Necromancer
Necromancer
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Necromancer
"We are a legion"
- The Death Tyrant
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amirul hhf
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Contents
Necromancer 4
Class Features .................................................................................5
Credits
Doctrine of the Undertaker ..........................................................8 Written by /u/Enderlook and /u/Enderluck (Discord
Doctrine of Siphoning ...................................................................9 Enderlook#6517 and Enderluck#8624).
Doctrine of Bloodeletting ...........................................................10
Doctrine of Healing ..................................................................... 11
Spell List ........................................................................................12
Xanathar's Guide to Everything 13
Necromancer ................................................................................ 14
Doctrine of the Reaper ............................................................... 16
Doctrine of Shamanism ............................................................. 17
Doctrine of the Occult .................................................................17
Additional Spell Lists ............................................. Coming Soon
/
Necromancer A Predictable Misconception
Clad with a black a robe, a human walks in what just Contrary to popular belief, necromancer are not necessary evil
moments ago was a bloody battle. With a dagger in one hand creatures, not seek to subjugate others. In fact, some of them
and a scepter in the other, he approaches the wounded who seek to use their powers for the good. A poor understanding of
beg for help and ends each one of them. He then searches for their skills as well the frightening power of the undead has
bodies that seemed stronger and gives them a second chance, simply produced a misconception of their image to the
as part of his undead army. common folk.
Under the moonlight, an elf sneaks into the village Necromancers are rare in the world, and so the story of one
cemetery. With a bouquet of flowers in his hand and the evil necromancer taking over a city with a hoard of zombies
wedding ring of his beloved, he goes to the grave where she may spread very quickly, while the story of gifted men with
rests in peace. With one hand he leaves the flowers, and with ability to heal the badly injured may pass unnoticed.
the other he touches the stone, from which one hand takes the Creating a Necromancer
flowers and gently caresses the elf.
A dwarf kneels before the body of his brother in arms. The most important question to consider when creating your
Crying, he pleads with the goddess Berronar to save her necromancer is how did you come in contact with this new
friend. Out of the shadows comes a halfling with mysterious power and why do you use it: Were you a young sorcerer who
clothes. The halfling approaches and kneels beside the body. discovered their talent for manipulating life essence was their
Suddenly the dead dwarf breathes again. true power? Did you form part of a demon-worshipping cult
Necromancers channel the power of life and death. A where you were teached with the art of harnessing life
natural ability to manipulate the vital essences that flow in essence? Or perhaps the source of your talent is unknown and
each living being is what drives each necromancer to perform mysterious, and one day you almost die when you discover
terrible or honorable actions. this new power? Also you must determine how your character
appeal necromancy: Is it simply the pleasure of control of life,
An Inner Talent or did you lose a loved one and could not face your inability to
prevent its death?
Sometimes, an unexperienced necromancer may
misunderstood its ability with the power of a sorcerer. Both of Quick Build
them wield their power as an innate ability, but while sorcerer You can make the necromancer quickly by following these
harness their own inborn magic, necromancers has the ability suggestions. First, Intelligence should be your highest ability
to harness and manipulate the vital essence that move any score, followed by Constitution. Second, choose the Acolyte,
living creature to use it at their advantage. Hermit or Sage background. Third, choose the cantrips chill
Whenever mad wizards who pursuit the eternal life, blessed touch and thaumaturgy, and the 1st-level spells cure wounds
priest of gods of life or gifted sorcerers with an unique talent, and witch bolt.
necromancers aim to achieve their goal by weaving the very
core of life.
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Necromancer
Level Proficiency Bonus Vitality Dices Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 - Dark Magic, Raise Undead 2 2 1 1st
2nd +2 2d6 Vitality Flow 2 3 2 1st
3rd +2 3d6 Necromancy Doctrine 2 4 2 2nd
4th +2 4d6 Ability Score Improvement 3 5 2 2nd
5th +3 5d8 3 6 2 3rd
6th +3 6d8 Necromancy Doctrine Feature 3 7 2 3rd
7th +3 7d8 3 8 2 4th
8th +3 8d8 Ability Score Improvement 3 9 2 4th
9th +4 9d8 3 9 2 5th
10th +4 10d10 Necromancy Doctrine Feature 4 10 2 5th
11th +4 11d10 Forbidden Magic (6th level) 4 11 3 5th
12th +4 12d10 4 11 3 5th
13th +5 13d10 Forbidden Magic (7th level) 4 12 3 5th
14th +5 14d10 Necromancy Doctrine Feature 4 12 3 5th
15th +5 15d12 Forbidden Magic (8th level) 4 13 3 5th
16th +5 16d12 Ability Score Improvement 4 13 3 5th
17th +6 17d12 Forbidden Magic (9th level) 4 14 4 5th
18th +6 18d12 Undying Nature 4 14 4 5th
19th +6 19d12 Ability Score Improvement 4 15 4 5th
20th +6 20d12 Necromancy Doctrine Feature 4 15 4 5th
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Spell Slots Raise Undead
The Necromancer table shows how many spell slots you have N. Max. Max. N. Max. Max.
to cast your necromancer spells of 1st through 5th level. The Level CR Amount Level CR Amount
table also shows what the level of those slots is; all of your 1st 1/4 2 12th 1 5
spell slots are the same level. To cast one of your necromancer
spells of 1st level or higher, you must expend a spell slot. You 3rd 1/4 3 13th 2 5
regain all expended spell slots when you finish a short or long 5th 1/2 3 17th 2 6
rest.
