Životy
Odbornosti
Necromancer
| Úroveň | Bonus odbornosti | Vlastnosti | Thralls | CR Total |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Charnel Touch | - | - |
| 2 | + 2 | Spellcasting Charnel Touch | 1 | 1/4 |
| 3 | + 2 | Spellcasting Charnel Touch | 2 | 1/2 |
| 4 | + 2 | Spellcasting Charnel Touch | 2 | 1/2 |
| 5 | + 3 | Spellcasting Charnel Touch | 2 | 1 |
| 6 | + 3 | Spellcasting Charnel Touch | 2 | 1 |
| 7 | + 3 | Spellcasting Charnel Touch | 3 | 1 |
| 8 | + 3 | Spellcasting Charnel Touch | 3 | 1 |
| 9 | + 4 | Spellcasting Charnel Touch | 3 | 2 |
| 10 | + 4 | Spellcasting Charnel Touch | 3 | 2 |
| 11 | + 4 | Spellcasting Charnel Touch | 4 | 2 |
| 12 | + 4 | Spellcasting Charnel Touch | 4 | 2 |
| 13 | + 5 | Spellcasting Charnel Touch | 4 | 3 |
| 14 | + 5 | Spellcasting Charnel Touch | 4 | 3 |
| 15 | + 5 | Spellcasting Charnel Touch | 5 | 3 |
| 16 | + 5 | Spellcasting Charnel Touch | 5 | 3 |
| 17 | + 6 | Spellcasting Charnel Touch | 5 | 4 |
| 18 | + 6 | Spellcasting Charnel Touch | 5 | 4 |
| 19 | + 6 | Spellcasting Charnel Touch | 6 | 4 |
| 20 | + 6 | Spellcasting Charnel Touch | 6 | 4 |
| Úroveň | Bonus odbornosti | Vlastnosti | Cantrips | Prepared Spells |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Charnel Touch | 3 | 4 |
| 2 | + 2 | Spellcasting Charnel Touch | 3 | 5 |
| 3 | + 2 | Spellcasting Charnel Touch | 3 | 6 |
| 4 | + 2 | Spellcasting Charnel Touch | 4 | 7 |
| 5 | + 3 | Spellcasting Charnel Touch | 4 | 9 |
| 6 | + 3 | Spellcasting Charnel Touch | 4 | 10 |
| 7 | + 3 | Spellcasting Charnel Touch | 4 | 11 |
| 8 | + 3 | Spellcasting Charnel Touch | 4 | 12 |
| 9 | + 4 | Spellcasting Charnel Touch | 4 | 14 |
| 10 | + 4 | Spellcasting Charnel Touch | 5 | 15 |
| 11 | + 4 | Spellcasting Charnel Touch | 5 | 16 |
| 12 | + 4 | Spellcasting Charnel Touch | 5 | 16 |
| 13 | + 5 | Spellcasting Charnel Touch | 5 | 17 |
| 14 | + 5 | Spellcasting Charnel Touch | 5 | 17 |
| 15 | + 5 | Spellcasting Charnel Touch | 5 | 18 |
| 16 | + 5 | Spellcasting Charnel Touch | 5 | 18 |
| 17 | + 6 | Spellcasting Charnel Touch | 5 | 19 |
| 18 | + 6 | Spellcasting Charnel Touch | 5 | 20 |
| 19 | + 6 | Spellcasting Charnel Touch | 5 | 21 |
| 20 | + 6 | Spellcasting Charnel Touch | 5 | 22 |
Spell Slots per Spell Level
| Úroveň | Bonus odbornosti | Vlastnosti | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Charnel Touch | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Charnel Touch | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Charnel Touch | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Charnel Touch | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Charnel Touch | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Charnel Touch | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Charnel Touch | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Charnel Touch | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Charnel Touch | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 12
Úroveň 14
Úroveň 16
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Vývoj čaroděje
Vývoj triků
| Úroveň | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Známé triky | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Odbornosti
simple
Počáteční vybavení
Vlastnosti třídy
Spellcasting (Level 1)
Though it steadily burns away your very soul, you can cast necromantic spells.
Cantrips
You know three Necromancer cantrips of your choice. Dancing Lights, Mending, and Ray of Frost are recommended. Whenever you gain a Necromancer level, you can replace one of your cantrips from this feature with another Necromancer cantrip of your choice.
When you reach Necromancer levels 4 and 10, you learn another Necromancer cantrip of your choice, as shown in the Cantrips column of the Necromancer Features table.
Spell Slots
The Necromancer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Necromancer spells. Exhume, Mage Armor, Ray of Sickness, and Silent Image are recommended.
The number of spells on your list increases as you gain Necromancer levels, as shown in the Prepared Spells column of the Necromancer Features table. Whenever that number increases, choose additional Necromancer spells until the number of spells on your list matches the number in the Necromancer Features table. The chosen spells must be of a level for which you have spell slots.
If another Necromancer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Necromancer spells for you.
Changing Your Prepared Spells
Whenever you gain a Necromancer level, you can replace one spell on your list with another Necromancer spell for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Necromancer spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Necromancer spells.
Charnel Touch (Level 1)
You can draw upon an inner nexus of necromantic power. You have a pool of Charnel Touch points equal to 5 x your Necromancer level that replenishes when you finish a Long Rest.
As a Magic action, you can channel this negative energy through your touch. Choose a number of Charnel Touch points to expend, up to a maximum of 5 x your Proficiency Bonus, and make a melee spell attack against one creature within reach. On a hit, the target takes Necrotic damage equal to the number of points expended. This damage is doubled without expending additional points if the attack roll scores a Critical Hit. If the spell attack misses, the Charnel Touch points aren't expended.
Thralls (Level 2)
Unlike other spellcasters, you animate Undead creatures with a portion of your own life force, ensuring obedience.
