The Definitive Unethical, Undead Class by Mage Hand Press COMPLETE NECROMANCER
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. Disclaimer: Mage Hand Press and Associate do not advocate raising the dead in violation of the laws of 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. Mage Hand Press, and their associated logos are trademarks of Mage Hand Press LLC ® 2020 Mage Hand Press LLC. All Rights Reserved. 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 MAGE HAND PRESS www.magehandpress.com
Table of Contents Chapter 1: Necromancer ..................................................................................................................3 Creating a Necromancer .............................................................................................................3 Class Features ....................................................................................................................................4 Grave Ambitions.................................................................................................................................8 Black Rider .............................................................................................................................. 8 Blood Ascendent ...........................................................................................................................9 Corpse Florist ..............................................................................................................................10 Crone.............................................................................................................................................11 Dead Mist Acolyte .......................................................................................................................12 Death Knight ..............................................................................................................................13 Necrodancer .............................................................................................................................. 14 Overlord.......................................................................................................................................15 Pale Master...................................................................................................................................16 Pharaoh ........................................................................................................................................16 Plague Lord..................................................................................................................................17 Reanimator...................................................................................................................................18 Reaper ............................................................................................................................................19 Toymaker.......................................................................................................................................20 Undead Thralls................................................................................................................................21 Bonebeast......................................................................................................................................21 Gorger...........................................................................................................................................22 Gravetouched Ghoul .................................................................................................................22 Skeleton........................................................................................................................................23 Spirit ..............................................................................................................................................23 Visage.............................................................................................................................................23 Zombie ...........................................................................................................................................24 Chapter 2: Spells..............................................................................................................................25 Necromancer Spell List..................................................................................................................25 New Spells.........................................................................................................................................26 Chapter 3: Monstrous Grafts .......................................................................................................31
Mage Hand Press 3 A withered, old woman reaches out and grasps a battlehardened knight by the arm. The knight laughs at the crone’s gesture before collapsing in mere seconds, desiccated and dead. A scarred and grizzled warrior in breastplate leads a charge through a detachment of soldiers, swinging a glaive, shrouded in dark energies, at her foes. A shambling, undead vanguard follows her path, and her slain foes rise to join their ranks. A grim, robed figure presides before his court, all arranged in a marble hall of gothic construction. Shambling corpses, abominations of flesh and bone, and 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 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 that pushes them to the utter brink. This might be the distorted 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, and some focus on their ability to assert control over the weak, 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. Creating a Necromancer As you create your necromancer, the most important piece of information to consider is your character’s ambition. What is your goal? How do you intend to achieve it? How does necromancy fit into the picture? Once you’ve decided on your ambition, consider why you turned to necromancy to accomplish it. Were you scorned by your previous spellcasting master? Did you come across an old, rotting tome filled with forgotten knowledge? Were you the survivor of some great attack by another necromancer? Chapter 1: Necromancer
Complete Necromancer 4 Class Features As a necromancer, you have the following class features. Hit Points Hit Dice: 1d6 per necromancer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st Proficiencies Armor: None Weapons: Simple weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: • 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 Work with your GM to determine how necromancy is viewed in the world. Is it just another method of spellcasting, or is it an abominable tool, used only by the most abhorred spellcasters? How do commoners react when they see you? Must you hide your thralls from public scrutiny, and if so, how? Furthermore, do the other player characters know of your sinister magic, and if so, how have they reacted to seeing your puppeteered corpses? Work with other players, especially those with cleric and paladin characters, to find suitable reasons you might work together. Quick Build You can make a necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution, and then Strength or Dexterity if you plan to choose the Death Knight ambition. Second, choose a background of your choice, preferably one that ties into your ambition. Third, choose chill touch, hocuspocus, light, and spark of life for your cantrips, and then choose detect magic, expeditious retreat, Gahoul’s shrieking skull, and inflict wounds as your 1stlevel spells. The Necromancer Level Proficiency Bonus Total Thrall CR Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Charnel Touch 4 2 2 — — — — — — — — 2nd +2 1/4 Thralls, Bag of Bones 4 3 3 — — — — — — — — 3rd +2 1/2 Grave Ambition, Black Arcana 4 4 4 2 — — — — — — — 4th +2 1/2 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 1 Critical Spellcasting 5 6 4 3 2 — — — — — — 6th +3 1 Grave Ambition Feature 5 7 4 3 3 — — — — — — 7th +3 1 Enthralling Presence 5 8 4 3 3 1 — — — — — 8th +3 1 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 2 — 5 10 4 3 3 3 1 — — — — 10th +4 2 Grave Ambition feature 6 11 4 3 3 3 2 — — — — 11th +4 2 — 6 12 4 3 3 3 2 1 — — — 12th +4 2 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 3 — 6 13 4 3 3 3 2 1 1 — — 14th +5 3 Critical Spellcasting improvement 6 13 4 3 3 3 2 1 1 — — 15th +5 3 — 6 14 4 3 3 3 2 1 1 1 — 16th +5 3 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 4 — 6 15 4 3 3 3 2 1 1 1 1 18th +6 4 Undying Servitude 6 15 4 3 3 3 3 1 1 1 1 19th +6 4 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 4 Lichdom 6 15 4 3 3 3 3 2 2 1 1
Mage Hand Press 5 Charnel Touch Your connection to the negative energy realm grants you an inner nexus of dangerous power, ready to be unleashed at a moment’s notice. Starting at 1st level, you have a pool of Charnel Touch points equal to your necromancer level × 5 that replenishes when you finish a long rest. As an action, declare the number of points you wish to expend, up to a maximum of 5 × your proficiency bonus, and make a melee spell attack against one target within your reach. On a hit, you expend the declared amount of points and deal necrotic damage equal to the points expended. If you miss the attack, you don’t expend any points. The damage dealt by your Charnel Touch is doubled when you score a critical hit, expending no additional points. This attack deals no damage to Constructs and instead heals Undead for the amount of points expended. You can target a willing creature with this ability without making a spell attack roll. Thralls While lesser spellcasters can only animate flesh and bone in a rudimentary fashion, and must expend valuable energy to maintain their undead’s loyalty, true necromancers can provide their undead with a portion of their own life force, ensuring long-term obedience. Beginning at 2nd level, you learn an ancient and powerful ritual that allows you to raise and command your own army of the undead. Animate Thralls By spending 10 uninterrupted minutes performing this ritual with a spellcasting focus or component pouch, you can raise the remains of one or more Small or Medium Humanoids within 30 feet of you into Undead creatures. Undead created in this way become your thralls. You maintain control over your thralls indefinitely. Stat blocks for skeletons, zombies, and other thralls can be found in the Undead Thralls section at the end of the class description. Commanding Thralls If you are conscious, you can mentally control all of your thralls, without using any actions. If you are unconscious, your thralls will move to protect your body from harm, but will not attack. In combat, your thralls take their turns immediately before or after your turn each round (your choice) All thralls collectively share one reaction and bonus action, which a single thrall can use each round. Thralls use your spell attack modifier to make their attacks. Maximum Thralls You can animate and control one thrall of challenge rating (CR) 1/4. As you gain levels in this class, you can animate more thralls. The combined CR of all your thralls can’t exceed the number shown in the Thrall CR Total column of the Necromancer table, and the total number of thralls under your control can never exceed your proficiency bonus. Spellcasting Your connection to the realm of negative energy allows you to cast powerful necromantic spells. Cantrips At 1st level, you know four cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table. Spell Slots The Necromancer table shows how many spell slots you have to cast spells of the 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 spell slots when you finish a long rest. Spells Known of 1st Level And Higher You know two 1st-level spells of your choice from the necromancer spell list. You learn an additional necromancer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your necromancer spells, since your power is rooted in the fine manipulation of negative energy and research into magical secrets. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a necromancer spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your necromancer spells. For a necromancer, these are typically objects with sentimental value, such as a locket, childhood toy, prison shackle, or wedding ring, that are altered with magically conductive materials.
Complete Necromancer 6 Grave Ambition When you reach 3rd level, you decide on a proper path of research into the dark arts in order to carve a path leading toward your ultimate goal. Choose a Grave Ambition, detailed at the end of the class. Your choice grants you features at 3rd level, and again at 6th, 10th, and 20th level. Black Arcana Also beginning at 3rd level, as a bonus action, you can expend a spell slot to replenish your Charnel Touch pool. Your pool regains 1d8 expended points, plus 1d8 for each level of the spell slot expended, up to a maximum of your pool’s total. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Critical Spellcasting At 5th level, your potent necrotic powers punish your enemy at the first sign of weakness. When a creature rolls a 1 on a saving throw against one of your spells, it automatically fails the save, and you can roll all the spell’s damage dice a second time, adding the total to the spell’s damage against that creature. The additional damage only applies to the creature that rolled a 1. Additionally, your spell attacks score a critical hit on a roll of 19 or 20. Starting at 14th level, a creature automatically fails its saving throw against your spells and takes additional damage when it rolls a 1 or a 2. Additionally, your spell attacks score a critical hit on a roll of 18–20. Enthralling Presence At 7th level, the negative energy that flows through you reinforces your thralls against those who would seek to destroy or control your servants. Your thralls and other Undead you control are immune to effects that turn Undead and can’t be forcefully controlled by another creature while you are conscious. Undying Servitude When you reach 18th level, your connection to your thralls can pull them back from the brink of destruction. When a thrall under your control is reduced to 0 hit points but not destroyed outright, you can use your reaction to restore it to half of its maximum hit points. Once you use this feature, you can’t use it again until you finish a long rest. At any time, you can use your action to sever your connection to one or more thralls, releasing them. Corporeal Undead crumple into a heap and incorporeal Undead flee to the Ethereal Plane. Animate Dead Beginning at 5th level, a necromancer can learn the animate dead spell, a staple of the school of necromancy. Necromancers can cast this spell as an action, instead of over the course of 1 minute. All Undead created by the animate dead spell (as well as any other magic, such as the create undead spell, that allows you to control Undead) count as your thralls and can be commanded as such. If your new thralls granted to you by a spell cause you to exceed your total CR or number of thralls, you can immediately sever your connection to any of your existing thralls so as to stay within these limits. Your thralls can never command or create other Undead. As always, you can’t reanimate Undead that have been reduced to 0 hit points. Your Animate Thralls ritual, the animate dead spell, and similar magic only affects Humanoid corpses, whereas your thralls are Undead creatures. Bag of Bones Also at 2nd level, you learn how to create a necromantic magic item, a bag of bones. The bag connects to a vast extradimensional space that can only hold Medium or smaller corpses, bones, and Undead creatures; it violently expels anything else placed within it. You can use an action to place a corpse or willing Undead creature into the bag, up to a maximum of 10 corpses or Undead creatures, or use your action to dump the contents of the bag, which land in spaces within 5 feet of you. You can transform any container you can carry into a bag of bones by performing a special ritual over the course of 1 hour while you hold it. This container ceases to be magical if you perform this ritual again to create a new bag of bones. The container always connects to the same extradimensional space. If the bag is placed inside an extradimensional space, such as that created by a bag of holding, it is destroyed. Its contents remain in the same extradimensional space until you create a new bag. Variant Rule: Necromancy Unleashed This class imposes limitations on animate dead-style spells, as well as the number and types of thralls a player can use in order to ensure timely, balanced play. If you’d like to throw caution to the wind and embrace the undead horde experience, use this variant rule. Ignore the “Animate Dead” section in the Thralls feature. Animated Undead from spells are separate from your thralls for the purposes of your class features, but have no other class-based limitations.