For example, when you are 5th level, you have two 3rd-level 6th 1/2 4 18th 3 6
spell slots. To cast the 1st-level spell witch bolt, you must 9th 1 4 20th 3 ∞
spend one of those slots, and you cast it as a 3rd-level spell.
As a bonus action, you can mentally command any of your
Spells Known of 1st Level and Higher Undead Minion within 120 feet of you (if you control multiple
At 1st level, you know two 1st-level spells of your choice from creatures, you can command any or all of them at the same
the necromancer spell list. time, issuing the same command to each one). You decide
The Spells Known column of the Necromancer table shows what action the creature will take and where it will move
when you learn more necromancer spells of your choice of 1st during its next turn, or you can issue a general command,
level and higher. A spell you choose must be of a level no such as to guard a particular chamber or corridor. If you issue
higher than what’s shown in the table’s Slot Level column for no commands, the creature only defends itself and you against
your level. When you reach 6th level, for example, you learn a hostile creatures. Once given an order, the creature continues
new necromancer spell, which can be 1st, 2nd, or 3rd level. to follow it until its task is complete. It regards you and those
Additionally, when you gain a level in this class, you can not hostile to you as allies.
choose one of the necromancer spells you know and replace it Additionally, at any moment, you can willingly decide to
with another spell from the warlock spell list, which also must destroy your Undead Minion.
be of a level for which you have spell slots. If the target corpse cannot be raised (due to effect such as
the gentle repose spell), the use is spent and the ability fails,
Spellcasting Ability though you are made aware of the fact that the corpse cannot
Intelligence is your spellcasting ability for your warlock spells, be raised.
so you use your Intelligence whenever a spell refers to your You can use this feature a number of times equal to your
spellcasting ability. In addition, you use your Intelligence Intelligence modifier (minimum once). When you finish a long
modifier when setting the saving throw DC for a necromancer rest, you regain all expended uses.
spell you cast and when making an attack roll with one.
Vitality Flow
Spell Save DC = 8 + your proficiency bonus +
At 2nd level, you learn how to withdraw the life force that flow
your Intelligence modifier in each living being. Your capability to manipulate this energy
is represented by a pool of d6s that you spend to fuel some of
Spell attack modifier = your proficiency bonus + your abilities. Your necromancer level determines the number
your Intelligence modifier of points you can have, as shown in the Vitality Dices column
Spellcasting Focus
of the Necromancer table.
You can spend these dices to fuel various of your features.
You can use an arcane focus (found in PHB chapter 5) as a Other features can recover spent dices. You start knowing two
spellcasting focus for your necromancer spells. features: Vitality Withdrawal and Vitality Infusion.
You recover all your spent vitality points after a long rest.
Raise Undead Your Vitality Flow die changes when you reach certain
At 1st level, you have the ability to imbue life to a corpse, levels in this class. The die becomes a d8 at 5th level, a d10 at
raising it as an undead creature. 10th level, and a d12 at 15th level.
You can use your action to touch the corpse of any dead
creature that is one of the following types: aberration, beast, Vitality Withdrawal
humanoid, monstrosity, plant or undead. The creature can be When a creature die in 120 feet, you can spend your reaction
no bigger than medium size and the CR can be no higher than to withdraw the remains of its life force and store them in
the Max. CR column listed in the Raise Undead table from your body. You regain the creature CR (or class level if the
below. creature has) in vitality dices, rounded up.
After a minute, the creature raise as an Undead Minion with
the following traits:
Black-Skinned Death
It becomes an Undead, and gains immunity to poison Creatures sick by this diseases can't restore hit
damage. point by any non-magical means and gain the
It cannot cast spells, nor use abilities that summon other Sunlight Sensitivity trait. At the 7th day, they die.
creatures.
You can control an amount of creatures no higher than the
listed in the Max. Amount column in the Raise Undead table.
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Vitality Infusion Ability Score Improvement
As a bonus action, you can heal one creature you can see When you reach 4th level, and again at 8th, 12th, 16th, and
within 60 feet of you, spending dice from the pool. The 19th level, you can increase one ability score of your choice by
maximum number of dice you can spend at once equals your 2, or you can increase two ability scores of your choice by 1. As
Intelligence modifier (minimum of one die). Roll the dice you normal, you can’t increase an ability score above 20 using this
spend, add them together, and restore a number of hit points feature.
equal to the total.
Using the optional feats rule, you can forgo taking this
Necromancy Doctrine feature to take a feat of your choice instead.
At 3rd level, you learn more serious ways of manipulating life Forbidden Magic
and death. This opens your mind to different necromancy At 11th level, you discover a magical and forbidden power.
doctrines and forces you think about how are you going to use Choose one 6th-level spell from the necromancer spell list as
this new power. Choose one of the necromantic doctrines this forbidden magic.
listed at then end of the class description. These Styles give
you features at 3rd level and again at 6th, 10th, 14th and 20th You can cast your forbidden magic once without expending
levels. Those features the includes doctrine spells. a spell slot. You must finish a long rest before you can do so
again.