Animate Thralls
You can animate Undead thralls by performing a ritual over the course of 10 minutes, which can be done during a Short Rest. The remains of one or more Medium or Small Humanoids within 30 feet of yourself rise as Undead creatures. These Undead become your thralls, and you maintain control over them indefinitely.
| Name | CR | AC | HP | Speed | Details and Traits |
|---|---|---|---|---|---|
2 | 10 | 75 | 20 ft., Climb 20 ft. | Amorphous, Spider Climb | |
1 | 14 | 27 | 40 ft. | Pack Tactics | |
1 | 16 | 45* | 30 ft. | Necromantic Bond, Regeneration, Proficiencies | |
1 | 8 | 36 | 30 ft. | — | |
1/4 | 14 | 13 | 30 ft. | — | |
1/4 | 15 | 9 | 30 ft., Fly 30 ft. (hover) | Incorporeal Movement, Physical Resistances | |
1/4 | 8 | 15 | 20 ft. | Undead Fortitude |
Combat
You can mentally control all your thralls without an action. If you have the Incapacitated condition, your thralls will move to protect your body from harm, but won't 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.
Attacks and Save DCs
Thralls use your spell attack modifier for their attacks. If one of your thralls forces a creature to make a saving throw, it uses your spell save DC.
Healing your Thralls
You can use your Charnel Touch on Undead under your control without making an attack roll. Instead of dealing Necrotic damage, the Undead regains Hit Points equal to the number of Charnel Touch points expended.
Maximum Thralls
You can animate and control one thrall that has a Challenge Rating of 1/4. As you gain Necromancer levels, you can animate more thralls. The combined CR of all your thralls can't exceed the number shown in the CR Total column of the Necromancer Features table, and the total number of thralls under your control can't exceed the number shown in the Thralls column of the Necromancer Features table.
At any time, you can take a Magic action to sever your connection to one or more thralls. Corporeal Undead crumple into a heap and incorporeal Undead flee to the Ethereal Plane.
Other Undead
When you cast Animate Dead, Create Undead, or another spell that lets you create or control Undead, the Undead count as your thralls and can be commanded as such. If these thralls exceed your total Challenge Rating or number of thralls, you can immediately sever your connection to any of your existing thralls 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.
Necromancer Variant Rules
Use the following variant rules to tailor this class to your table and preferred playstyle.
Necromancy Unleashed
In order to ensure timely, balanced play, this class imposes limitations on the number of Undead a player can command, including with spells such as Animate Dead. Use this variant rule if you want to throw caution to the wind and embrace the undead horde experience.
Ignore the "Other Undead" section in the Thralls feature. Undead animated with spells are separate from your thralls for the purposes of your class features, and have no other class-based limitations.
Alternate Necromancers
Necromancers may fuel their spellcasting through ambition or zeal, rather than intellect. When you become a Necromancer, you can choose Wisdom or Charisma for the Primary Ability in the Core Necromancer Traits table. The chosen ability becomes your spellcasting ability, and replaces any Necromancer feature which uses Intelligence.
A Necromancer that uses Wisdom is called a "Resurrectionist" and one that uses Charisma is called a "Ghoul."
Dead Space (Level 2)
You gain an extradimensional space that can hold up to 12 Medium or smaller corpses, piles of bones, or Undead creatures. The extradimensional space is linked to an item of your choice, such as a bag, a cloak, or a backpack. As a Magic action, you can use the linked item to place a corpse, pile of bones, or willing Undead creature in the extradimensional space, or to dump out contents of your choice from the extradimensional space. Thralls stored in your Dead Space count toward the total number of thralls under your control. The contents land in spaces of your choice within 5 feet of you, or as near to you as possible if those spaces are occupied.
You can link any item you can carry to the extradimensional space by performing a ritual over the course of 1 hour which can be done during a Short Rest. The previous item linked to the space becomes disconnected when you link a new one.
Necromancer Subclass (Level 3)
You gain a Necromancer subclass of your choice. A subclass is a specialization that grants you features at certain Necromancer levels. For the rest of your career, you gain each of your subclass's features that are of your Necromancer level or lower.
Dark Arcana (Level 3)
As a Bonus Action, you can expend a spell slot to replenish your Charnel Touch pool. The pool regains points equal to your Intelligence modifier plus 1d8 for each level of the spell slot expended, up to a maximum of your pool's total.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Animate Dead (Level 5)
You always have the Animate Dead spell prepared. When you cast this spell, its casting time is an action instead of 1 minute. You can also create a Spirit using the spell.
Additionally, when you cast Animate Dead, you can reanimate the corpse of any type of Medium or Small creature that isn't Undead, instead of only Humanoids.. The resulting Undead always uses the statistics of a Skeleton, Spirit, or Zombie.
Critical Spellcasting (Level 5)
Your potent Necromancy grants you the following benefits.
Critical Failures
When a creature rolls a 1 on the d20 for a saving throw against one of your spells, it suffers a Critical Failure. It fails the save regardless of its modifiers or the spell save DC. If the spell deals damage, you roll all of the spell's damage dice twice and add them together, then add any relevant modifiers. This additional damage applies only to the creature that rolled a 1.
Improved Critical
Your spell attacks can score a Critical Hit on a roll of 19 or 20 on the d20.
Subclass Feature (Level 6)
You gain a feature from your Necromancer Subclass.
Improved Thralls (Level 7)
Your Thralls grow stronger under your control, granting the following benefits.
Avoidance
If one of your thralls is subjected to an effect that allows it to make a 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.
Necrotic Damage
Whenever one of your thralls deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic damage instead.
Turn Immunity
Your thralls have Immunity to the Charmed and Frightened conditions, and are immune to effects that turn Undead.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 10)
You gain a feature from your Necromancer Subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Improved Critical Spellcasting (Level 14)
Your Critical Spellcasting improves in the following ways.
Critical Failures
A creature suffers a Critical Failure when it rolls a 1 or 2 on the d20 for a saving throw against one of your spells.