Mage Hand Press 7 Lichdom By 20th level, you have unlocked the pinnacle of 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. Phylactery A phylactery is a small object that houses a lich’s soul, safeguarding its immortality. If you drop to 0 hit points, your body crumbles to dust, but your will and mind escape to the phylactery. After 1d4 + 1 days, a new body coalesces as near to your phylactery as possible and you return to life (or rather, unlife). When your body reforms, you gain the benefits of a long rest. The new body is identical in every way to the one that was destroyed. Undead Resilience You gain immunity to necrotic and poison damage. Undead Traits You are immune to the effects of exhaustion and you don’t need to eat, drink, sleep, or breathe. You must still rest for 4 hours a day to gain the benefits of a long rest. Though your type is Humanoid, spells and effects that specifically affect Undead affect you as well. You are immune to any effect that turns Undead. Phylactery A lich’s phylactery is as much a memento as it is their anchor to immortality, and as such, no two are alike. Phylacteries are often constructed from objects with sentimental value, such as family heirlooms or prized possessions, but can be fashioned from swords, pieces of armor, or even entire castles. Furthermore, every phylactery has a weakness, a critical flaw by which it can be destroyed, allowing its lich to be slain permanently. These weaknesses, too, are unique to each phylactery. One phylactery might require a ritual to be performed around it for 24 hours, while another might call for the phylactery to be dipped in the lava of an active volcano. Discuss with your GM the form your phylactery takes and what weakness it possesses.
Complete Necromancer 8 Additionally, when you perform your Animate Thralls ritual, you can animate the skeleton of a horse or similar animal as a warhorse skeleton. Charnel Shield At 3rd level, you can fortify yourself with necromantic energy to lessen blows. As a reaction when you take damage from a creature you can see, you can expend a number of points from your Charnel Touch pool, up to half the damage dealt. Reduce the damage by the number of points expended. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your melee weapon attacks score a critical hit on a roll of 19 or 20. Gruesome Charge Beginning at 10th level, your foes crumble beneath your steed’s hooves. If you make an attack while you are mounted and 20 feet or further away from where you began your turn, your mount can use its reaction to make a melee weapon attack. Lichdom: Dullahan At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Through a vile ritual and a guillotine, you have severed your own head to act as your phylactery, allowing you to see without eyes. Liches of your kind are known as dullahans or headless horsemen. You gain the following features in addition to the Lichdom feature: Grave Ambitions Becoming a necromancer is seldom an accident. Almost all who dive into the secrets of life and death do so with a purpose, a method to the madness. This ambition is what drives them into the tenebrous corners of forgotten libraries, long-abandoned tombs, and the graveyards of simple commoners. Ambition drives them further into the dark, where only the light of their end goal can lead them through the all-consuming shadows. A necromancer’s grave ambition represents the path to their ultimate goal, to what lengths they’ll go to achieve it, and serves to validate their actions, if only to themselves. Black Rider The rhythmic drumbeat of galloping hooves and the searing pinpoints of red eyes signal the arrival of a black rider. Such necromancers embrace mounted combat, commanding their thralls from the back of a skeletal steed and terrorizing countrysides with unparalleled swiftness. Mastering this discipline means not only commanding an undead mount, but also requires sure mastery over weapons while on horseback and on foot. However, the reward is immense: a black rider isn’t a plodding marshal of shambling masses, but a wind of death that blows across the battlefield at a moment’s notice. Skeletal Steed Starting when you choose this ambition at 3rd level, you’ve trained in the saddle as a mounted combatant. You gain proficiency with light armor, medium armor, shields, battleaxes, flails, lances, longsword, morningstars, war picks, and warhammers. Grave Ambitions Name Description Black Rider Riding atop a skeletal steed, battles foes and commands thralls from horseback Blood Ascendent Granted power from the blood curse of vampirism, without the myriad vampiric weaknesses Corpse Florist Cultivates a “garden” of shambling, flowering corpses Crone A necromantic witch that lays curses and brews foul potions Dead Mist Acolyte Consumes hit points for necromantic power, and vice-versa Death Knight Clad in armor, a terrible warrior brandishing dark energies and martial weapons Necrodancer Utilizes a horde of undead backup dancers to become the greatest performer ever 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 Toymaker Traps souls in handmade toys to create necromantic slaymates
Mage Hand Press 9 Vampiric Transformation Starting at 6th level, you can use your action and expend 15 Charnel Touch points to transform for up to 1 hour, or until you drop to 0 hit points or revert on your turn as an action. Anything you are wearing transforms with you, but objects you are carrying fall to the ground in your space. Choose one of the following transformations: Bat. You transform into a Tiny bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Mist. You transform into a Medium cloud of mist. While in mist form, you can’t speak, manipulate objects or take any actions, other than to revert to your true form. You are weightless, have a flying speed of 20 feet, can hover, and can enter and occupy the space of another creature. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you have resistance to bludgeoning, piercing, and slashing damage. Skull Phylactery. Your phylactery is your own magically preserved head. Even without your head, your senses aren’t inhibited. You can hear and smell from where your head once was and your disembodied voice booms from the stub of your neck. Additionally, you have blindsight with a range of 120 feet. Within that range, you can effectively see anything that isn’t behind total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. If you are carrying your skull phylactery, you also have truesight with a range of 30 feet. Damage Resistance. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Nightmare. When you perform your Animate Thralls ritual, you can summon a nightmare. You command this creature as your thrall and it counts as Undead for the purpose of your necromancer class features. When this creature is reduced to 0 hit points or released by you, it vanishes in a puff of flame Blood Ascendent Necromantic might comes in many forms, but a singular, ancient source is the blood curse of vampirism. Though it promises much—immortality, agility, charm—it comes paired with insidious drawbacks, from the stinging burn of sunlight to a perpetual thirst for blood. Necromancers that wish to capture a measure of this power without suffering its myriad weaknesses perform a special ritual with vampiric blood in order to become Blood Ascendants. In doing so, they fall deathly pale and lose their reflection within mirrors, but learn to slowly pry out vampiric powers without fully succumbing to the alldevouring curse. Ascendant Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. Spell Level Spells 1st charm person, sleep 2nd enthrall, suggestion 3rd hypnotic pattern, vampiric touch 4th phantasmal killer, private sanctum 5th dominate person, modify memory Charnel Drain At 3rd level, you drain the essence of those you slay. When you reduce a hostile creature to 0 hit points with your Charnel Touch, you regain hit points equal to your Intelligence modifier + your necromancer level (minimum 3). Additionally, you can choose to knock the target unconscious instead of killing it.