Doctrine Spells At higher levels, you gain more necromancer spells of your
choice that can be cast in this way: one 7th-level spell at 13th
Each doctrine has a list of associated spells. You gain access level, one 8th-level spell at 15th level, and one 9th-level spell at
to these spells at the levels specified in the doctrine 17th level. You regain all uses of your Forbidden Magic when
description. Once you gain access to an doctrine spell, you you finish a long rest.
learn it. Doctrine spells don’t count against the number of
spells you can known. Undying Nature
If you gain a doctrine spell that doesn’t appear on the
necromancer spell list, the spell is nonetheless a necromancer Beginning at 18th level, you can hold your breath indefinitely,
spell for you. and you don't require food, water, or sleep, although you still
require rest to reduce exhaustion and still benefit from
finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that
pass, your body ages only 1 year, and you are immune to being
magically aged.
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Undead Style
Necromantic Doctrine At 10th level, your talent raising undead is unquestionable.
Although the principle to alter the essence of life in every You gain one of the following features of your choice, which
necromance is always the same, the practitioners of this skill apply to any undead raised by you, even from spells:
dedicate their training to their own way. This occurs through
adherement to a certain doctrine of necromancy. Depending Adept Animator
on the lands where the necromancers travel, the doctrines can Whenever you take your action to raise an undead from any
range from simple ideologies that a necromancer decides to mean, it does immediately. Additionally, the creature adds
adhere to, to complex hidden organizations that manifest your proficiency bonus to its weapon damage rolls.
themselves at night.
Colossal Animator
Doctrine of the Undertaker You become able to create undeads out of corpses of large and
The Doctrine of the Undertaker could be said to be the best huge-sized creatures, as well as out of creatures of the
known by the common people. Its sole purpose is the raising celestial, dragon, fey, fiend and giant types. Additionally,
of the undead. In this doctrine, necromancers leave their creature's hit point maximum is increased by an amount equal
training behind, and spend all their time mastering the ability to your necromancer level.
to raise and create hordes of undead. For this same reason, Spontaneous Animator
their necromancers are often physically weak and of little You become able to raise the dead with ease. You can raise
speech, since they spend their entire lives surrounded by the undeads with no corpse. When you do so, the creature comes
dead. out of the depths of the earth. If you use your Raise Undead
Undertaker Doctrine Spells feature, you can choose any of the following creatures
provided its CR is no higher than the Max. CR column of the
Necromancer Level Spells Raise Undead table: skeleton, zombie, shadow, ghoul, ghast,
3rd ray of sickness, cloud of daggers minotaur skeleton, ogre zombie, wight. Your DM has their
5th animate dead
stats in the Monster Manual.
7th blight Turn Dead
9th antilife shell
At 14th level, you learn how to destroy another creature's life
force. As an action, any creature you choose within 30 feet
must make a Constitution saving throw. On fail, the creature
Among the Dead takes necrotic damage equal to 5d10 necrotic damage and
At 3rd level, undead have difficulty harming you. If an undead reduce it maximum hit points by the same amount until a
targets you directly with an attack or a harmful spell, that short or long rest.
creature must make a Wisdom saving throw against your spell Once you use this feature, you can not use it again until you
save DC (an undead needn't make the save when it includes finish a long rest.
you in an area effect, such as the explosion of Fireball). On a
failed save, the creature must choose a new target or forfeit Death Tyrant
targeting someone instead of you, potentially wasting the At 20th level, you choose an additional Undead Style from the
attack or spell. On a successful save, the creature is immune Undead Style feature. Additionally, when you cast an spell, you
to this effect for 24 hours. An undead is also immune to this can choose any amount of undead creatures in a 60-foot range
effect for 24 hours if you target it with an attack or a harmful centered on you, the creatures recover the double of the spell
spell. level in hit points.
Undead Transference
Also starting at 3rd level, you gain the ability to heal the
undead through the sacrifice of others. As an action, you
choose two undead creatures in 60 feet and transfer the life of
one to the other. An unwilling creature must succeed a
Constitution saving throw equal to your spell save DC. You
can roll up to half your necromancer level in d6 dices, add
them together, and reduce the number of hit points from the
first undead equal to the total. Then, the second undead
restore the same amount of hit points.
You can use this feature a number of times equal to your
intelligence modifier (minimum of one charge). When you
finish a long rest, you regain all expended uses.
Undead Reconstruction
At 6th level, you gain the ability to heal the undead with
greater proficiency. Whenever you target an undead with the
Vitality Infusion feature, you do not roll the dices you spent,
you instead use the highest number possible for each die.
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Doctrine of Siphoning Life Drain
If manipulation of the life force is a skill, the Doctrine of Whenever the marked creature takes damage, you regain hit
Siphoning has made it an art. The necromancers of this points equal to half the amount of hit points lost by the target.
doctrine, devote all their efforts to perfect the technique, and Additionally, you gains advantage on melee weapon attacks
use it to be able to manipulate the life force of others at their against the target.
will. Some siphons decide to learn the art of the sword to get
closer to the source of life, others perfect their spells to steal Bestow Life
life force from a safe distance. At 14th level, you learn how to bring back to life the recently
deceased. As an action, you touch the corpse of a creature
Siphoning Doctrine Spells who died within the last 24 hours. The creature bring back to
Necromancer Level Spells life with 2d10 hit points and the target suffers from a level of
3rd witch bolt, shadow blade
exhaustion (as described in PHB appendix A).