Improved Critical
Your spell attacks can now score a critical hit on a roll of 18-20 on the d20.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Undying Servitude (Level 18)
When one of your thralls is reduced to 0 Hit Points, you take a Reaction to cause it to drop to 1 Hit Point instead and regain Hit Points equal to twice your Necromancer level.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Lichdom (Level 20)
You unlock the pinnacle of necromantic prowess, through which you conquer death itself: The Rite of Lichdom.
Becoming a Lich
The Rite of Lichdom is a ritual that you can perform over the course of 30 days in an isolated location. Once completed, your soul is bound to a spirit jar and you become a lich, an Undead of incredible power. You gain the following benefits, as well as those granted by your Necromancer subclass.
Creature Type
You are Undead. You are immune to any effect that turns Undead.
Spirit Jar
A spirit jar is an object that houses a lich's soul, safeguarding its immortality. If you drop to 0 Hit Points, your body crumbles to dust and you reform after 1d4 + 1 days, reviving with all of your Hit Points. Your new body coalesces in an unoccupied space within 5 feet of your spirit jar. The new body is identical in every way to the one that was destroyed but has none of the original's equipment.
Truesight
You have Truesight with a range of 120 feet.
Undead Immunities
You have Immunity to Necrotic and Poison damage and to the Exhaustion and Poisoned conditions.
Spirit Jar
A lich's spirit jar, or "phylactery," is as much a memento as it is their anchor to immortality, and as such, no two are alike. Spirit jars 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 spirit jar 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 jar. One might require a ritual to be performed around it for 24 hours, while another might call for the jar to be dipped in the lava of an active volcano. Discuss with your GM the form your spirit jar takes and the weakness it possesses.
Subclass Feature (Level 20)
You gain a feature from your Necromancer Subclass.
Multitřídy
Podtřídy
Vlastnosti podtřídy
Black Rider
Black Rider (Level 3)
Command and Battle Atop a Skeletal Steed
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.
Corpse Cavalry
Your training for mounted combat grants you the following benefits.
Martial Training
You gain proficiency with Martial weapons and training with Light armor, Medium armor, and Shields.
Charnel Strike
When you take the Attack action, you can use your Charnel Touch as a Bonus Action.
Intelligent Armor
While you are wearing armor, you can add your Intelligence modifier, instead of your Dexterity modifier, to your Armor Class.
Skeletal Mount
Additionally, when you perform your Animate Thralls ritual, you can animate the skeleton of a horse or similar animal as a Warhorse Skeleton. In combat, it functions as a controlled mount while you ride it (as defined in the rules on mounted combat).
Charnel Shield
When you take damage from a creature you can see, you can take a Reaction and 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 (Level 6)
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, in place of one of those attacks, you can cast one of your cantrips that has a casting time of an action or, if you are riding a controlled mount, you can command your mount to take a Reaction to make an attack.
Gruesome Charge (Level 10)
As a Magic action, you can give each of your thralls that isn't a controlled mount a spectral steed that it rides into combat. Each such thrall has a Speed of 60 feet for 10 minutes.
Dullahan [Lichdom] (Level 20)
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 spirit jar, allowing you to see without eyes. Liches of your kind are known as dullahans or headless horsemen. You gain the following benefits in addition to those of your Lichdom feature.
Skull Jar
Your spirit jar is your own magically preserved head. Even without your head, your senses aren't inhibited. You can see and hear from where your head once was and your disembodied voice booms from the stub of your neck.
Blindsight
If you are carrying your skull jar, you have Blindsight with a range of 120 feet.
Damage Resistance
You and youe mount have Resistance to Bludgeoning, Piercing, and Slashing damage.
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 features. In combat, it functions as an independent mount while you ride it (as defined in the rules on mounted combat).
Blood Ascendent
Blood Ascendent (Level 3)
Command the Powers of Vampirism
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 succumbing to the all-devouring curse.
Blood Ascendant Spells
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Blood Ascendent Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Charnel Drain
When you reduce an enemy to 0 Hit Points with your Charnel Touch, you regain Hit Points equal to your Intelligence modifier + your Necromancer level (minimum of 1).
Vampiric Transformation (Level 6)
You can take a Magic action and expend 15 Charnel Touch points to shape-shift into a bat or a cloud of mist. This transformation lasts for 1 hour or until you have the Incapacitated condition or you dismiss it (no action required). Your gear melds into the new form, and you can't use or otherwise benefit from your equipment while shape-shifted.
Bat
You transform into a bat. Your game statistics are replaced by the Bat stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats.
Mist
You transform into a Medium cloud of mist. While shape-shifted, you can't speak, manipulate objects, or take any actions. You have a Fly Speed of 20 feet and can hover, and can enter and occupy the space of another creature. You have Resistance to Bludgeoning, Piercing, and Slashing damage, Immunity to the Prone condition, and Advantage on Strength, Dexterity, and Constitution saving throws. You can pass through narrow openings, but treat liquid as though they were solid surfaces.
Children of the Night (Level 10)
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 features.
Nosferatu [Lichdom] (Level 20)
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. You gain the following benefits in addition to those of your Lichdom feature.
Coffin Jar
Your spirit jar 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 finish a Long Rest in the coffin. While weakened, 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 are in sunlight.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you gain a Climb Speed equal to your speed.
Vampiric Speed
Your Speed is doubled.
Corpse Florist
Corpse Florist (Level 3)
Cultivate a Garden of Corpses
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 sprouts and sends 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
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Corpse Florist Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Garden of the Grave
When you perform your Animate Thralls ritual, you can choose to plant corpse flowers in any of your thralls, causing each such thrall to have the following benefits.
Plant
The thrall is a Plant instead of an Undead, but counts as Undead for the purpose of your Necromancer features.
Necrosynthesis
Whenever you take a Short or Long Rest, the thrall takes root in the ground and regains Hit Points equal to 1d8 plus your Intelligence modifier.