Complete Necromancer 10 Garden of the Grave Also at 3rd level, you cultivate corpse flowers, necromantic plants that root in corpses. When you perform your Animate Thralls ritual following a long rest, you can choose to plant corpse flowers in any of your thralls, causing each such thrall to have the following changes: • The thrall is a Plant instead of an Undead, but counts as Undead for the purpose of your necromancer class features. • Whenever you take a short or long rest, the thrall takes root in the ground and regains hit points equal to 1d8 + your Intelligence modifier. Charnel Entangle At 3rd level, weeds and brambles sprout at your touch. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Strength saving throw against your spell save DC or be restrained by weeds until the end of your next turn. Rotten Seed Beginning at 6th level, you can plant your budding corpse flowers in the living as well as the dead. You can use your bonus action to toss a seed at a hostile creature that isn’t Undead that you can see within 15 feet of you, which must make a Dexterity saving throw. On a failed save, a corpse flower seedling sprouts and burrows into the creature’s flesh. At the start of each of the creature’s turns, it takes 1d8 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt. The seedling withers after 1 minute, when the target dies, or when you use this feature again. When you reach 11th level, the damage increases to 1d10, and at 17th level, the damage increases to 1d12. Death in Bloom At 10th level, you can sow the seeds of undeath in your foes. Once on each of your turns when a hostile Humanoid under the effect of your Rotten Seed feature dies, you can animate that creature’s corpse as a skeleton or zombie (your choice) under your control. This Undead counts as one of your thralls and gains the benefit of your Garden of the Grave feature. Lichdom: Botanical Lich At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your body becomes a fertile garden of flowers that bloom from every inch of your skin, and exotic flowers bloom in your wake. You gain the following features in addition to the Lichdom feature: Flowering Phylactery. Your phylactery has also changed with your transformation. Your soul has been transferred into thirteen immortal flowers of different types located in places important to you. Each one has a specific weakness, which you will need to discuss with your GM, and your regeneration is only stopped when all thirteen flowers are destroyed. When you drop to 0 hit points, you regenerate in the soil at your nearest phylactery flower. Children of the Night By 10th level, the hordes of the night answer to your beck and call. When you perform your Animate Thralls ritual, you can summon one or more wolves, swarms of bats, or swarms of rats. You command these creatures as your thralls and they count as Undead for the purpose of your necromancer class features. When one of these creatures is reduced to 0 hit points or released by you, it vanishes in a cloud of mist. Lichdom: Nosferatu At 20th level, you have reached the pinnacle of 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 speed is doubled. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Corpse Florist Some necromancers arrive at the realization that necromancy is the gateway to new life flourishing in the rot and waste of the recently dead. Perhaps unsurprisingly, horticulture is their main inspiration. Instead of animating corpses normally, corpse florists plant seeds of the corpse flower in recently deceased bodies, which rapidly sprout and send creeping vines to every joint and muscle group. Within minutes, the corpse rises under the florist’s control, but as a blossoming plant instead of a mindless undead. A corpse florist travels with their shambling garden wherever they go, planting new corpse flowers and revitalizing the earth whenever the opportunity presents itself. Corpse Florist Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. Spell Level Spells 1st false life, goodberry 2nd barkskin, spike growth 3rd plant growth, speak with plants 4th blight, freedom of movement 5th reincarnate, tree stride
Mage Hand Press 11 The potions available for you to brew are given on the Cauldron Potions table below. Cauldron Potions Potion Charnel Touch Points Potion of Animal Friendship 10 Potion of Climbing 10 Potion of Growth 10 Potion of Healing 10 Philter of Love 20 Potion of Heroism 20 Potion of Poison 20 Potion of Resistance 20 Walking Hut By 10th level, you enchant a structure to grow legs and follow your commands. When you perform your Animate Thralls ritual, you can summon a single walking hut. You command this creature as one of your thralls. Additionally, you can use your action to temporarily dismiss the walking hut to a pocket dimension, or cause it to reappear in any unoccupied space within 60 feet of you. Lichdom: Baba Yaga At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. By mastering the subtle magic of hags and witches, you can wield the full power of a coven and curse others with unparalleled foulness. You gain the following features in addition to the Lichdom feature: Athame. By enchanting a dagger or similar weapon over the course of a short or long rest you create a ritualistic knife called an athame. You can use your athame as a spellcasting focus. As an action, you can expend 25 points from your Charnel Touch pool to target a creature that you can see within 60 feet using the athame, which must make a Wisdom saving throw against your spell save DC. On a failed save, for the next hour, the target loses any resistances to damage and treats any immunities to damage as resistances instead. Effigy. You can use your bonus action to construct an effigy composed of clay, twigs, or rags of a creature you can see within 60 feet of you, magically linking the creature and the effigy. As long as the creature is within 1 mile of you, you can cast spells and use your Charnel Touch through the effigy to target the creature even if the creature is out of range or you can’t see it. The effigy retains its potency for 8 hours. Once you use this feature to create an effigy, you can’t do so again until you finish a long rest. Evil Eye. You can expend 20 points from your Charnel Touch pool to cast the spell fear without expending a spell slot. You can also expend 35 points to cast the spell eyebite, or 40 points to cast the spell mirage arcane without expending a spell slot. Petal Stride. As you move, flowers sprout from the ground around you in a 30-foot radius. You can use a bonus action on your turn to step into a flower and teleport to any other flower you can see within 30 feet, magically planting your body at the origin and sprouting at the destination. When you do so, you can choose any number of friendly Plants within 30 feet of you and cause them to teleport in a similar manner to flowers you can see within range. 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 darkness Crone The oldest and most insidious necromantic secrets are remembered by hag’s covens. Their curses have plagued the likes of elves and humans since before the dawn of history, becoming more malicious and complex with the passing centuries. Necromancers that consort with hags or join a hag’s coven to learn their necromantic secrets are known as “crones” by their peers and “haglings” by others. For their devotion to the hag’s ancient arts, these necromancers learn to spin terrible curses, brew potions in a cauldron, and even access the mythical Baba Yaga’s arcane secrets Crone Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. Spell Level Spells 1st find familiar, hideous laughter 2nd blindness/deafness, invisibility 3rd bestow curse, fly 4th banishment, polymorph 5th contagion, seeming Charnel Curse At 3rd level, your touch bestows curses. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Wisdom saving throw against your spell save DC or be cursed for 1 minute. While cursed, the target subtracts 1d6 from any attack rolls, ability checks, or saving throws it makes. At the end of each of the target’s turns, it can make a Wisdom saving throw against the curse, ending the effect on a success. You can only curse one creature with this feature at a time, and you can end this curse early on your turn (no action required). Witch’s Cauldron Beginning at 6th level, you can brew potions in a bubbling cauldron using foul alchemical ingredients. You can spend 10 minutes and expend any number of Charnel Touch points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls requires a saving throw, it uses your spell save DC.
Complete Necromancer 12 Dead Mist Acolyte Deep in the starry expanse of the Astral Plane, necromancers can find a pure, untapped necromantic source: the Dead Mists. This inky astral fog is an embodiment of unlife in the multiverse, perhaps a negative balance to the overwhelming majority of living creatures. However, the Dead Mists is a living and corruptive entity that drains the life essence from anything it touches. Necromancers that survive their first experimentations in the Dead Mists might become its acolytes and spend their waking hours unraveling its astral secrets. Perhaps they will learn to coax life essence back out of the necromantic cloud, or perhaps they will learn to summon aspects of the mists to plague their foes. Regardless, they will pay the price for their ambitions as the mists slowly drain them of mortality. Dead Mist Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. New spells are marked with an asterisk. Spell Level Spells 1st dead mist lash*, fog cloud 2nd levitate, misty step 3rd dead fog*, gaseous form 4th banishment, death ward 5th antilife shell, cloudkill Charnel Consumption Also at 3rd level, you can draw the withering Dead Mists into your soul at the cost of your own life essence. When you expend 5 or more points when making a Charnel Touch attack, you can instead choose to lose an equal number of hit points instead of expending Charnel Touch points. Because of the soul-draining nature of the Dead Mists, you can’t regain hit points from any spell you cast. Mistborne Regeneration At 6th level, you can restore your life essence by feeding upon the Dead Mists. As an action on your turn, you can expend 5 or more Charnel Touch points. You regain 1d8 hit points for every 5 Charnel Touch points expended. Duskfog Beginning at 10th level, you can call upon a vile shadow from the Dead Mists to serve as your thrall. When you perform your Animate Thralls ritual, you can summon one or more duskfogs to serve as your thralls. When a duskfog is reduced to 0 hit points or released by you, it disperses into the air. Walking Hut Large Construct, Unaligned Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft. STR 19 (+4) DEX 10 (+0) CON 17 (+3) INT 3 (–4) WIS 3 (–4) CHA 1 (–5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Demiplane Dwelling. The walking hut contains an entrance to a 30-foot radius demiplane furnished as a rustic household. The demiplane is dimly-lit, comfortable, and dry, regardless of the weather outside. When the hut dies, creatures inside the demiplane are expelled into the open spaces nearest to the entrance. The hut’s creator can also use its action to magically expel creatures it chooses from the demiplane. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Mage Hand Press 13 Death Knight Some necromancers are content to sit in dusty tombs with moldering tomes, occasionally picking apart a battlefield for fresh ingredients and new company. By contrast, death knights are a predators among scavengers, seizing their goals through a melding of magic and traditional combat. Bolstered with dark energies and sturdy armor, the death knight wields a weapons edged with death itself. They are simultaneously the vanguard and general of their undead forces, unafraid of getting their hands dirty when necessary. 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 light armor, medium armor, shields, and martial weapons. Additionally, you can perform the somatic components of spells while wielding weapons or shields you are proficient with, as long as you have your arcane focus on your person. Charnel Strike Also at 3rd level, whenever you make a melee weapon attack as part of the Attack action, you can channel your Charnel Touch through the weapon. When you do so, make an attack with a melee weapon instead of a spell attack. On a hit, the target suffers the weapon attack’s normal effects, and it takes the necrotic damage of your Charnel Touch. You can only deal necrotic damage using this ability once per turn. Additionally, whenever you deal damage using this ability or a Charnel Touch attack, you gain temporary hit points equal to the necrotic damage dealt, up to a maximum of half your total hit points. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your melee weapon attacks score a critical hit on a roll of 19 or 20. Overcharged Thralls At 10th level, your inner nexus of energy has spread to your thralls, turning them into your own personal pools of spare energy when the need arises. When one of your thralls dies or you release it, your Charnel Touch pool regains a number of expended points equal to your necromancer level. Lichdom: Imperator At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Due to your martial capabilities and incredibly potent inner nexus of necromantic power, you have transformed into an imperator lich—an Undead creature unmatched in both arcane and combat prowess. You gain the following features in addition to the Lichdom feature: Completed Combat Research. You gain proficiency with heavy armor if you didn’t have it already, and you gain resistance to bludgeoning, piercing, and slashing damage. Lichdom: Dead Mist Lord At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. However, your lichdom has become corrupted by the allconsuming Dead Mists, leaving you a gaseous, incorporeal wraith. You gain the following features in addition to the Lichdom feature: Damage Resistance. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Gaseous Body. Your lich form is gaseous and indistinct. You can enter and occupy the spaces of other creatures. Additionally, you can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. Additionally, you gain a flying speed equal to your walking speed. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated. Master of the Mists. Once on each of your turns when you deal necrotic damage to a hostile creature with your Charnel Touch or a necromancer spell, you drain some of the target’s life essence with the Dead Mists. You regain hit points equal to 2d6 + your Intelligence modifier, up to a maximum of the damage dealt. Duskfog Medium Undead, Typically Chaotic Evil Armor Class 13 Hit Points 26 (4d8 + 8) Speed 30 ft., fly 30 ft. (hover) STR 5 (–3) DEX 17 (+3) CON 14 (+2) INT 3 (–4) WIS 10 (+0) CHA 8 (–1) Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 10 Languages understands all the languages of its creator, but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Misty Form. The duskfog can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the duskfog can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The duskfog can’t manipulate objects in any way that requires fingers or manual dexterity. Actions Misty Embrace. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage and the duskfog regains hit points equal to half of the necrotic damage dealt.