Once you use this feature, you can not use it again until you
5th vampiric touch finish a long rest.
7th evard's black tentacles
Everlasting
9th enervation At 20th level, killing you becomes a challenging task. When
you are reduced to 0 hit points, you can expend and roll 1
Unholy Recovery vitality dice (no action required) and drop to a number of hit
Starting at 3rd level, you gain the ability to consume up to the points equals to the rolled number instead.
last drop of life from a corpse. As an action, you can touch a
corpse or an undead creature. The creature takes 1d8 + your Insomnia Killer
necromancer level in hit points and you restore the same
amount in hit points. A creature which hit points drops to 0 The rare symptoms of this disease make unable
become fine dust. A corpse always becomes fine dust. creatures to rest, as grotesque nightmares
Whenever you use this feature on an unwilling creature, traumatize their victims.
make a melee spell attack, on a hit the feature takes place.
You can use this feature a number of times equal to your
intelligence modifier (minimum of one charge). When you
finish a long rest, you regain all expended uses.
Dark Mastery
At 6th level, you have obtained a greater control of the life
force of living beings. Whenever you deal necrotic damage,
you automatically gain temporary hit points equal to half the
necrotic damage dealt, rounded down.
Additionally, you gain proficiency with light and medium
armor, and three weapons of your choice, and whenever you
deal damage with a weapon attack or any necromancer spell,
you can choose to change the damage dealt to be necrotic
type.
Proficent Leech
At 10th level, you master new methods to siphon the life from
your enemies.
As a bonus action, you can choose a creature you can see
within 30 feet of you. For 1 minute or until your concentration
ends (as if you were concentrating on a spell) the creature is
marked. The mark ends if the target is ever outside the 30-foot
range or if it has total cover from you.
Once you use this feature, you can not use it again until you
finish a short or long rest. Each necromancer has its own
mark. Choose one of the following features of your choice.
Siphon Strength
The marked creature speed is reduced by 10 feet and at the
beginning of each of its turns, it must succeed on a
Constitution saving throw o take 4d10 necrotic damage and
suffer one level of exhaustion.
Any level of exhaustion caused by this feature go away the
mark ends.
/
Doctrine of Bloodletting Blood Magic
If manipulating the life force is an art, the necromancers of Beginning at 6th level, you learn how to improve your magic
the Doctriine of Bloodletting are gourmet. The necromancers through blood and life. Whenever you cast an spell, you can
of this doctrine learn that the true source of the essence is spend 1 vitality point to improve its strength. Choose one of
found in the blood flow, and they make the blood a symbol of the following features to learn:
worship. Many necromancers of this doctrine dream of Distant Spell
becoming a vampire, in order to dedicate all their time to When you cast a spell that has a range of 5 feet or greater, you
blood. can spend 1 vitality dice to double the range of the spell.
Bloodletting Doctrine Spells When you cast a spell that has a range of touch, you can
Necromancer Level Spells
spend 1 vitality point to make the range of the spell 30 feet.
3rd arms of hadar, spider climb Empowered Spell
5th vampiric touch When you roll damage for a spell, you can spend 1 vitality dice
to reroll a number of the damage dice up to your Intelligence
7th confusion modifier (minimum of one). You must use the new rolls.
9th hold monster
Extended Spell
Blood Drinker
When you cast a spell that has a duration of 1 minute or
longer, you can spend 1 vitality dice to double its duration, to a
Beginning 3rd level, you discover that blood is the essence of maximum duration of 24 hours.
all life, and you learn how to draw it. You gain the following
benefits while you are unarmed: Blood Control
You can use Dexterity instead of Strength for the attack At 14th level, you acquire the ability to control the alive
and damage rolls of your unarmed strikes. through their blood.
You can roll a d6 in place of the normal damage of your As an action, you attempt to dominate a creature you can
unarmed strike. see withing 30 feet of you. The target must succeed on a
On hit, the enemy must perform on a Constitution saving Constitution saving throw against your spell DC against your
thrown against your spell save DC. On a failed save, you spell save DC or be controlled by you for 1 minute.
recover 1 spent vitality dice. While the target is under your control, you can command it
in the same way you do with your Undead Minions.
Unarmored Defense You can use your action to take total and precise control of
Also starting at 3rd level, while you are wearing no armor and the target. Until the end of your next turn, the creature takes
not wielding a shield, your AC equals 13 + your Dexterity only the actions you choose, and doesn’t do anything that you
modifier. don’t allow it to do. During this time you can also cause the
creature to use a reaction, but this requires you to use your
Blood Hunter own reaction as well.
At 3rd level, your gain the ability to smell and track blood. You Each time the target takes damage, it makes a new
add your proficiency bonus on your Perception and Survival Constitution saving throw. If the saving throw succeeds, your
ability checks to track wounded creatures. If you are already control ends.
proficient, you double your proficiency bonus. Once you use this feature, you can not use it again until you
finish a long rest.
Vampirism
At 20th level, you have accomplished the greatest of your
ambitions. You gain the following features:
Your speed increases by 20 feet while you are not wearing
armor or wielding a shield. Additionally, you gain the ability
to move along vertical surfaces and across liquids on your
turn without falling during the move.