Charnel Entangle
When you deal 5 or more damage with Charnel Touch, the target must succeed on a Strength saving throw against your spell save DC or have the Restrained condition until the end of your next turn as weeds and brambles grasp at it.
Rotten Seed (Level 6)
You can plant your budding corpse flowers in the living as well as the dead. You can take a Bonus Action to toss a seed at an enemy that you can see within 15 feet of you, which makes 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 and dies after 1 minute, when the target dies, or when you use this feature again.
The damage of this feature changes when you reach level 11 (1d10) and 17 (1d12).
Death in Bloom (Level 10)
Once on each of your turns when a Medium or Small creature under the effect of your Rotten Seed dies, you can animate that creature's corpse as a Skeleton, Spirit, 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.
Botanical Lich [Lichdom] (Level 20)
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 benefits in addition to those of your Lichdom feature.
Spirit Flowers
Your spirit jar is a set of thirteen immortal flowers of different types located in places important to you. Each one has a specific weakness, which you must discuss with your GM. When you drop to 0 Hit Points, you reform in the soil at your nearest spirit flower.
Petal Stride
Flowers sprout from the ground in a 30-foot Emanation originating from you. 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 of you. When you do so, you can choose any number of friendly Plants within 30 feet of you and cause them to teleport 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
Crone (Level 3)
Brew Foul Potions and Lay Fouler Curses
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
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Crone Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | Blindness/Deafness, Find Familiar, Hideous Laughter, Invisibility |
5 | |
7 | |
9 |
Charnel Curse
When you deal 5 or more damage with Charnel Touch, the target must succeed on a Wisdom saving throw against your spell save DC or be cursed. While cursed, the target subtracts 1d6 from D20 Tests 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. The curse lasts for 1 minute or until you use this feature to curse another creature or choose to dismiss it (no action required).
Witch's Cauldron (Level 6)
You can spend 10 minutes to brew potions, which can be done during a Short Rest, expending 10 Charnel Touch points for each potion you brew. You can have a total number of potions at one time up to your Intelligence modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.
The following potions are available to you: Potion of Animal Friendship, Potion of Climbing, Potion of Healing, Potion of Resistance, and Potion of Water Breathing.
Nefarious Ruse (Level 10)
You master a handful of hag tricks, granting you the following benefits.
Conceal Thralls
As a Magic action, you can expend 10 Charnel Touch points to give your thralls the Invisible condition until the start of your next turn. This condition ends early for a thrall that makes an attack roll or deals damage.
Thrall Transposition
As a Magic action, you can choose one of your thralls within 30 feet of you. You both teleport, swapping places.
Baba Yaga [Lichdom] (Level 20)
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 benefits in addition to those of your Lichdom feature.
Accursed Touch
When you deal 25 or more damage with Charnel Touch, the target has Disadvantage on saving throws until the start of your next turn, and your thralls have Advantage on attack rolls against the target.
Flying Broom
You can use a Magic action to enchant a mundane object—such as a broom, cauldron, or rug—with the power of flight. While holding this item, you have a Fly Speed equal to 60 feet, as long as you aren't wearing Medium or Heavy armor. This object remains enchanted until you use this benefit to enchant a different object.
Baba Yaga Spells
You can expend Charnel Touch points to cast one of the spells from the following table without a spell slot.
| Spell | Charnel Touch Points |
|---|---|
20 | |
20 | |
30 | |
35 | |
20 | |
40 | |
25 | |
20 |
Cyberghoul
Cyberghoul (Level 3)
Raise the Dead with Foul Technology
There's more than one way to imbue a corpse with the semblance of life: while other Necromancers leverage their magic for animation, you weave humming, electric wires in the dead flesh until it stirs once more. A corpse is no more than spare parts, after all.
Cyberghouls eschew the traditional foundations of Necromancy in favor of high technology and digital ghosts. They are hackers in every sense of the word, leveraging the bleeding edge of cybernetics to construct Undead machines and dominate the technological landscape. With enough resources, such a Necromancer might be able to download their brain from their body and achieve the cold, immortal life of a cyber lich.
Cyber Spells
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Cyber Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | Circuit Breaker, Flawed Reconstruction, Geodesic Shield, Technical Difficulties |
5 | |
7 | |
9 |
Construct Corpses
When you perform your Animate Thralls ritual, you can choose to animate any of your thralls as Constructs, causing each such thrall to have the following benefits.
Adamantine Flesh
Any Critical Hit against the thrall becomes a normal hit.
Construct
The thrall is a Construct instead of an Undead, but counts as Undead for the purpose of your Necromancer features.
Thermalsight
The thrall has Thermalsight with a range of 60 feet.
Charnel Blaster
You can make your Charnel Touch as a ranged spell attack with a range of 30 feet, instead of as a melee spell attack. This attack ignores Half Cover and Three-Quarters Cover.
Ghost in the Machine (Level 6)
You can take a Bonus Action to infect a piece of Magical Technology you can see within 120 feet of you with a digital spirit known as a daemon process. The daemon remains within the technology until it is removed by an Antivirus or Remove Curse spell, or you use this ability to infect a different piece of technology. While a piece of technology is infected, you can perform any of the following operations as a Bonus Action while you and the target technology are on the same plane of existence.
Shutdown
You can cause the device to malfunction and become disabled until you use this ability to restore functionality to it.
Hack
You can attempt to hack the device. You have Advantage on Intelligence (Data) checks you make to hack technology infected with your daemon process and you don't require an Interface Rig to do so.
Remote Operation
You can remotely operate the device within its normal parameters. You can only perform unauthorized operations, such as opening a locked door or disabling an alarm, if you have hacked the device.
Autonomous Operation
You can instruct your daemon to act autonomously. You describe a circumstance, such as a character entering a few keystrokes of data or a certain amount of time passing, and one of the other operations detailed in this list to be performed in response. Your daemon can remember up to eight such circumstances and responses.