Complete Necromancer 14 that can’t be charmed automatically succeeds on this saving throw. For the duration, the target must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws. Graveyard Tango Starting at 6th level, you can spend 5 points from your Charnel Touch pool as a bonus action to bestow your grace and style on an ally. Choose a willing creature other than yourself that can see or hear you to gain your Backup Dancers Bonus until the start of your next turn. Disco of the Dead Beginning at 10th level, your minions groove outside the bounds of space and time. Whenever one of your thralls takes the Dance action, it enters the Ethereal Plane until the start of its next turn. While ethereal, the thrall is still faintly visible in a blur of disco lights. Peerless Charnel Strike. The necrotic damage caused by Charnel Touch ignores resistance and immunity to necrotic damage. Additionally, you can gain any number of temporary hit points from your Charnel Strike, instead of a maximum of half your total hit points. Necrodancer Neon lights, thumping beats, and impeccable fashion are the calling cards of necrodancers, spellcasters that saw the potential for animate dead to create the greatest troupe of backup dancers of all time. A necrodancer’s minions don’t shamble aimlessly, but instead move in perfect rhythm with one another, busting fresh moves and in turn empowering their master through choreography. Footloose Starting when you choose this ambition at 3rd level, you gain proficiency in the Acrobatics and Performance skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, you gain proficiency with the rapier, scimitar, shortsword, and whip. Backup Dancers At 3rd level, each of your thralls gains the ability to take the Dance action, which allows it to dance until the start of its next turn. When one or more of your thralls are dancing, you gain a number of benefits shown in the Backup Dancers table. You also gain a special bonus to your Armor Class, attack rolls, damage rolls, Charisma (Performance) checks, and saving throws called a Backup Dancers Bonus. Your Backup Dancers Bonus starts as a +1 and increases as you gain additional dancers. Charnel Groove Also at 3rd level, your touch confers the need to dance. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Wisdom saving throw against your spell save DC or be compelled to dance until the end of your next turn. A creature Backup Dancers Dancers Backup Dancers Bonus Effect 1 +1 You can use your bonus action to take the Disengage action. 2 +1 You can use your bonus action to take the Dash action. 3 +2 You can use your bonus action to make one melee weapon attack. 4 +2 You can take two bonus actions on your turn instead of one, as long as both bonus actions are different and granted to you by this subclass. 5 +3 When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 6 +3 Attacks made against you have disadvantage.
Mage Hand Press 15 following skills of your choice: Deception, Intimidation, or Persuasion. Additionally, you can use your Intelligence, instead of Charisma, for Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks. Sacrificial Thralls At 10th level, you can force your thralls to sacrifice themselves to ensure your own safety. When you are targeted by an attack, you can use your reaction to force a thrall within 5 feet of you to become the new target of the attack. Once you use this feature, you can’t do so until you finish a short or long rest. Lichdom: Tyrant At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your desire for control has warped your transformation, turning you into a tyrant lich. Your flesh and bone rapidly decay, reducing your features to nothing more than two glowing dots beneath your hood. You gain the following features in addition to the Lichdom feature: Immortal Rule. If you drop to 0 hit points, you can choose to possess a nearby body, instead of beginning the process of reforming at your phylactery. When you do so, choose an unconscious Humanoid or the corpse of one that has died within the last minute that is within 120 feet of you to possess (a creature warded by a protection from evil and good or magic circle spell can’t be possessed). Once you possess a body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. If the body has 0 hit points when you possess it, its type becomes Undead and it regains 50 hit points, up to its hit point maximum. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. If you possess the body of an unconscious creature, the creature makes a Charisma saving throw against your spell save DC after 8 hours, and it repeats the save every 8 hours thereafter until the effect ends. On a success, you are ejected from the body and begin the process of reforming at your phylactery. You are also ejected if the body dies or you choose to leave it as an action. Once you’ve possessed a creature in this way, you can’t possess it again using this feature. Tyrant’s Influence. You can expend 25 points from your Charnel Touch pool to cast the spell dominate beast without expending a spell slot. You can also expend 30 points to cast the spell dominate person, or 60 points to cast the spell dominate monster without expending a spell slot. Pale Master When the need for superiority drives a necromancer, there is no end to their ambition. Such necromancers, known as pale masters, work feverishly to master every corner of necromantic magic, less out of the desire to improve themselves and more out of spite for their rivals. Lichdom: Thriller At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You appear ageless, with smooth, alabaster skin, and boast an uncanny grace and rhythm. You gain the following features in addition to the Lichdom feature: Dance-Off. You can use your action and expend 20 points from your Charnel Touch pool to magically challenge up to ten creatures you can see within 60 feet of you to an impromptu dance competition. A creature that can’t be charmed is unaffected. Make a Charisma (Performance) check. Each creature you challenge must succeed on a contested Charisma (Performance) check or take 8d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have disadvantage. Moonwalk. You and each of your thralls are always under the effect of the spell freedom of movement. Smooth Criminal. Your Dexterity and Charisma scores become 20 if they were lower. Overlord There are few ambitions that capture the imagination more than the power to rule. From peasantry to nobility, many dream of a world in which they are in charge. Some necromancers, known as overlords, see their magic as a means to accomplish this pervasive dream. Seeking control both on and off the battlefield, overlords leverage their dark magic to bolster their allies and manipulate their foes. Overlord Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. Spell Level Spells 1st command, bane 2nd detect thoughts, hold person 3rd haste, slow 4th compulsion, confusion 5th dominate person, geas Charnel Boon At 3rd level, you can grant a boon to minions by empowering them with your own potency. As a bonus action on your turn, you can expend 5 or more points from your Charnel Touch pool to empower each of your thralls within 30 feet of you. Until the end of your next turn, those thralls gain a +1 bonus to their attack rolls, damage rolls, and AC for every 5 points expended, up to a maximum of +3. Despotic Discourse When you reach 6th level, your black magic has granted you a silver tongue, which you can use to manipulate those around you. You gain proficiency in one of the
Complete Necromancer 16 A creature whose soul is devoured can’t be restored to life by any means short of a true resurrection or wish spell. Paralyzing Touch. When you hit with a Charnel Touch attack and expend 20 or more points, the target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pharaoh The god-kings of ancient kingdoms practiced a unique style of necromancy, forgotten to time. Through the extraction of organs, the desiccation of flesh, and innumerable enchantments, those ancient kings were able to rule their subjects as divine, undead beings, long past their mortal deaths. While those kingdoms have been lost to the shifting sands and wild jungles of the world, their methods have been preserved in the carvings of colossal temples and revived by modern necromancers, who take on the guise of the erstwhile pharaohs. Their magic is a hybrid of divine and arcane influences, the legacy of godkings from a forgotten age. Pharaoh Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. New spells are marked with an asterisk. Additionally, you learn the thaumaturgy cantrip, which is a necromancer spell for you and doesn’t count against your number of cantrips known. Spell Level Spells 1st bless, guiding bolt 2nd halo of flame,* lesser restoration 3rd revivify, snakestaff* 4th death ward, divination 5th insect plague, greater restoration Holy Symbol Starting at 3rd level, you can use a holy symbol as a spellcasting focus for your necromancer spells. Channel Divinity Also at 3rd level, you can channel your pseudo-divinity to fuel magical effects. You start with one effect: Ankh of Radiance. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Additionally, if you expend 15 Charnel Touch points as an action, you can regain your expended use of your Channel Divinity. Ankh of Radiance. As an action, you can brandish your holy symbol and bless a number of willing creatures up to your Intelligence modifier within 60 feet of you with holy radiance, which lasts for 1 minute. The first time a blessed creature takes damage, it has resistance to that damage. If it took damage from a melee weapon attack, the attacker takes 1d6 radiant damage. The blessing then ends for that creature. This perhaps speaks to a dirty secret of necromancy: most necromancers hate each other. Bitter rivalries, grudges, and insignificant slights motivate pale masters to embrace lichdom with unequaled fervor, for to master necromancy means to accept no equals. Pale Master Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. New spells are marked with an asterisk. Spell Level Spells 1st exhume*, inflict wounds 2nd invisibility, ray of enfeeblement 3rd animate dead, fear 4th black tentacles, blight 5th cloudkill, scrying Charnel Empower At 3rd level, you can empower your spells with necromantic energy from your own well of magic. When you deal damage with a necromancy spell of 1st level or higher, you can expend a number of points up to your level + your Intelligence modifier from your Charnel Touch pool. When you do so, one of the spell’s targets of your choice takes extra necrotic damage equal to the number of points expended. Frightening Gaze Beginning at 6th level, you gain proficiency in the Intimidation skill, if you didn’t have it already. Additionally, you can expend 10 Charnel Touch points as a bonus action to fix your horrific gaze on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Thrall Rush Beginning at 10th level, whenever you roll initiative and aren’t surprised, you can command each of your thralls to either move up to their speed or attack once. Lichdom: Archlich At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your skin clings tightly to your bones, your muscles wither, and your eyes turn milky and dull. Yet, through the veil of weakness, your body exudes unbelievable arcane power. You gain the following features in addition to the Lichdom feature: Devour Soul. When you reduce a hostile creature to 0 hit points, you can immediately devour the creature’s soul to refuel your horrific powers (no action required). Roll a d8 and regain expended spell slots of your choice whose combined level is no greater than the number rolled. You can’t use this feature again until you finish a long rest.
