames from the abyss in the target creatures. Chose up to Levels: When you cast this spell using a spell slot of 7th
4 creatures in the range, they must make a Dexterity saving level or Higher, the damage increases by 1d12 for each slot
throw. A target takes 2d8 necrotic damageand 2d8 flame sevel above 6th.
damage on a failed save, or half as much damage on a
Wall of Flesh by u/WhiteShadowTaiChi
9
Cantrips (0 Level) Gentle Repose Death Ward Tenser's Transformation
Hold Person Dimensional Door True Seeing
Chill Touch Invisibility Evard's Black Tentacles Wall of Flesh
Frost Bite Lesser Restoration Ice Storm
Infestation Locate Object Leomund's Secret Chest 7th Level
Mage Hand Magic Weapon Phantasmal Killer
Message Misty Step Polymorph Divine Word
Poison Spray Protection From Poison Shadow of Moil FInger of Death
Prestidigitation Ray of Enfeeblement Stoneskin Force Cage
Ray of Frost Silence Vitrolic Sphere Plane Shift
Sapping Sting Shadow Blade Power Word Pain
Spare the Dying 5th Level Regenerate
Sword Burst 3rd Level Ressurection
Thaumaturgy Ballad of the Dead Simulacrum
Toll the Dead Animated Dead Cloud Kill Symbol
Bestow Curse Contagion Tether Essence
1st Level Blink Danse Macabre
Catnap Enervation 8th Level
Cause Fear Counterspell Geas
Command Dispel Magic Hallow Abi-Dalzim's Horrid Wilting
Cure Wounds Enemies Abound Hold Monster Antimagic Field
Detect Poison and Disease Fear Mass Cure Wounds Antipathy/Sympathy
Detect Magic Feing Death Negative Energy Flood Clone
Disguise Self Fly Raise Dead Darkstar
False Life Hypnotic Pattern Reincarnate Demiplane
Find Familiar Life Transference Teleportation Circle Dominate Monster
Hex Remove Curse Maddening Darkness
Inflict Wounds Revivify 6th Level Power Word Stun
Ray of Sickness Speak With Dead
Sleep Tongues Arcane Gate 9th Level
Shield Vampiric Touch Circle of Death
Create Undead Astral Projection
2nd Level 4th Level Disintegrate Invunerability
Eyebite Power Word Kill
Arcane Lock Banishment Harm Psychic Scream
Blindness/Deafness Blight Heal Shape Change
Crown of Madness Charm Monster Magic Jar Time Ravage
Darkness Confusion Scatter True Ressurection
Dark Vision Damnation of Tharizdun Soul Cage Wish
Credits Image Used:
"Until i say..." by Ryan Lee
Lead Designer/Producer: u/Helodinn
Addtional Designer: u/NathanCouto
Cover Art: Eldritch Moon Liliana Key Art by Wizards of the
Coast
References: Player's Handbook, Eberron: Rising from the
Last War, Mordekainen Tome of Foes, Xanathar's Guide to
Everthing, Wall of Flesh (homebrew spell from
u/WhiteShadowTaiChi).
Special Thanks: One of my best friends and my DM
u/NathanCouto, thanks for all the suport bro.
The Necromancer is unofficial Fan Content permitted under
the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of
the Coast. ©Wizards of the Coast LLC