Digital Death (Level 10)
You can download the necromantic spirit of your thralls into waiting corpses at the moment of death. When one of your thralls dies, you can cast Animate Dead as a Reaction. As always, you can't reanimate Undead that have been reduced to 0 Hit Points.
Cyber Lich (Lichdom) (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. You have augmented your body with machinery, digitized your soul, and transferred it into an Arcane Terminal, which acts as your spirit jar. From this digital vantage, you stand at the forefront of technology, far beyond the frontiers of ethics that constrain your peers. You gain the following benefits in addition to those of your Lichdom feature.
Soul Device
A computing device, such as an Arcane Terminal, houses your soul and acts as your spirit jar. You can upload your soul to a connected Arcane Terminal or Datapad in an upload ritual that you perform over the course of 10 minutes. The device inhabited by your soul bears the invulnerability typical of your spirit jar.
Radiant Immunity
Your body is supported by a hardlight lattice, granting you Immunity to Radiant damage.
Infect Construct
As a Magic action, your body becomes immaterial and you attempt to infect a Large or smaller Construct you can see within 10 feet of yourself. This target makes a Charisma saving throw against your spell save DC. A Construct with a Challenge Rating of 10+ automatically succeeds on this save.
If the Construct fails its saving throw, you disappear and infect it. Your game statistics are replaced by the statistics of the Construct, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain your own class features and feats. If the target has any class levels, you can't use any of its class features.
The infected Construct can repeat its saving throw every 8 hours. On a success, the infarction ends and you are ejected from the body. The infection also ends if the Construct drops to 0 Hit Points, you are forced out by an effect like the Antivirus spell, or you choose to end it as a Magic action. A Construct that succeeds its saving throw against your infection is immune to your Infect Construct for 24 hours.
Inhabit Technology
You can take a Magic action to inhabit a piece of Magical Technology such as an Arcane Terminal or Datapad that you can see within 5 feet of you. You disappear and gain control over the device. While inhabiting the device, you can't be targeted by any attack, spell, or other effect, and you can perform any function the device is capable of, without first hacking into it. As a Bonus Action, you can transfer yourself to any other piece of Magical Technology that is connected to the current device, or end the inhabitation. The inhabitation ends early if the device is destroyed or if you are forced out by an effect like the Antivirus spell. When the inhabitation ends, you reappear within 5 feet of the inhabited device.
Dead Mist Acolyte
Dead Mist Acolyte (Level 3)
Sacrifice Your Life-Force for Necromantic Power
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 their mortality.
Dead Mist Spells
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Dead Mist Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Charnel Consumption
When you deal 5 or more damage with Charnel Touch, 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
You can restore your life essence by feeding upon the Dead Mists. As a Magic action, you can expend 5 or more Charnel Touch points. You regain 1d8 Hit Points for every 5 Charnel Touch points expended.
Gaseous Escape (Level 6)
As a Reaction when you take damage, you can cast Gaseous Form on yourself. The spell's effects apply against the triggering damage. When you cast the spell with this feature, you can end it at the start of your turn (no action required).
Once you use this feature, you can't use it again until a Short or Long Rest.
Duskfog (Level 10)
When you perform your Animate Thralls ritual, you can summon one or more Duskfogs. You command these creatures as your thralls.
Dead Mist Lord [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. However, your lichdom has become corrupted by the all-consuming Dead Mists, leaving you as a gaseous, incorporeal wraith. You gain the following benefits in addition to those of your Lichdom feature.
Damage Resistance
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
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.
Fly Speed
You gain a Fly Speed equal to your Speed. You can't fall and remain hovering in the air even when you have the Incapacitated or Stunned conditions.
Master of the Mists
Once on each of your turns when you deal Necrotic damage to an enemy 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 Necrotic damage dealt.
Death Knight
Death Knight (Level 3)
Crush Your Foes with Your Iron Fist
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 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 weapons edged with death itself. They are simultaneously the vanguard and general of their Undead forces, unafraid of getting their hands dirty when necessary.
Combat Research
Your training in the art of war grants you the following benefits.
Martial Training
You gain proficiency with Martial weapons and training with Light armor, Medium armor, and Shields.
Charnel Strike
When you take the Attack action, you can use your Charnel Touch as a Bonus Action.
Intelligent Armor
While you are wearing armor, you can add your Intelligence modifier, instead of your Dexterity modifier, to your Armor Class.
Somatic Components
You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
Charnel Resilience
When you deal Necrotic damage with your Charnel Touch, you gain Temporary Hit Points equal to the Necrotic damage dealt.
Extra Attack (Level 6)
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Overcharged Thralls (Level 10)
When one of your thralls is reduced to 0 Hit Points or you release it, you regain a number of expended Charnel Touch points equal to your Necromancer level.
Imperator [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. Due to your martial capabilities and 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 benefits in addition to those of your Lichdom feature.
Damage Resistance
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Peerless Necrotic Damage
When you deal Necrotic damage with Charnel Touch or a Necromancer spell, it ignores Resistance and Immunity to Necrotic damage.
Necrodancer
Necrodancer (Level 3)
Groove Down
Neon lights, thumping beats, and impeccable fashion are the calling cards of Necrodancers, spellcasters that see 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 moves and empowering their master through choreography.
Footloose
Your necromantic dancing grants you the following benefits.
Intelligent Footwork
You gain proficiency in the Acrobatics and Performance skills if you lack proficiency in them. Additionally, you gain a bonus to checks using these skills equal to your Intelligence modifier (minimum bonus of +1).
Weapon Proficiencies
You gain proficiency with Martial weapons that have the Finesse or Ranged properties.