Mage Hand Press 17 Plague Lord The power of plagues can’t be denied. A single disease can single-handedly overwhelm a nation, or even an empire. Necromancers that realize the potential within sickness will often seek to wield that power themselves. These are known as plague lords, commanders of vermin and disease alike. A plague lord’s touch is toxic, and vermin protect them from harm, can transfer their spells through unconventional means, and spread their filth to their thralls. Charnel Toxin At 3rd level, even your touch can cause sickness. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of your next turn. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 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 the area within 120 feet of you for up to 1 minute. You can change darkness to dim light and 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 you can deepen darkness to a pitch black, which limits darkvision to a 30-foot radius. This deeper darkness has no effect on creatures that can see in magical darkness. • At a point you can see within 120 feet of you, 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 toch an Undead creature you control and choose a willing Humanoid you can see within 60 feet of you. 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 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 type of lich: 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 canopic jars. Each one has a specific weakness, which you will need to discuss with your GM, and your regeneration is only stopped when all four canopic jars are destroyed. When you are destroyed, you reform at your sarcophagus. Mummy Rot. When you hit with a Charnel Touch attack and expend 20 or more points, the target must succeed on a Constitution saving throw against your spell save DC or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Whirlwind of Sand. As an action, you can magically transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are immune to all damage, and you can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment you are wearing or carrying remains in your possession.
Complete Necromancer 18 At the end of each of its turns, the target can make a Constitution saving throw against your spell save DC, ending the curse and the poisoned condition on a success. Reanimator Through bubbling test tubes and sparking electrodes, you have discovered the true heart of necromancy: mad science. You’ve experimented in far-reaching disciplines of surgery, alchemy, and physics, using your animated minions as gruesome test subjects and walking surgical dummies. Most crucially, you have discovered that lightning can imbue almost anything with a semblance of life, from the smallest severed muscle to the most towering and soulless golems. Skilled Surgeon Beginning when you choose this ambition at 3rd level, you gain proficiency in the Medicine skill, if you did not already have it. You can use your Intelligence, instead of Wisdom, for Wisdom (Medicine) checks. Mad Science At 3rd level, you can spend 10 minutes installing a monstrous graft on one of your thralls that doesn’t have the Incorporeal Movement trait. Additionally, your thralls don’t lose hit points or Hit Dice from installing or removing grafts, and it takes them no time to recover after the attachment of a new graft. See Chapter 3 for monstrous grafts. Charnel Voltage At 3rd level, you supplement your necromantic energies with arcing bolts of electricity. You can choose to deal lightning damage instead of necrotic damage with your Charnel Touch. When you hit with a Charnel Touch attack that deals lightning damage and expends 5 or more points, you can cause the energy to arc to a second creature within 5 feet of the target. The creature must make a Dexterity saving throw against your spell save DC, taking lightning damage equal to half the number of Charnel Touch points expended on a failed save. Lazarus Bolt Starting at 6th level, as an action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return a creature to life if it lacks a heart, has died of old age, or is missing vital organs. Once this creature returns to life, you can restore hit points to it using your Charnel Touch for 1 minute, as if the creature were Undead. Once you use this feature, you can’t use it again until you finish a short or long rest. Arcane Stitching Starting at 10th level, you’ve learned how to inscribe magical effects on your thralls using gruesome arcane stitches. You can expend 10 points from your Charnel Touch pool to apply an arcane stitch to one of your thralls in a process requiring 1 minute of work with a needle and thread. You can only apply arcane stitches to one of your thralls at a time, and your thrall can only have one of each type of stitch. Vile Congregation Starting at 3rd level, leagues of vermin cling to your skin and swarm over others nearby. Whenever a hostile creature within 5 feet of you makes an attack roll or saving throw, you can roll a d4 and subtract the result from its attack roll or saving throw. This ability has no effect on Constructs and Undead. Projectile Spew Beginning at 6th level, your own inner nexus of power has become a volatile cocktail of disease, allowing your spells to have a far greater reach. You can reach creatures up to 15 feet away from you with your Charnel Touch feature and spells with a range of touch, as you use magically imbued projectile vomit to deliver your payload. Bloated Thralls At 10th level, your thralls have become hives of vermin and disease, ready to burst at any moment. When a thrall drops to 0 hit points or you release it, you can choose to cause it to explode in a shower of poison, gore, and vermin. Each creature within 5 feet of the thrall, other than yourself and your other thralls, must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 poison damage and is poisoned until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t poisoned. Lichdom: Corpulent Lich At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your obsession with disease and rot has affected your transformation: your body engorges, much like a waterlogged corpse, and your skin turns a sickly green. You gain the following features in addition to the Lichdom feature: Gore Burst. When you drop to 0 hit points, your body explodes in a shower of plague and necromantic energy. Each creature within 20 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 5d10 necrotic damage and 5d10 poison damage and is poisoned until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t poisoned. Master of Disease. When you use your Charnel Toxin feature and expend 25 or more points, the creature is poisoned and cursed for up to 1 minute on a failed save. Choose two of the following effects which afflict the target while it is cursed: Choose one ability score. The target has disadvantage on ability checks and saving throws made with that ability score. • The target can only see out to a radius of 10 feet. • The target falls prone at the end of each of its turns. • The target loses an additional 1d6 hit points whenever it takes damage. • The target can speak only in a babbling nonsense language, and can’t perform the verbal components of spells.
Mage Hand Press 19 Charnel Veil At 3rd level, you can fade from view like a specter of death. When you hit with a Charnel Touch attack and expend 5 or more points, you become invisible until the start of your turn. This effect ends early if you move further than 15 feet or more. Umbral Form Beginning at 6th level, as an action, you can flatten your body into a shadow upon the floor. As a shadow, your movement speed doubles and you gain a climbing speed equal to your movement speed. You can move across difficult surfaces, including ceilings, without needing to make an ability check. As a shadow, you can only move along surfaces; you can’t jump or fly. Attacks against you have disadvantage while you are in shadow form. In darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. As a shadow, you can’t take actions. Your equipment merges with your shadow form and has no effect until you leave the form. You can end this effect as a bonus action or when you start your turn (no action required). Wraith Flight Beginning at 10th level, spirits you command move with an unearthly speed. The flying speeds of your thralls are doubled. Additionally, when one of your thralls flies out of an enemy’s reach, opportunity attacks against it are made with disadvantage. Lichdom: Harbinger At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have become an embodiment of death itself, a harbinger of the ultimate end. Clad in shadows, you seem little more than a grim skeletal presence in a foreboding robe, a sight which all men fear to behold. Death’s Touch. When you use your Charnel Touch against a creature you can see and roll an 11 or higher on the d20 for the attack roll, you hit the target, regardless of its AC. Fell Flight. You gain a flying speed of 60 feet. 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, which counts as one of your thralls. Toymaker Toymaking is not unlike necromancy. Painting details in miniature, carving faces, stitching clothing, and stringing up limbs require a meticulousness and obsession that is also a prerequisite for animating the dead. Necromancers, after all, devise their own playthings and meticulously fashion them, albeit using more gruesome materials. It should come at no surprise, therefore, that necromancy enjoys a strong tradition of toymaking. Practiced necromantic toymakers can animate their dolls as slaymates, adorable but lethal minions that strike in numbers. Your thrall can use arcane stitches to gain a benefit in combat. An arcane stitch lasts until your thrall uses it, your thrall is killed, or you finish a long rest. Augmented Incision. The thrall gains advantage on attack rolls and ability checks until the end of its turn (no action required). Bulwark Backstitch. The thrall casts the spell shield when it is hit by an attack. Fleet Threads. The thrall’s speed is tripled until the end of its turn (no action required). Voltaic Suture. When the thrall hits a creature with an attack, it deals an extra 3d6 lightning or necrotic damage (your choice). Lichdom: Patchwork Golem At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Through abominable works of alchemy and surgery, you have constructed yourself an artificial body to act as the vessel for your soul. Golem Form. Your Strength, Dexterity, and Constitution scores become 20 if they weren’t already higher, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. Additionally, you don’t lose hit points or Hit Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Reaper The oblivion of death is the wellspring necromancy, a dark abyss into which all necromancers stare. Those rare necromancers that gamble with their own souls might become reapers, figures of shadow and demise that beckon others to the afterlife. For performing this deed, they strengthen their connection to the distant oblivion, until they are but tenebrous shadows: harbingers of an inevitable end. Reaper Spells When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. Spell Level Spells 1st false life, inflict wounds 2nd invisibility, silence 3rd fear, speak with dead 4th greater invisibility, phantasmal killer 5th mislead, passwall
Complete Necromancer 20 Capstone: Clockwork Lich At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. As a part of the Rite of Lichdom, you transfer your soul into a body of ticking clockwork, a stuttering but immortal form. You gain the following features in addition to the Lichdom feature: Clockwork Body. Your soul is bound to a Construct body with your statistics. Your type is Undead. However, spells and effects that specifically affect Constructs affect you as well. In your clockwork body, you are immune to being blinded, charmed, deafened, frightened, paralyzed, or stunned. Additionally, you are immune to any spell or effect that would alter your form. You can spend 10 days and 500 gp of materials to build an additional clockwork body to act as a safeguard against death. Whenever you die, your soul transfers to another clockwork body that you have built of your choice. If you have no clockwork bodies available, you reform at your phylactery in the body of a slaymate, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. Spell Immunity. You are immune to three spells of your choice, which you select when you build the clockwork body. Slaymates Starting when you choose this ambition at 3rd level, you learn to bind the souls of the dead into Construct vessels—namely porcelain dolls, clockwork toys, wooden puppets, and stuffed animals. When you perform your Animate Thralls ritual, you can summon slaymates. You command these creatures as your thralls and they count as Undead for the purpose of your necromancer class features. Additionally, two slaymates count as one thrall for your maximum number of thralls. When one of these creatures is reduced to 0 hit points or released by you, it collapses into a heap of ruined materials. Charnel Puppet At 3rd level, using a supply of material stored in your bag of bones, you can animate slaymates at a moment’s notice. You can use an action and expend 5 or more points from your Charnel Touch pool to animate two slaymates under your control for every 5 points expended, which count as your thralls. These slaymates appear within your space or in an unoccupied space within 5 feet of you. Soul Doll Beginning at 6th level, as a reaction when a creature you can see within 60 feet of you dies, you