As a bonus action, you can spend one vitality dice and
regain a number of hit points equal to the roll result, plus
your Constitution modifier, plus your Intelligence modifier
(minimum of one).
When you take the attack action using your unarmed
strikes, you can attack twice, instead of once.
When you use your Raise Undead feature, you can create a
vampire spawn instead. You can only have up to 2 vampire
spawns at the same time.
/
Doctrine of Healing Life Proficiency
Those necromancers who choose the Doctrine of Healing Beginning at 14th level, you learn a new way to manipulate
dedicate their lives to use their ability for good, or at least life. Choose one of the following features to learn:
improve the health of themselves and those around them. Panacea
This doctrine is characterized by its peaceful use. As an action, you touches a creature restore its health. You
Necromancers of this doctrine often prefer mediation over remove all curses, diseases, and poisons affecting a creature
violence, although some are not afraid of confrontation, since that you touch. The creature also regains all its hit points.
they remedy it. Once you use this feature, you can not use it again until you
Healing Doctrine Spells finish a long rest.
Necromancer Level Spells Restore Life
3rd healing word, prayer of healing As an action, you touches a corpse and return it to life. You
5th revivify cast the raise dead spell on a creature you touch, without
expending a spell slot.
7th death ward
9th raise dead Return from Death
At 20th level, you master the shift between death and life. At
any time after you die, you can replicate the effects of
Life Giver resurrection on yourself without consuming material
Beginning at 3rd level, your Vitality Infusion feature increases components, provided your body has not been disintegrated.
its range to 120 feet. Once you use this feature, you can not use it again for 7
Additionally, whenever you use Vitality Infusion to heal a days.
creature, you can target one additional creature. The creature
must be within 30 feet of the other when you target it.
Natural Recovery Art from
Also starting at 3rd level, you gain the ability to improve the Outwar game
natural healing of the body. When you take a short rest,
choose up to 6 creatures within 60 feet of you. Whenever one
of the targeted creatures roll a Hit Die to regain hit points,
double the number of hit points it restores.
Improved Healer
Starting at 6th level, the Vitality Infusion you spend on others
heal you as well. When you use your Vitality Infusion in a
creature other than you, you regain 3 hit points for each spent
die.
Vitality Aura
Starting at 10th level, you learn how to heal more creatures at
the same time.
As an action, you choose any amount of creatures within 30-
feet radius centered on you and heal them spending dice from
the pool. The maximum number of dice you can spend at once
is equal to your Intelligence modifier (minimum of one die).
Roll the dice you spend, add them together, halve the result,
and restore a number of hit points equal to the total.
Living Flesh
Affected patients suffer from horrible mutations in
their bodies. On every day, the creature must take a
DC 15 saving throw. On fail, the creature mutate in
a random way, such as the skin color, number of
fingers and teeth, length of an appendage,
apparition of an extra eye or mouth, etc. This
disease can not be cured through lesser restoration,
because its not a common disease, but a life
essence disorder. It is not contagious.
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(EE) determines an spell from the Elemental Evil guide.
(XGtE) determines an spell from the Xanathar Guide To Everything.
Spirit Guardians
Cantrips (0 Level) Vampiric Touch 5th Level 7th Level
Acid Splash Antilife Shell Divine Word
Blade Ward 4th Level Cloudkill Etherealness
Chill Touch Aura of Life Contagion Finger of Death
Dancing Light Banishment Danse Macabre (XGtE) Resurrection
Frostbite (EE) Blight Enervation (XGtE) Symbol
Infestation (XGtE) Charm Monster (XGtE) Greater Restoration Power Word Pain (XGtE)
Mage Hand Death Ward Hallow
Message Locate Creature Hold Monster
8th Level
Minor Illusion Phantasmal Killer Instect Plague Abi-Dalzim’s Horrid Wilting
Mold Earth (XGtE) Shadow of Moil (XGtE) Mass Cure Wounds (EE)
Poison Spray Sickening Radiance (XGtE) Negative Energy Flood (XGtE) Clone
Ray of Frost Raise Dead Dominate Monster
Spare the Dying Feeblemind
Thaumaturgy
6th Level Maddening Darkness (XGtE)
Toll the Dead (XGtE) Circle of Death Power Word Stun
Create Undead
1st Level Disintegrate
9th Level
Bane Harm Astral Projection
Arms of Hadar Heal Imprisonment
Cause Fear (XGtE) Magic Jar Power Word Kill
Command Soul Cage (XGtE) True Resurrection
Cure Wounds
Detect Evil and Good
Detect Poison and Disease
Inflict Wounds Art from
Protection from Evil and
victter-le-fou
Good
Ray of Sickness
Sleep
Witch Bolt
2nd Level
Aid
Blindness/Deafness
Blur
Crown of Madness
Darkness
Gentle Repose
Lesser Restoration
Hold Person
Invisibility
Mirror Image
Phantasmal Force
Ray of Enfeeblement
See Invisibility
Shadow Blade (XGtE)
Suggestion
3rd Level
Animate Dead
Bestow Curse
Blink
Dispel Magic
Enemies Abound (XGtE)
Fear
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Xanathar's Guide to Everything
Additional Flavor and Subclasses
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Xanathar's Guide to Everything Flavor
Necromancy Origins
Necromancer d6 Origin
NECROMANCY REQUIRES TALENT. THE SKILL TO You almost die one day, and you discovered that death
manipulate the life essence is not something that everybody 1
was not the end, but the beginning.
should do. Only those who inborn the gift has the privilege of
play god. Your power arises from your family's bloodline. You are
2 related to some powerful creature, or you inherited a
- Larloch, the Shadow King blessing or a curse.