Backup Dancers
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, your dancers give you a bonus to your AC, damage rolls, and D20 Tests that use Dexterity or Charisma, as shown on the Backup Dancers table. You also gain a number of benefits as shown in the Benefits column of the Backup Dancers table.
| Dancers | Bonus | Benefits |
|---|---|---|
1 | +1 | Disengage. You can take the Disengage action as a Bonus Action. |
2 | +1 | Dash. You can take the Dash action as a Bonus Action. |
3 | +2 | Strike. You can make one attack with a Melee weapon as a Bonus Action. |
4 | +2 | Two Bonus Actions. 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 | Evasion. 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 | Slippery. Attack rolls against you have Disadvantage. |
Charnel Groove
When you deal 5 or more damage with Charnel Touch, the target is compelled to dance, spending all of its movement to do so without leaving its space, until the start of your next turn.
Graveyard Tango (Level 6)
As a Bonus Action, you can expend 5 Charnel Touch points to bestow your grace and style on an ally. Choose an ally within 30 feet of yourself that can see or hear you to gain the bonus to AC, damage rolls, and D20 Tests that use Dexterity or Charisma from your Backup Dancers feature until the start of your next turn.
Disco of the Dead (Level 10)
Whenever one of your thralls takes the Dance action, you can choose for it to enter the Ethereal Plane until the start of its next turn. While on the Ethereal Plane, it can affect and be affected only by creatures, objects, and effects on that plane. An ethereal thrall is faintly visible in a blur of disco lights.
Thriller [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. You appear ageless, with smooth, alabaster skin, and boast supernatural grace and rhythm. You gain the following benefits in addition to those of your Lichdom feature.
Dance-Off
You take a Magic action and expend 20 Charnel Touch points to magically challenge up to ten creatures you can see within 60 feet of you to a dance competition. Each creature you challenge makes a Charisma saving throw against your spell save DC, taking 8d6 Psychic damage on a failed save, or half as much damage on a successful one.
Moonwalk
You can cast Freedom of Movement on your thralls or yourself without a spell slot.
Smooth Criminal
Your Dexterity and Charisma scores increase by 4, to a maximum of 25.
Overlord
Overlord (Level 3)
Command an Army of Obedient Undead
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, view 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
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Overlord Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Charnel Aura
As a Bonus Action, you can expend 5 or more Charnel Touch points to create an empowering aura in a 30-foot Emanation originating from you until the start of your next turn. Undead you control within the Emanation gain a bonus to D20 Tests, damage rolls, and AC. This bonus equals +1 for every 5 Charnel Touch points expended, to a maximum of +3.
Despotic Discourse (Level 6)
You gain a bonus to Charisma (Deception, Intimidation, and Persuasion) checks equal to your Intelligence modifier (minimum bonus of +1).
Sacrificial Thralls (Level 10)
When you're hit by an attack roll, you can take a Reaction to force that attack to instead hit one of your thralls that is within 5 feet of you.
Once you use this feature, you can't do so until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Tyrant [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. Your desire for control has warped your transformation, transforming you into a tyrant lich. Your flesh and bone decay, reducing you to nothing more than two glowing dots beneath a hood. You gain the following benefits in addition to those of your Lichdom feature.
Possession
If you drop to 0 Hit Points, you can choose to possess a nearby body instead of reforming at your spirit jar. When you do so, choose a Humanoid or one of your thralls within 120 feet of yourself. A Humanoid must succeed on a Charisma saving throw against your spell save DC or be possessed. A creature that succeeds its saving throw against your Possession is immune to your Possession for 24 hours.
When you possess a body, you control it, but a Humanoid target retains awareness. Your game statistics are replaced by the statistics of the body, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain your own class features and feats. If the target has any class levels, you can't use any of its class features.
A possessed Humanoid can repeat its saving throw every 8 hours. On a success, the Possession ends and you are ejected from the body. The Possession also ends if the body drops to 0 Hit Points or you choose to end it as a Magic action.
Domination Spells
You can expend Charnel Touch points to cast one of the spells from the following table without a spell slot.
| Spell | Charnel Touch Points |
|---|---|
15 | |
20 | |
60 | |
30 | |
30 |
Pale Master
Pale Master (Level 3)
Achieve the Archetypal Powers of Lichdom
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.
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
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Pale Master Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | Exhume, Invisibility, Might of the Abyss, Ray of Enfeeblement |
5 | |
7 | |
9 |
Charnel Empower
When you deal damage with a level 1+ Necromancy spell, you can expend a number of Charnel Touch points up to a maximum of your Necromancer level plus your Intelligence modifier. One target of the spell takes extra Necrotic damage equal to the number of Charnel Touch points expended.
Chilling Disposition (Level 6)
You begin assuming the terrible aspect of a lich, granting you the following benefits.
Intelligent Intimidation
You gain proficiency in the Intimidation skill, if you didn't have it already. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).
Frightening Gaze
As a Bonus Action, you can expend 10 Charnel Touch points to fix your horrific gaze on a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 minute. The target repeats the save at the end of each of its turns, ending the condition on itself on a success.
Thrall Rush (Level 10)
Whenever you roll Initiative, you can empty the contents of your Dead Space and each of your thralls can move up to its Speed.
Archlich [Lichdom] (Level 20)
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 benefits in addition to those of your Lichdom feature.
Devour Soul
When you reduce an enemy to 0 Hit Points, you can immediately devour its soul (no action required). Roll a d8 and regain expended spell slots of your choice whose combined level is no greater than the number rolled. Once you use this benefit, you can't do so again until you finish a Long Rest.
A creature whose soul is devoured can't be restored to life by any means short of a Wish spell.
Magic Resistance
You have Advantage on saving throws against spells and other magical effects.
Paralyzing Touch
When you deal 30 or more damage with Charnel Touch, the target has the Paralyzed condition until the start of your next turn.
Pharaoh
Pharaoh (Level 3)
Embrace Pseudo-Divinity
The godlike monarchs 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 pharaohs 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 deific monarchs from a forgotten age.
Pharaoh Spells
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Pharaoh Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | Bless, Darkness, Guiding Bolt, Lesser Restoration, Thaumaturgy |
5 | |
7 | |
9 |
Holy Symbol
You can use a Holy Symbol as a Spellcasting Focus for your Necromancer spells.