can capture the creature’s soul and trap it within a soul doll. The creature controls the body of the doll using the statistics of a slaymate, but it can’t attack and retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. You don’t control the soul doll and it doesn’t count as one of your thralls. The soul doll speaks and understands all the languages it knew in life. It is under no compulsion to answer your questions truthfully or cooperate with you, especially if you are hostile to it or it recognizes you as an enemy. While the creature’s soul is trapped in a soul doll, it can’t return to life. The soul leaves the doll when you release it as an action, or when the soul doll is reduced to 0 hit points. You can have up to five soul dolls at one time. If you attempt to create a new soul doll, you can release another doll as a part of the reaction used to create the new doll. Miniature Minions Beginning at 10th level, when you perform your Animate Thralls ritual, you can choose for any thrall you animate to be Tiny and have a toylike appearance of your choice. Every Tiny thrall under your control gains the Evasion trait. Evasion. If the thrall is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. Slaymate Tiny Construct, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 2 (1d4) Speed 30 ft. STR 6 (–2) DEX 12 (+1) CON 10 (+0) INT 3 (–4) WIS 3 (–4) CHA 16 (+3) Skills Stealth +3 Damage Immunities poison, psychic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages the languages known by its creator Challenge 1/8 (25 XP) Proficiency Bonus +2 False Appearance. While the slaymate remains motionless, it is indistinguishable from a normal toy. Mimicry. The slaymate can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check. Actions Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Mage Hand Press 21 Undead Thralls Necromancers use the following creatures as their thralls: bonebeasts, gorgers, gravetouched ghouls, skeletons, spirits, visages, and zombies. Unless otherwise stated, no other Undead creatures can be animated as thralls. A Small or Medium Humanoid corpse can be animated into any of these Undead. Other than having a different size, your thralls’ statistics are unchanged. A corpse can become a gorger, gravetouched ghoul, or zombie. A pile of bones can become a bonebeast or skeleton. The corpse of a creature that has been dead for no more than 1 hour can become a spirit or visage. The Undead Thralls table can be used as a quick reference for thrall statistics. Bonebeast Constructed of haphazardly assembled humanoid bones, a bonebeast looks nothing like a man. Lumbering about on four legs with great boney fangs, the beast can run as fast as a bear and strike as viciously as a lion. 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 Bonebeast Medium Undead, Typically Neutral Evil Armor Class 14 (natural armor) Hit Points 28 (5d8 + 5) Speed 40 ft. STR 12 (+1) DEX 15 (+2) CON 13 (+1) INT 5 (–3) WIS 10 (+0) CHA 5 (–3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 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 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bonebeast has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The bonebeast has advantage on attack rolls against a creature if at least one of the bonebeast’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Complete Necromancer 22 Gorger An unholy tangling of flesh, the gorger still vaguely resembles a humanoid in profile, except for the gaping, toothed maw in its chest. Its colossal teeth are little more than sharpened ribs, but its monstrous bite can easily decapitate. Gravetouched Ghoul Gravetouched ghouls, which are suffused with terrible necromantic energies, manifest various deformities on their undead bodies. Despite being undead, their flesh knits itself back together nearly as quick as a troll’s, with strength to match. Variant Thralls With the GM’s permission, Undead raised using the Animate Thralls ritual can be of types other than Humanoids. Such thralls might use existing Undead statistics (such as various skeletons, zombies, or spirits) when appropriate, or might use thrall statistics with variant weapons, AC, or traits. Gravetouched Ghoul Medium Undead, Typically Neutral Evil Armor Class 12 Hit Points 63 (14d8) Speed 30 ft. STR 18 (+4) DEX 15 (+2) CON 10 (+0) INT 9 (–1) WIS 10 (+0) CHA 8 (–1) Damage Immunities poison Condition Immunities charmed, exhaustion, 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) Proficiency Bonus +2 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. Gorger Medium Undead, Typically Neutral Evil Armor Class 8 Hit Points 36 (8d8) Speed 30 ft. STR 16 (+3) DEX 7 (–2) CON 10 (+0) INT 7 (–2) WIS 10 (+0) CHA 6 (–2) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 10 ft., darkvision 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 1 (200 XP) Proficiency Bonus +2 Echolocation. The gorger can’t use its blindsight while deafened. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Mage Hand Press 23 Skeleton The renanimated remains of humanoids long since dead, skeletons are puppets of bone held aloft by strings of magic. Spirit A spirit is the scarcely tangible echo of humanoid, a soul bound to the mortal realm by necromantic magic. Visage Mournfully longing for the world of the living, a visage is the lingering soul of a departed humanoid. Their yearning for a life once lived binds them to the mortal realm, and drives mad those who see their terrible countenance. Skeleton Medium Undead, Typically Lawful Evil Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (–2) WIS 8 (–1) CHA 5 (–3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life, as well as the languages of its creator, but can’t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spirit Medium Undead, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 7 (2d8 – 2) Speed 25 ft., fly 25 ft. (hover) STR 1 (–5) DEX 14 (+2) CON 9 (–1) INT 10 (+0) WIS 10 (+0) CHA 11 (+0) Damage Vulnerabilities radiant Damage Immunities cold, poison, necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 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 1/4 (50 XP) Proficiency Bonus +2 Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object. Actions Grave Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) necrotic damage and the 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. Visage Medium Undead, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 40 (9d8) Speed 25 ft., fly 25 ft. (hover) STR 1 (–5) DEX 16 (+3) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 11 (+0) Damage Immunities cold, poison, necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 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) Proficiency Bonus +2 Incorporeal Movement. The visage can move through other creatures and objects as if they were difficult terrain. The visage takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The visage has advantage on saving throws against spells and other magical effects. Actions Horrify. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 15 (5d4 + 3) psychic damage. Invisibility. The visage magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the visage wears or carries is invisible with it.
Complete Necromancer 24 Zombie A zombie is the rotting remains of the once living, held together and driven by dark magic. Many Thralls When you have three or more thralls under your command of the same type, you can roll a single attack on a particular target for all your thralls, instead of rolling attacks separately. If this attack hits, you treat all your thralls as having hit; if this misses, all your thralls’ attacks miss. Thralls with different Action statistics and those that make attacks against different targets must roll separately. Zombie Medium Undead, Typically Neutral Evil Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft. STR 13 (+1) DEX 6 (–2) CON 16 (+3) INT 3 (–4) WIS 6 (–2) CHA 5 (–3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it knew in life, as well as the languages of its creator, but can’t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 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.
Mage Hand Press 25 This chapter details the necromancer’s spell list, marking new spells with an asterisk (*), and then provides descriptions for new spells in alphabetical order. Necromancer Spell List Cantrips (0 level) Acid Splash Caustic Blade * Chill Touch Dancing Lights Eldritch Orb * Flesh Ripper * Hocuspocus * Light Mage Hand Mending Minor Lifesteal * Poison Spray Shocking Grasp Spark of Life * True Strike 1st Level Alarm Bane Command Dead Mist Lash * Detect Evil and Good Detect Magic Exhume * Expeditious Retreat False Life Flawed Reconstruction * Fog Cloud Gahoul’s Shrieking Skull * Grease Identify Inflict Wounds Mage Armor Might of the Abyss * Protection from Evil and Good Sleep Unseen Servant Chapter 2: Spells 2nd Level Acid Arrow Blindness/Deafness Darkness Darkvision Detect Thoughts Enlarge/Reduce Gentle Repose Invisibility Knock Locate Object Misty Step Pass Without Trace Protect Threshold * Ray of Enfeeblement Silence Spider Climb Web 3rd Level Animate Dead Benign Dismemberment * Bestow Curse Call Lightning Clairvoyance Counterspell Dead Fog * Dispel Magic Fear Gaseous Form Glyph of Warding Nondetection Phantom Steed Remove Curse Revivify Rusting Grasp * Séance * Speak with Dead Stinking Cloud Vampiric Touch 4th Level Arcane Eye Blight Death Ward Dimension Door Gahoul’s Scapegoat * Grasp of the Grave * Greater Invisibility Locate Creature Phantasmal Killer Secret Chest 5th Level Antilife Shell Cloudkill Contagion Dispel Evil and Good Dream Insect Plague Modify Memory Scrying Teleportation Circle 6th Level Circle of Death Contingency Create Undead Eyebite Flesh to Stone Harm Inexorable Sarcophagus * Magic Jar 7th Level Etherealness Finger of Death Plane Shift Sequester Teleport 8th Level Antimagic Field Clone Feeblemind Gahoul’s Glorious Gothic * Mind Blank Power Word Stun 9th Level Heart of Darkness * Imprisonment Power Word Kill Storm of Vengeance Weird
Complete Necromancer 26 New Spells The following spells are presented in alphabetical order. Benign Dismemberment 3rd-level necromancy (ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: 1 hour For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part. At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head Caustic Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a melee weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is acid damage instead of its normal type. If you miss by 3 or less, acid splashes on the target, and you instead deal 1d8 acid damage. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d8. Both damage rolls increase by one die at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8). Dead Fog 3rd-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A 15-foot-radius sphere of fog, filled with the necromantic Dead Mists, appears centered on a point you can see within range. The fog spreads around corners, and its area is heavily obscured. It lasts for the duration, or until strong wind disperses the fog, ending the spell. When you cast this spell, you can empower it with your own life essence by losing 10, 15, or 20 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher if you lost 10 hit points, two levels higher if you lost 15 hit points, and three levels higher if you lost 20 hit points, up to a maximum of 9th level. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save. Additionally, when a creature tries to leave the sphere of fog, you can choose for the fog to grasp the creature with misty tendrils. The creature must make a Strength saving throw to leave the fog, and is unable to move on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Dead Mist Lash 1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure forth a glowing white tendril formed of the sinister, necromantic Dead Mists, which lashes out at a foe you can see within range. When you cast this spell, you can empower it with your own life essence by losing 5, 10, or 15 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher for every 5 hit points lost, up to a maximum of 9th level. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d8 necrotic damage. At Higher Levels. If you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Mage Hand Press 27 move more than 30 feet away from you, it must succeed on a Strength saving throw or be prevented from moving farther away until the beginning of your next turn. This effect ends and the meathook disappears at the beginning of your next turn, or if you are further than 30 feet away from the target This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Gahoul’s Glorious Gothic 8th-level conjuration Casting Time: 1 hour Range: 1 mile Components: V, S, M (A decorated, gothic manor miniature worth at least 1,000 gp) Duration: 7 days A rift opens, pouring forth tons of brick and stonework that neatly and quickly assemble into a vast gothic estate. The estate consists of a manor containing a vault, a spacious 200-by-200-foot courtyard, and a 10-foot high wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters. You can create any floor plan you like for the manor, but the space can’t exceed 50 cubes, each cube being 10 feet on each side, or five stories in total, including basements. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor is staffed by 50 skeletons obedient to you and contains enough food to serve 50 people each day for a week. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. The manor contains a 15-foot cube vault, which is an extradimensional space. Items placed within the vault will be present next time you cast this spell. The courtyard is drenched in necromantic magic, such that any humanoid buried in its grounds rises 24 hours later as a ghoul under your control, as per the spell animate dead. When the spell is cast, 3 ghouls are animated in the courtyard. These undead are under your control, but can’t leave the estate. They patrol the estate if given no other instructions. Undead can’t be turned within the estate. The estate crumbles into dust and bone after 7 days, and all items placed within the manor appear safely in the space the manor occupied. If cast in the same place once every 7 days for a year, the estate becomes permanent. Gahoul’s Scapegoat 4th-level abjuration Casting Time: 1 minute Range: Touch Components: V, S, M (Black chalk, paint, or oil) Duration: 8 hours You trace a complex arcane symbol into the flesh of a willing creature, marking them for sacrifice. During the spell’s duration, when you are targeted for an attack and Eldritch Orb Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) Exhume 1st-level necromancy (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of blood) Duration: Instantaneous Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it; this spell fails if cast on the upper floor of a building. This spell then causes one pile of humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell; the bones simply appear out of the ground. Flawed Reconstruction 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a needle and thread) Duration: Instantaneous You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target’s hit point maximum is reduced by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st. Flesh Ripper Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous As you cast this spell, a spectral meathook is flung at the creature of your choice, connected to a spectral chain. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 piercing damage as a spectral meathook plunges into their body. Before the beginning of your next turn, if the target attempts to
Complete Necromancer 28 successful save, a creature takes half as much damage and is not moved. Until the spell ends, you can use your action to force each creature within the area to immediately make a save against this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its damage increases by 1d6 for each slot level above 4th. Halo of Flame 2nd-level evocation Casting Time: 1 action Range: Self (10-foot radius, 5-foot wide ring) Components: V, S Duration: Instantaneous A ring of flame ignites above your head, and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save. Heart of Darkness 9th-level necromancy Casting Time: 1 hour Range: Self (1-mile radius) Components: V, S, M (A Humanoid heart prepared with onyx and diamond dust worth at least 10,000 gp) Duration: Until dispelled When you cast this spell, you stab a black, ritualistically prepared Humanoid heart. The ichor from the heart infects the land with foul necromantic energies, causing up to one hundred piles of bones or corpses of Medium or Small Humanoids within a 1-mile radius to rise from the dead, becoming skeletons or zombies (the GM has the creatures’ game statistics). The Undead dig their way out of graves, smash their way out of mausoleums, and tear down cemetery gates. The creature that is holding the heart can use its action to issue a general command to all Undead created by the spell, such as to destroy a town or hunt down a particular creature. Only one general command can be issued to the Undead every 24 hours. If not issued a command, the Undead indiscriminately attack living creatures, other than the creature that is holding the heart and creatures designated by it. Once given an order, the Undead continue to follow it to the best of their ability until the task is complete. Even while you hold the heart, the Undead aren’t directly under your control, and therefore don’t count against any limitations of Undead you can command. The Undead remain animated until the spell ends. The spell ends if the heart is destroyed (AC 20, HP 10, immunity to necrotic, poison, and psychic damage) or targeted by a dispel magic spell cast as a 9th-level spell. When the spell ends, all Undead animated by it are instantly destroyed, crumpling into a heap. The spell also ends if every Undead created by it is destroyed. the target of this spell is within 60 feet of you, you can use your reaction to switch positions with the marked creature, causing it to become the new target of the attack instead of you. The spell then ends. Gahoul’s Shrieking Skull 1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a skull) Duration: Instantaneous You throw a cackling skull at a point you can see within range, which emits a mortifying shriek audible out to 300 feet. Each creature within a 10-foot cube centered on the skull takes 2d4 thunder damage, without making a saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Gahoul’s Spectral Scythe 6th-level necromancy Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: 1 round You conjure a phantasmal scythe of death in your open hand and throw it whirling through the air. The scythe travels in a 60-foot long, 10-foot wide line, coming to rest hovering in the air at the end of its line or before it strikes any solid objects. Each creature within the area while the scythe is moving must make a Dexterity saving throw or take 6d8 necrotic damage, or half as much on a successful save. A creature has disadvantage on this saving throw if the scythe comes to rest in the creature’s space. If you are within 120 feet of the scythe at the start of your next turn, it returns to you in a 10-foot wide line, forcing creatures within its area of travel to make saving throws against the scythe’s damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Grasp of the Grave 4th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (a shrunken hand) Duration: Concentration, up to 1 minute Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centered on a point you can see within range. The arms grasp at creatures within the area, except for Undead creatures, which ignore the effects of this spell. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 3d6 necrotic damage, and is dragged by the hands to any unoccupied space within the area that you choose. On a
Mage Hand Press 29 Might of the Abyss 1st-level evocation Casting Time: 1 action Range: 15 feet Components: V, S, M (A small, black strip of ribbon) Duration: Concentration, up to 1 minute You channel stygian power from an extraplanar source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st. Minor Lifesteal Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Protect Threshold 2nd-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter) Duration: 10 minutes Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Rusting Grasp 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing Hocuspocus Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute: • You cause all candles, torches, and other open flames to darken and flicker. • You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying. • You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow. • 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. Inexorable Sarcophagus 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (A finely made miniature sarcophagus worth at least 1,000 gp) Duration: Concentration, up to 1 minute You toss a palm-sized sarcophagus at an unoccupied point you can see within range, where it grows to full size in an instant and attempts to ensnare a Medium or smaller creature within 5 feet of it with grimy gauze. The creature must make a Dexterity saving throw or be restrained and pulled into the open sarcophagus. The gauze restraining the creature is an object with AC 10 and 100 HP. It is vulnerable to slashing and fire damage and immune to psychic and poison damage. If it is reduced to 0 hit points, the spell ends. A creature restrained by this spell must make another Dexterity saving throw at the end of each of its turns. If it successfully saves against this spell three times, it twists free of the gauze and the spell ends. If it fails three times, the sarcophagus slams shut and sinks deep into the earth. The creature is wrapped head to toe by the gauze and becomes incapacitated. The spell ends, but the sarcophagus remains buried in the earth. The sarcophagus has 1 minute of air and the creature begins to suffocate after this time. If a humanoid dies within the sarcophagus, they rise 24 hours later as a mummy under your control, as per the spell create undead. You can only command one mummy animated by this spell at a time. Any time after this spell ends, you can cause the sarcophagus to ascend to the surface as an action. You can also use your action to shrink the sarcophagus down to its original size while it is unoccupied.
Complete Necromancer 30 Choose the corpse of a creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up, and can move up to 15 feet and make a single melee attack against a target of your choice within its reach, using your spellcasting attack modifier. If the creature raised by this spell does not have a melee attack, it deals 1d6 bludgeoning damage on a hit. Once the creature attacks, it once again crumples into a heap. A corpse targeted by this spell does not become an undead creature. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Snakestaff 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a quarterstaff) Duration: Concentration, up to 1 hour You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics. nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed. If you target a nonmagical metal object with this spell that isn’t being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd. Séance 3rd-level necromancy Casting Time: 10 minutes Range: Self Components: V, S, M (a crystal ball, deck of tarot cards, or ouija board) Duration: 1 minute You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days. Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously. Spark of Life Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds.
Mage Hand Press 31 Adopting the fearsome claws of a monstrosity or the scorching breath of a dragon is an unusual but surefire way to gain an advantage over one’s foes. However, many find the practice of Xenoalchemy, or Graftworking—which involves surgically attaching monstrous parts onto a humanoid body—distasteful, if not outright revolting. This fringe science, obsessed with the appendages and organs of monsters, can replace the limbs of amputees, grant adventurers the uncanny ability to see in the dark, and empower them with unconventional weapons and senses. Harvesting a Graft. Grafts are harvested from the fresh corpses of monsters, slain within the last 48 hours or preserved by gentle repose or a similar spell. Harvesting a graft from a corpse takes 10 minutes. Only one graft can be harvested from each corpse. If the graft is too large or too small for the target creature, it is alchemically enlarged or reduced to fit. You can’t harvest grafts from Tiny creatures or from Gargantuan creatures. Different types of monstrous grafts can only be harvested from monsters with specific properties, as specified in the graft’s Donor section. Attaching a Graft. Attaching a graft for the first time is a laborious surgical procedure, normally removing an original body part. This procedure takes one hour and requires a healer’s kit, alchemist’s supplies, and a knife (or a facility with access to such tools), as well as someone with proficiencies in these tools or with the Medicine skill to perform the operation. A monstrous graft is permanent until replaced with another graft. This surgery is intensive and necessitates recovery time. When you finish installing a monstrous graft into your body, you lose half your current hit points and all of your Hit Dice. For 24 hours after installation, you can’t use the graft’s abilities, as you adjust to its presence. Replacing a graft or adding a new graft in its body slot takes only 30 minutes. You still lose half your hit points when replacing 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 can’t 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. Amphibious Adaptation Donor: Any creature with the Amphibious trait Slot: Head You have grafted the gills of an aquatic creature to your neck, allowing you to breathe both air and water. Additionally, you attach minimal fins and gain a swimming speed equal to your walking speed. Chapter 3: Monstrous Grafts Graft Cost Graft Cost Amphibious Adaption 400 gp Arcane Synapses 1,000 gp Beast’s Hide 250 gp Bestial Weapons 200 gp Charging Hooves 350 gp Climbing Apparatus 1,250 gp Darkvision 300 gp Doppel-Blooded 1,000 gp Draconis Fundamentum 1,000 gp Dragon’s Hide 2,250 gp Energetic Suture 500 gp Fiend’s Hide 1,500 gp Heart of Steel 2,250 gp Horns 350 gp Indiscernible Anatomy 1,250 gp Leaping Legs 400 gp Olfactory Implants 200 gp Oversized Arms 1,500 gp Prehensile Tail 350 gp Regenerating Marrow 500 gp Replacement 400 gp Stench 400 gp Tentacles 500 gp Venom Sac 350 gp Voice Box 150 gp Webspinner Apparatus 500 gp Harvesting Extraplanar Creatures Harvesting grafts from extraplanar creatures is extremely difficult, as these creatures typically return to their home plane once slain. However, it is possible to harvest grafts from a Celestial, Elemental, Fey, or Fiend if it is first affected by a planar binding spell, and then slain, harvested, and its graft surgically attached before the spell ends.