You belonged to a demon-worshipping cult, where you
When it comes to fighting in times of need, necromancers 3 learned to manipulate the life essence as part of the
satanic rituals.
have it easy compared to other characters. Their talent for
manipulating the essence of life grants them a wide spectrum 4
You remember exactly how you died. But somehow,
of defensive and offensive capabilities. Unlike other you didn't die at all.
characters, they are never alone. Every necromancer is born You meet another necromancer one day, which cursed
with an aspiration that, together with his innate power, will 5
your (or blessed) with this skill.
come true someday.
Due to the idea of inappropriately breaking the boundary You experienced the death of many persons around
between life and death, raising the dead and burying the 6 you. And somehow it broaden your sight to a new
living, traveling with them does not sit well with many people. realm.
Despite this, many necromancers successfully overcome
these prejudices by demonstrating how their abilities can be First Usage
used for good. The first time a necromancer defy the natural course of life is
Necromancers are often defined by events going on during an experience that will mark him or her for its entire life.
their youth. For some of them, their only purpose is to recover When your necromancer's power appeared, what was the first
someone who is no longer there, or to avoid this suffering to thing you did? How did you face this power?
other people. These are well received by strangers. For others,
the entire world is an acquired right, banished from society First Usages
and hated by the folk, they consider themselves tyrants of d6 First Usage
death.
Playing a necromancer character can be as rewarding as it Your beloved one died and you were not able to save it.
is challenging. The sections below offer suggestions on how to 1 Your desire of bring it back was so strong that you raise
flesh out and personalize your person. it as an undead, accidentally or intentionally.
You found a death animal in the forest and bring it back
Necromancy Origin 2
to life, it's now your pet.
Some necromancers understand where their power came Something in you was different and no one understood
from, based on how their abilities manifested. Others can only 3
it. You killed your best friend and turned it.
speculate, since their powers came to them in a way that Everything you touches withered, soon your discovered
suggest no particular cause. 4
this power.
Does your character know the source of your unique talent?
Does it tie back to some distant relative, a near-death 5
A friend of your almost die from a wound or disease,
experience, or a satanic ritual? If your necromancer doesn't but you healed him with this power.
know where their power arose from, your DM can use this A group of goblins attacked the place where you lived,
table (or select an origin) and reveal it to you when the 6
but you managed to scare them with undeads.
information plays a role in the campaign.
Art from
Lilianavess
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Desire Personal Decisions
Few necromancers assume this power without a personal For the Personal Decision section in the Xanathar's Guide to
goal in mind. Many necromancers use their power as a tool to Everything, we add the following Class Training table:
change an outcome to their advantage, be it for the good of
others or just theirs. For others, necromancy is a tool with Necromancer
which they try to overcome a fear or trauma that they acquired d6 I become a necromancer because...
in their youth. For them, necromancy is very important, it can't
be taken lightly. I suffered a terrible emotional or physical strain, which
Beyond the obvious reasons, why is your necromancer 1 brought forth my latent talent. I have trained to master
it ever since.
practicing necromancy, and what is he trying to achieve? If you
have not given much thought to these questions, you can do so When a monster killed one of my friends, I became
now, and the answers you find are very likely to affect how 2 filled with fear. My friend raised as an undead and
your future unfolds. fought with the creature as I escape.
Sensing something special in me, a stranger taught me
Desires 3
how to control my gift.
d6 Desire
When I was born, all the pets of my house died or all
You can't bear the fact that everything has an end. You my family got sick for a week. My family is convinced
1 will do anything in your power to overcome this 4
that this event was a curse that I will have to face
limitation. someday.
You can't stand the department that those you love. After I recovered from a serious disease, I realized that
2 Your greatest wish is to meet them in this world, and thought I was cured, I was not unchanged. I began to
not in the next. 5
exhibit unusual abilities that I am just beginning to
You are going to become the greatest necromancer the understand.
3
world has seen in generations. My house was near the local graveyard, and I spent too
6
You are going to show people that death is only the much time there, until it was too late.
4
beginning.
If you can fully understand life and death, you can
5
discover how to use it to avoid suffering in the world.
You are going to show those who hurt in the past you
6
what the real suffering is. Art from Stefan Koidl
Reaction
When a new necromancer discovers his power, the
consequences of this event depend largely on how the first
witnesses who see his power react to what they have just
witnessed.
When your necromancer powers show up and show them
to the world around you, how do they respond? Were other
people supportive, fearful, or somewhere in between?
Reactions
d6 Reaction
Your power was seen as a curse that only brings pain
1 and suffering. People hate or fear you, and on some
occasion they have tried to kill you.
Your power has been seen as a blessing to those
2 around you, and they hope you will use them to serve
your community.
Your power caught the attention of a sinister cult that
3
plans to exploit your abilities.
At first people adore and praise you, but you soon
4 discover that they are actually envious and expect
things from you.