Channel Divinity
You can channel your pseudo-divinity to fuel magical effects. You start with one such effect: Ankh of Radiance, which is described below. You gain additional effect options at higher Necromancer levels. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You can also restore one use of it by expending 15 Charnel Touch points (no action required).
Ankh of Radiance
As a Magic action, you can brandish your Holy Symbol and bless a number of allies up to your Intelligence modifier (minimum of one) that you can see within 60 feet of you for 1 minute. The first time a blessed creature takes damage, it has Resistance to that damage. If it took damage from a melee attack, the attacker takes 1d6 Radiant damage. The blessing then ends for that creature.
The Radiant damage increases by 1d6 when you reach Necromancer levels 5 (2d6), 11 (3d6), and 17 (4d6).
Mock Divinity (Level 6)
You can convincingly reflect the trappings of a demigod walking the earth. When you cast Thaumaturgy, you can use any number of its effects. Additionally, you can create the following effects.
Avatar
At a point within range, you manifest a Huge illusory avatar for 1 minute. You determine the avatar's appearance. It mimics your movements and projects your speech in a booming voice.
Gathering Storm
Clouds gather and churn overhead for 1 minute. You determine the appearance of the clouds and whether they are accompanied by thunder, lightning, or a light rain.
Sun and Moon
You can brighten or darken the sun or moon for 1 minute. Within range, you can change Darkness to Dim Light and Dim Light to Bright Light, or vice versa.
Scarab of Judgement (Level 10)
You can expend a use of your Channel Divinity to transfer life from the Undead to the living. As a Magic action, you can touch one of your thralls 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.
Mummy Lord [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. This entails undergoing 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 mummy lord. You gain the following benefits in addition to those of your Lichdom feature.
Canopic Jars
Your spirit jar is a set of four canopic jars containing your stomach, lungs, intestines, and liver. Each one has a specific weakness, which you must discuss with your GM. Your rejuvenation is only stopped when all four canopic jars are destroyed. When you are destroyed, you reform at your sarcophagus.
Magic Resistance
You have Advantage on saving throws against spells and other magical effects.
Mummy Rot
When you deal 20 or more damage with Charnel Touch, the target is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 3d6 every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Whirlwind of Sand
As a Bonus Action, you can 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 to the Grappled, Petrified, Prone, Restrained, and Stunned conditions. Equipment you are wearing or carrying remains in your possession.
Plague Lord
Plague Lord (Level 3)
Harness the Vile Power of Sickness and Rot
If elemental Necromancy thrives anywhere on the Material Plane, it is perhaps at a miniscule size of a bacterium. There, the greatest of plagues are born to ravage entire kingdoms and continents with inexorable sickness. Necromancers that seeks to harness this form of Necromancy are known as Plague Lords, commanders of vermin and disease alike.
Charnel Toxin
When you deal 5 or more damage with Charnel Touch, the target has the Poisoned condition until the start of your next turn.
Necrotoxin
When you cast a Necromancer spell or use a Necromancer feature that deals Poison damage or gives the Poisoned condition, it ignores Resistance to Poison damage and Immunity to the Poisoned condition.
Vile Congregation
Leagues of vermin cling to your skin and swarm over others nearby. Whenever an enemy within 5 feet of you makes a D20 Test you can subtract 1d4 from the roll.
Projectile Spew (Level 6)
Your reach with Charnel Touch and spells with a range of Touch is 10 feet greater than normal, as magically imbued projectile vomit delivers the effect.
Bloated Thralls (Level 10)
When one of your thralls is reduced to 0 Hit Points or you release it, you can cause it to explode in a shower of toxic gore. Each creature you choose within 5 feet of the thrall makes a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 Poison damage and has the Poisoned condition until the start of your next turn. On a successful save, a creature takes half as much Poison damage.
Corpulent Lich [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. Your obsession with disease and rot has affected your transformation: you bloat like a waterlogged corpse and your skin turns a sickly green. You gain the following benefits in addition to those of your Lichdom feature.
Gore Burst
When you drop to 0 Hit Points, your body explodes in a shower of necromantic energy.
Each creature you choose within 20 feet of you makes a Dexterity saving throw against your Necromancer spell save DC. On a failed save, a creature takes 5d10 Poison damage and 5d10 Necrotic damage and has the Poisoned condition until the start of your next turn. On a successful save, a creature takes half as much damage.
Master of Disease
When you deal 25 or more damage with Charnel Touch, the target has the Poisoned condition and is cursed for 1 minute. Choose two of the following effects which afflict the target while it is cursed. 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.
Bleeding
Each time the target takes damage, it takes an extra 1d6 Necrotic damage
Disadvantage
Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
Garbled
The target can't speak coherently or cast spells with a Verbal component.
Red-Eye
The target has the Blinded condition beyond 10 feet.
Unsteady
The target has the Prone condition at the end of each of its turns.
Reanimator
Reanimator (Level 3)
Stitch Together Terrible Minions
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 golems.
Skilled Surgeon
You gain proficiency in the Medicine skill, if you didn't already have it. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).
Spell-Stitching
You can inscribe magical effects into your thralls with gruesome Spell-Stitches. You can expend Charnel Touch points to apply Spell-Stitches to your thralls over the course of 1 hour, which can be done during a Short or Long Rest. The number of Charnel Touch points required to apply each stitch is listed in parentheses. Each thrall can have a maximum of two stitches, which last until the thrall dies or you apply a new stitch to replace it.
Armored Stitch (15 Charnel Touch Points)
The thrall's AC becomes 18 if it were lower.
Fleet Stitch (5 Charnel Touch Points)
The thrall's Speed is doubled.
Skilled Stitch (5 Charnel Touch Points)
The thrall has proficiency in all of your skills.
Tough Stitch (10 Charnel Touch Points)
The thrall's Hit Point maximum and current Hit Points increase by twice your Necromancer level.