Complete Necromancer 32 Darkvision Donor: Any creature with darkvision Slot: Head You have replaced your own eyes with those of a monster with keen nightvision. You gain darkvision, the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Doppel-Blooded Donor: Any creature with the shapechanger tag Slot: Internal You transform your appearance for up to 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this ability to become quadrupedal, for instance. Once you use this ability, you can’t use it again until you finish a long rest. Draconis Fundamentum Donor: Dragon, Humanoid, or Monstrosity with a Breath Weapon Slot: Internal You have installed the mighty source of breath weapons into yourself, and as an action on your turn, you can exhale a wave of energy. Each creature in a 15-foot cone must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d6 damage for each point of your proficiency bonus, or half as much damage on a successful one. The breath weapon’s damage type is the same as the donor’s breath weapon. Once you use this ability, you can’t use it again until you finish a short or long rest. Dragon’s Hide Donor: Dragon of Large size or larger Slot: External You’ve transplanted the scaly, diamond-like hide of a Dragon onto your body. While you aren’t wearing armor, this natural armor provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. You also gain resistance to one of the following damage types to which the donor dragon was immune: acid, cold, fire, lightning, or poison damage. You can only install this graft if you are proficient with heavy armor. Arcane Synapses Donor: Any creature with the Innate Spellcasting trait Slot: Head You have stolen a bit of arcane potential from a creature by inserting some of its nerves into your brain. You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this cantrip. By harvesting a second creature, you can improve this graft and learn an additional wizard cantrip of your choice. Beast’s Hide Donor: Beast of Large size or larger Slot: External You have transplanted the thick (and possibly furry) hide from a wild Beast onto your body. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Beast’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Beast’s Hide. Bestial Weapons Donor: Beast, Dragon, or Monstrosity with Bite or Claw attack Slot: Arms or Head You have surgically implanted either the teeth or claws from a monster into yourself, which are natural weapons that you can use to make unarmed strikes. By harvesting a second creature, you can improve this graft to gain both the claws and teeth. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your teeth or claws. If you hit with them, you deal damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the bludgeoning damage normal for an unarmed strike. Your claws deal slashing damage and take up the Arms slot, whereas your teeth deal piercing damage and take up the Head slot. Charging Hooves Donor: Any creature with a Charge trait or a Gore or Hooves attack Slot: Legs You have replaced your legs with those of a creature known for running down its foes. Once on each of your turns, when you move at least 15 feet in a straight line, you can move up to 10 additional feet in that direction without spending additional movement. Climbing Apparatus Donor: Beast, Humanoid, or Monstrosity with a climbing speed Slot: Legs You have replaced or complemented your limbs with those of a climbing creature. You gain a climbing speed equal to your walking speed.
Mage Hand Press 33 Olfactory Implants Donor: Any creature with the Keen Smell or Keen Hearing and Smell trait Slot: Head You have replaced or modified your nose with that of a creature with keen smell. You have advantage on Wisdom (Perception) checks that rely on smell. Oversized Arms Donor: Giant Slot: Arms You have replaced your arms with a giant’s massive limbs. The reach of your melee attacks increases by 5 feet, unless the attack is made with a weapon that already has the Reach property. If you are Small, you can wield heavy weapons with which you are proficient without penalty. Additionally, you have advantage on Strength checks and saving throws you make to maintain your grip on objects. Prehensile Tail Donor: Any creature with a Tail attack Slot: External You surgically attach a muscular, prehensile tail, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tail. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike. Additionally, you can hold and manipulate objects and weapons with your tail, but you can’t make attacks with weapons held by your tail or wield a shield with your tail and gain its benefits. Regenerating Marrow Donor: Any creature with the Regeneration trait Slot: Internal You have replaced your bone marrow with that of a regenerating creature. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier. Once you use this ability, you can’t use it again until you finish a short or long rest. Replacement Donor: Any Slot: Any One or more of your organs or limbs has been replaced with a part harvested from a monster. A replacement can effectively solve any amputation or organ failure, but they can’t return to life someone that has died; such work is solely the domain of necromancy. Replacement limbs can resemble the original limb, or can demonstrate obvious monstrous characteristics, depending on the donor. A replacement organ or limb takes up one body slot relevant to it; for example, a troll’s hand takes the Arms slot and a replacement kidney takes up the Internal slot. Energetic Suture Donor: Celestial, Dragon, Elemental, Fey, or Fiend with immunity or resistance to acid, cold, fire, lightning, poison, or thunder damage Slot: External You have managed to capture the essence of extraplanar resistance to magic. You gain resistance to one of the following damage types to which the donor was immune or resistant: acid, cold, fire, lightning, poison, or thunder. Fiend’s Hide Donor: Fiend of Medium size or larger Slot: External When you aren’t wearing armor, your base AC is 15 + your Dexterity modifier (maximum 2). You can use your Fiend’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Fiend’s Hide. 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 can finish a long rest in 4 hours. Horns Donor: Any creature with a Gore, Horns, Ram, or Tusk attack Slot: Head You attach a sturdy pair of horns or tusks onto your body, which are a natural weapon that you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your horns deal the same type of damage as the donor (usually bludgeoning or piercing damage). Additionally, if you move in a straight line for 10 feet immediately before hitting a creature with your horns, that creature must make a Strength check contested by your Strength check. If you succeed, the creature is knocked prone. Indiscernible Anatomy Donor: Aberration of Medium size or larger Slot: Internal You have spliced aberrant genetics into your body, which have subsequently altered the placement and composition of your internal organs. Any critical hit against you becomes a normal hit. Leaping Legs Donor: Any creature with the Pounce or Standing Leap trait Slot: Legs You have replaced or modified your legs with the muscular limbs of a bounding creature. Your jump distance doubles. Additionally, you can jump your full distance with or without a running start.
Complete Necromancer 34 Venom Sac Donor: Any creature with a natural weapon or trait that can deal poison damage or cause a creature to become poisoned Slot: Internal You have installed a gland that secretes poison from your body. As a bonus action, you can coat a weapon you are holding or a natural weapon, if you have one, in basic poison. The save DC for the poison equals 8 + your Constitution modifier + your proficiency bonus. Once you use this ability, you can’t use it again until you finish a short or long rest. Voice Box Donor: Any creature with the Mimicry trait Slot: Head You have augmented your own vocal folds with those of a creature that can mimic sounds. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check, contested by your Charisma (Deception) check. Webspinner Apparatus Donor: Any creature with a Web action Slot: Internal You have installed spinnerets from a spiderlike creature into your body, allowing you to produce webs. You can cast the web spell without using spell slots or spell components (DC equals 8 + your Constitution modifier + your proficiency bonus). Once you use this ability, you can’t use it again until you finish a short or long rest. Stench Donor Type: Any creature with the Stench trait Slot: Internal As a bonus action, you can release a foul liquid contained within an organ taken from the donor creature. Each creature within 10 feet of you must make a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn. Once you use this ability, you can’t use it again until you finish a short or long rest. Tentacles Donor: Any creature with a Tentacles or Tendrils attack Slot: Arms You surgically replace or modify one or both of your arms with a flexible tentacle or tendril, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tentacle, and it has a reach of 10 feet. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike. Additionally, when you hit a target with your tentacle as part of the Attack action, you can use your bonus action to attempt to grapple the target. 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.
Alexander Garcia Alonzo C Washington Ashran Firebrand BillOneEye brandon johnson Brandon Martin Brent Simmonds Cassidy Cortez Chance R. Charles Koeppel Chris Mitchell Christopher Zito Corbin Waters Corwin Dana Niswonger Daniel Lamoureux Darion Nutter Derek Miranda Devon Phillips Donovan Lowell Drew Hayes Eike Schultz Evgenii Vrachev Garrett Lloyd George Tolley Grand Moff Xela Jack Hannah Jack Heimbach Jacob Otwell James Belin James Mitchell Jaron Mortimer Jason Jones Jerry Doolin Jesse Rosen Jesus Andujo Joan Mulberry Joe Shine Joel Grote John Hoffman Joseph Blanc Joseph Malveaux Joshua Cates Julien Therrien Justin Danner Justin Forkner Kat Woehlert Ken de Jong Ken Fairbank Kenneth Andersen Kevin Reynolds Kristopher R. Hunter Kura Tenshi Kyle Waddell Lore lungfishwarrior Magnus Marc-Antoine Côté Matthew Atkins Maximilian Beit Michael Davis Mickale Bush Mike Litkewitsch Nathan Phelps NecroJester Pandric Patrick Rooney Pedro Storti PucThePlayful Robert Field RUNEHAMMER Ryan MacDonald Ryan Patrick Nolan Santiago Mendez IV Sean Daugherty Spencer Houston Stephen Grote TaviRaya Taylor Kent Thantos TheUndeadOwlGoddess Trond tyrell hayward Zackary D Szechenyi Zaxov Phoenix Zee Xorn Zhuul Producers License This material is being released under the Open Gaming License. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT 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