Your neighbors hate you and fear your power, causing
5
them to walk away from you.
People believe that your power is the result of dark and
6
sinister experiments.
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In addition, you have advantage on melee weapon attacks
Necromancy Doctrines against creatures frightened of you.
At 3rd level, a necromancer gains the Necromancy Doctrine Dark Pact
feature. The following doctrine options are available to a Beginning at 10th level, you have mastered the art of fighting
necromancer in addition to those offered in the main section: with your Undead Minions.
Doctrine of the Reaper, Doctrine of Shamanism and Doctrine You gain one of the following features of your choice.
of the Occult.
Dislocation
Doctrine of the Reaper Whenever you are the target of an attack, after the die is
Contrary to other doctrines, in the Doctrine of the Reaper rolled, but before the DM declares whether the hit was
death is accepted as the final destination of all that lives. This successful, you can, as a reaction swap places with one of your
doctrine is known for the characteristic use of the scythe, a Undead Minions of your choice- potentially having the new
weapon that reaps life. Its necromancers are dark creatures creature take the attack instead.
that only await their death and of those around them. Over Once you use this feature, you can't use it again until you
time, their wills and bodies vanish on the death spiral, until finish a short or long rest.
not even their bones remain.
The reapers' acts are not evil, for they are no longer able to Disruption
distinguish between good and evil. For the reapers, death is an Whenever you hit a creature with a melee weapon attack, you
inevitable state, something we all have in common. can use your bonus action to make all your Undead Minions of
your choice within 5 feet of the target make a single weapon
Reaper Doctrine Spells attack against the creature as a reaction.
Necromancer Level Spell Once you use this feature, you can't use it again until you
3rd shield, blur
finish a short or long rest.
5th haste Etherealness
7th phantasmal killer
At 14th level, you learn how to become ethereal. As a bonus
action, you can expend 1 vitality die and cast the Etherealness
9th steel wind strike spell, without expending a spell slot, but the spell ends at the
end of the current turn.
Reaper's Weapon
At 3rd level, you gain proficiency with light armor and scythe. Spectre
When you attack with a scythe, you can use your Intelligence At 20th level, you have abandoned you physical form to
modifier, instead of Strength modifier, for the attack and become a spectre, a creature of pure magic. You gain the
damage rolls. Additionally, you can use this weapon as a following benefits:
spellcasting focus for your necromancer spells. You gain resistance to bludgeoning, piercing and slashing
damage from non-magical weapons.
You can attack twice, instead of once, whenever you take
New Martial Weapon
the attack action.
You gain a flying speed of 60 feet.
Weapon Cost Damage Weight Propierties You become immune to the following conditions: charmed,
1d10 Heavy, reach, two- exhaustion, frightened, grappled, paralyzed, petrified,
Scythe 25gp
slashing
5 lb
handed poisoned, prone and restrained.
Unknown author
Dreadful Strike
Starting at 3rd, you can infuse fear in your victims. When you
hit a creature with a melee weapon attack, you can choose to
frighten the creature. The target must succeed a Wisdom
saving throw against your spell save DC or be frightened of
you until the end of your next turn.
You can use this ability a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Lethal Strike
At 6th level, your attacks are imbued with negative energy.
Once per turn, when you hit a creature with a melee weapon
attack, you can also deal 1d8 necrotic damage and gain a
number of temporary hit points equal to that amount. This
damage increases to 1d10 at 10th and 1d12 at 14th level.
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Doctrine of Shamanism Summon Spirits
The doctrine of shamanism is characterized not by At 14th level, you can ask for the aid of an spirit.
domination over death, but by communication with the As an action, you call forth an spirit. Choose banshee or
afterlife. Its necromancers use the power of death to establish ghost. The creature you chose appears in an unoccupied
connections with the supernatural world of the spirits. space within 10 feet of you. The creature is friendly to you and
Some necromancers use this power to evoke spirit guides, your companions for the duration.
omens, or messengers. Others use this magic for divination or Roll initiative for the creature, which has its own turns. It
scrying, throwing bones or runes. Finally, some of them use obeys any verbal commands that you issue to it (no action
the power of malevolent spirits to cause diseases and curses. required by you). If you don’t issue any commands to the
elemental, it defends itself from hostile creatures but
Shamanism Doctrine Spells otherwise takes no actions.
Necromancer Level Spells
After 1 minute, the creature return to the realm of the
spirits.
3rd healing word, augury Once you use this feature, you can't use it again until you
5th spirit guardians finish a long rest.
7th conjure woodland beings Spiritual Sight
9th contact other plane At 20th level, you can perceive both the physical and spiritual
plane in perfect sync. You gain 120 feet of truesight.
Sixth Sense
At 2th level, you gain an uncanny sense of when things nearby Dreadful Whispers
are not as they should be, giving you an edge when you dodge This curse is obtained by angering spirits. Affected
away from danger. creatures say to hear whispers and incantations
You have advantage on Dexterity saving throws against from spirits. At the beginning of every day, the
effects that you can see, such as traps and spells. To gain this creature must succeed a DC 20 Wisdom saving
benefit, you can’t be blinded, deafened, or incapacitated. throw. On fail the creature is affected by a long-
term madness from the DMG.