Vicious Stitch (10 Charnel Touch Points)
The thrall has Advantage on the first attack roll it makes on each of its turns.
Charnel Voltage
When you deal 5 or more damage with Charnel Touch, you can deal Lightning damage instead of Necrotic damage and cause the energy to arc to a second creature within 5 feet of the target. The second creature must succeed on a Dexterity saving throw against your spell save DC or take Lightning damage equal to half of the number of Charnel Touch points expended. A creature that takes Lightning damage from this feature can't make Opportunity Attacks until the start of its next turn.
Lazarus Bolt (Level 6)
As a Magic 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 revives with 1 Hit Point and gains Temporary Hit Points equal to twice your Necromancer level. This feature can't return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending 20 Charnel Touch points (no action required).
Quick Stitch (Level 10)
As a Magic action, you can apply a Spell-Stitch to one of your thralls, expending Charnel Touch points as normal. This stitch lasts for 10 minutes and can exceed the thrall's maximum of two stitches.
Patchwork Golem [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. Through abominable works of alchemy and surgery, you have constructed an artificial body to act as the vessel for your soul. You gain the following benefits in addition to those of your Lichdom feature.
Golem Body
Your spirit jar is your artificial golem body. It has a specific weakness, which you must discuss with your GM. Your rejuvenation is only stopped when your body is completely destroyed using its weakness. When you drop to 0 Hit Points, you temporarily die and reanimate with half of your Hit Points after 1 hour.
Gruesome Physicality
Your Strength, Dexterity, and Constitution scores become 20 if they weren't already higher.
Damage Resistance
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Self-Stitches
You can apply any number of Spell-Stiches to yourself as a Magic action, expending Charnel Touch points as normal. Spell-Stitches applied in this way last until you finish a Long Rest.
Reaper
Reaper (Level 3)
Become One with the Shadows
The oblivion of death is the wellspring Necromancy, a dark abyss into which all Necromancers stare. Those few Necromancers who forsake their souls outright might become Reapers, figures of shadow and demise that beckon others to the afterlife. For performing this deed, they strengthen their connection to that distant oblivion until they are but tenebrous shadows: harbingers of an inevitable end.
Reaper Spells
Your necromantic ambitions ensure you always have certain spells ready. When you reach a Necromancer level specified in the Reaper Spells table, you thereafter always have the listed spells prepared.
| Necromancer Level | Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Charnel Veil
When you deal 5 or more damage with Charnel Touch, you gain the Invisible condition until the start of your next turn.
Umbral Form (Level 6)
As a Magic action, you can flatten your body into a shadow upon the floor. You remain in Umbral Form until you end this effect as a Bonus Action. While in Umbral Form, the following rules apply.
Inactive
You can't take any action, Bonus Action, or Reaction, other than to leave the form.
Difficult Target
Attacks against you have Disadvantage.
Invisible in Darkness
While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Speed
Your Speed doubles and you gain a Climb Speed equal to your 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.
Gear
Your equipment merges with your Umbral Form and has no effect until you leave the form.
Wraith Flight (Level 10)
Each of your thralls gains a Fly Speed equal to its Speed. If it already has a Fly Speed, its Fly Speed is doubled. Additionally, your thralls don't provoke Opportunity Attacks while flying.
Harbinger [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. You have become an embodiment of death itself. Clad in shadows, you seem little more than a skeletal presence in a foreboding robe, a sight that all people fear to behold. You gain the following benefits in addition to those of your Lichdom feature.
Death's Touch
When you use your Charnel Touch 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 Fly Speed of 60 feet.
Grim Harvest
When you kill a Medium or Small creature that isn't Undead using Charnel Touch, you rip its soul from its body, which animates as a Specter under your control and counts as one of your thrall.
Toymaker
Toymaker (Level 3)
Trap Souls Within Handmade Toys
Toymaking is not unlike Necromancy. Painting details in miniature, carving faces, stitching clothing, and stringing up limbs require a meticulousness and obsession also well-suited to 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 overwhelming numbers.
Slaymates
You can bind the souls of the dead into Construct vessels—porcelain dolls, clockwork toys, wooden puppets, and stuffed animals. When you perform your Animate Thralls ritual, you can create one or more Slaymates. You command these creatures as your thralls and they count as Undead for the purpose of your Necromancer features. Additionally, two slaymates count as one thrall for the number of thralls you can control and the number of Undead you can store in your Dead Space.
Charnel Puppet
You can use a Magic action and expend 5 or more Charnel Touch points 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 (Level 6)
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, languages, and Intelligence, Wisdom, and Charisma scores.
You don't control the Soul Doll and it doesn't count as one of your thralls. It is under no compulsion to cooperate with you, especially if you are antagonistic toward 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 the Soul Doll is reduced to Hit Points or when you release it as a Magic action. 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 (Level 10)
When you perform your Animate Thralls ritual, you can choose for any thrall you create to be Tiny and have a toylike appearance of your choice. A Tiny thrall has a +3 bonus to AC.
Clockwork Lich [Lichdom] (Level 20)
You have reached the pinnacle of Necromancy and transformed yourself into a lich. As part of the Rite, you transfer your soul into a body of ticking clockwork, a stuttering but immortal form. You gain the following benefits in addition to those of your Lichdom feature.
Clockwork Body
Your soul is bound to a Construct body with your statistics. Your type is Construct, instead of Undead.
Clockwork Immunities
You have Immunity to the Blinded, Charmed, Deafened, Frightened, Paralyzed, and Stunned conditions.
Spell Immunities
You have Immunity to three spells of your choice, which you select when you build the clockwork body.
Backup Body
You can spend 10 days and materials worth 1,000+ GP to build an additional clockwork body to act as a safeguard against death. Whenever you die, your soul transfers to another clockwork body of your choice that you have built. If you have no clockwork bodies available, you reform at your spirit jar in the body of a Slaymate, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores, and the ability to build a clockwork body.