Whispers of Danger
Beginning at 6nd level, the spirits warn you of danger. Before
you make a saving throw, you can choose to gain advantage on
the roll, providing you don't have disadvantage on it. Unknown author
You can use this feature a number of times equal to your
intelligence modifier (minimum of one charge). When you
finish a long rest, you regain all expended uses.
Spirits Totem
Beginning at 10th level, you gain the favor of the spirits.
As an action, you can summon helping spirits. Choose a
point within 60 feet from you. During a minute, the spirits will
help you with their power, each spirit having a different effect.
Once you use this feature, you can't use it again until you
finish a long rest.
Choose one of the following features to learn:
Healing Spirits
At the beginning of each of your turns, the creature with
lowest amount of hit points within 30 feet from that point
restores 1d8 + half your necromancer level in hit points.
Vengeful Spirits
At the beginning of each of your turns, a random creature
must make a Charisma saving throw with your spell save DC.
On fail the creature takes 1d8 + half your necromancer level
in psychic damage. The spirits has preference over creatures
which hurt or threaten you in the last turn.
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Doctrine of the Occult The target creatures disappear and a death golem is
created. The current and maximum hit points of the creature
The Doctrine of the Occult considers necromancy as an occult are equal to the sum of hit points of all the targeted creatures.
science, and they have become the maximum exponents of The creature statistic are at the end of the subclass
research. Its necromancers are well known for their profound description.
and dire investigations into the world of the dead. For 1 minute or until your concentration ends (as if you
For them death is nothing more than a mystery that must be were concentrating on a spell) you command this golem in the
unraveled. Using their skills and knowledge about the essence same way you do with your Undead Minions. After the
of life, the participants of this doctrine seek to unveil its duration or when the golem die, the golem break into pieces,
mysteries and unlock its power. as its binding energy banishes, filling the ground with flesh
and bones. The undead creatures consumed by the golem
Occult Doctrine Spells start reappearing after 1d4 minutes, as their animating magic
Necromancer Level Spells returns to them. If the golem had less than half of its hit
3rd unseen servant, augury
points, only half of the creatures reappear, chosen randomly
with a die. On 0 hit points, no creature reappear.
5th speak with dead Once you use this feature, you can not use it again until you
7th mordenkainen's private sanctum finish a long rest.
9th mislead Enhanced Quimera
At 10th level, you learn how to improve the your death golem.
Occult Sage You gain one of the following features of your choice.
At 3rd level, you are used to academic research. You become Necrotic Infusion
proficient in your choice of two of the following skills: Arcana,
History, Nature, or Religion. Whenever the golem hits a creature with a weapon attack, the
Your proficiency bonus is doubled for any ability check you creature takes an extra 1d8 necrotic damage.
make that uses either of those skills. Harden Bones
Occult Researcher The creature armor class increases by 3.
At 3rd level, you craft a book where you write down all your
knowledge about death. This boook is called a Book of Death. Predatory Instinct
When you gain this feature you can now inscribe magical The creature movement speed increases by 10ft. Additionally,
rituals in your Book of Death. Choose two 1st-level and one it gains climbing and swimming speed equal to its walking
2nd-level spells that have the ritual tag from any class’s spell speed.
list (the three needn’t be from the same list). The spells appear
in the book and don’t count against the number of spells you Vitality Binding
know. With your Book of Death in hand, you can cast the At 14th level, you learn how to effectively heal your golem.
chosen spells as rituals. You can’t cast the spells except as Whenever you use your Vitality Infusion to target the death
rituals, unless you’ve learned them by some other means. You golem, you do not roll the spent dices. You instead use the
can also cast a necromancy spell you know as a ritual if it has highest number possible for each die.
the ritual tag.
On your adventures, you can add other ritual spells to your Perfect Chimera
Book of Death. When you find such a spell, you can add it to At 20th level, you mastered the science used behind your
the book if the spell’s level is equal to or less than half your Death Chimera feature. Choose an additional enhance from
necromancer level (rounded up) and if you can spare the time the Enhanced Chimera feature.
to transcribe the spell. For each level of the spell, the Additionally, you learned how to maintain your chimera
transcription process takes 2 hours and costs 50 gp for the indefinitely. You cannot use your Death Chimera feature if you
rare inks needed to inscribe it. already have a death golem under your control.
If you lose your Book of Death, you can perform a 1-hour
ceremony to write a replacement. This activity can be Rigor Vitalis
performed during a short or long rest, and it destroys the
previous book. The book turns to ash when you die. It is suspected that this disease may be contracted
due to being subjected to spells from the school of
Death Quimera necromancy.
Beginning at 6th level, you learn how to craft a creature from Affected creatures gain disadvantage on any
the death of others. Dexterity saving throw and Dexterity checks, as
they joints and flesh loose mobility.
As an action, you choose a point within 60 feet from you. At 3rd day, patients become unable to move,
Choose any amount of undead creatures under your controls speak and eat. As they can no longer move muscles
in a 30-foot-radius sphere centered on that point. Each target willingly.
is pulled toward the center of the sphere and merged into a At 5th day, the afflicted creature no longer
powerful golem made of rotten flesh and bones. breath, and their heart no longer beat.
The only known cure is a silver mushroom from
the Feywild.
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Art from game Age of Conan: Unchained
(Per Oyvind Haagensen)
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Changelog
Last Revision: 4/5/20
Changelog:
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