SIGNING IN

Hit Points

Hit Dice 1d6 per niveau

Vaardigheden

CON , INT

Necromancer

Niveau Proficiency Bonus Eigenschappen Thrall CR
1 + 2 Spellcasting Charnel Touch 0
2 + 2 Spellcasting Charnel Touch 1/4
3 + 2 Spellcasting Charnel Touch 1/2
4 + 2 Spellcasting Charnel Touch 1/2
5 + 3 Spellcasting Charnel Touch 1
6 + 3 Spellcasting Charnel Touch 1
7 + 3 Spellcasting Charnel Touch 1
8 + 3 Spellcasting Charnel Touch 1
9 + 4 Spellcasting Charnel Touch 2
10 + 4 Spellcasting Charnel Touch 2
11 + 4 Spellcasting Charnel Touch 2
12 + 4 Spellcasting Charnel Touch 2
13 + 5 Spellcasting Charnel Touch 3
14 + 5 Spellcasting Charnel Touch 3
15 + 5 Spellcasting Charnel Touch 3
16 + 5 Spellcasting Charnel Touch 3
17 + 6 Spellcasting Charnel Touch 4
18 + 6 Spellcasting Charnel Touch 4
19 + 6 Spellcasting Charnel Touch 4
20 + 6 Spellcasting Charnel Touch 4
Niveau Proficiency Bonus Eigenschappen Cantrips Known
1 + 2 Spellcasting Charnel Touch 4
2 + 2 Spellcasting Charnel Touch 4
3 + 2 Spellcasting Charnel Touch 4
4 + 2 Spellcasting Charnel Touch 5
5 + 3 Spellcasting Charnel Touch 5
6 + 3 Spellcasting Charnel Touch 5
7 + 3 Spellcasting Charnel Touch 5
8 + 3 Spellcasting Charnel Touch 5
9 + 4 Spellcasting Charnel Touch 5
10 + 4 Spellcasting Charnel Touch 6
11 + 4 Spellcasting Charnel Touch 6
12 + 4 Spellcasting Charnel Touch 6
13 + 5 Spellcasting Charnel Touch 6
14 + 5 Spellcasting Charnel Touch 6
15 + 5 Spellcasting Charnel Touch 6
16 + 5 Spellcasting Charnel Touch 6
17 + 6 Spellcasting Charnel Touch 6
18 + 6 Spellcasting Charnel Touch 6
19 + 6 Spellcasting Charnel Touch 6
20 + 6 Spellcasting Charnel Touch 6
Niveau Proficiency Bonus Eigenschappen Spells Known
1 + 2 Spellcasting Charnel Touch 2
2 + 2 Spellcasting Charnel Touch 3
3 + 2 Spellcasting Charnel Touch 4
4 + 2 Spellcasting Charnel Touch 5
5 + 3 Spellcasting Charnel Touch 6
6 + 3 Spellcasting Charnel Touch 7
7 + 3 Spellcasting Charnel Touch 8
8 + 3 Spellcasting Charnel Touch 9
9 + 4 Spellcasting Charnel Touch 10
10 + 4 Spellcasting Charnel Touch 11
11 + 4 Spellcasting Charnel Touch 12
12 + 4 Spellcasting Charnel Touch 12
13 + 5 Spellcasting Charnel Touch 13
14 + 5 Spellcasting Charnel Touch 13
15 + 5 Spellcasting Charnel Touch 14
16 + 5 Spellcasting Charnel Touch 14
17 + 6 Spellcasting Charnel Touch 15
18 + 6 Spellcasting Charnel Touch 15
19 + 6 Spellcasting Charnel Touch 15
20 + 6 Spellcasting Charnel Touch 15

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 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

Klassespreuken

Acid Splash Caustic Blade|VSS Chill Touch Dancing Lights Light Mage Hand Mending Poison Spray Shocking Grasp True strike Cheat|VSS Cryptogram|VSS Eldritch Orb|VSS Eye of Anubis|VSS Flesh Ripper|VSS Hocuspocus|VSS Lightning Surge|VSS Minor Lifesteal|VSS Spark of Life|VSS Alarm Bane Command Detect Evil and Good Detect Magic Expeditious Retreat False Life Fog Cloud Grease Identify Inflict Wounds Mage Armor Protection from Evil and Good Sleep Unseen Servant Arcane Anomaly|VSS Blood Print|VSS Dead Mist Lash|VSS Exhume|VSS Flawed Reconstruction|VSS Gahoul's Shrieking Skull|VSS Hollowing Curse|VSS Indemnify|VSS Memorize|VSS Might of the Abyss|VSS Acid Arrow Blindness/Deafness Darkness Darkvision Detect Thoughts Enlarge/Reduce Gentle Repose Invisibility Knock Locate Object Misty Step Pass without Trace Ray of Enfeeblement Silence Spider Climb Web Curse Ward|VSS Delay|VSS Nondescript|VSS Protection from Ballistics|VSS Protect Threshold|VSS Stone Bones|VSS Unseen Accountant|VSS Animate Dead Bestow Curse Call Lightning Clairvoyance Counterspell Dispel Magic Fear Gaseous Form Glyph of Warding Nondetection Phantom Steed Remove Curse Revivify Stinking Cloud Speak with Dead Vampiric Touch Benign Dismemberment|VSS Curse of Blades|VSS Dead Fog|VSS Ruby-Eye Curse|VSS Rusting Grasp|VSS Séance|VSS Arcane Eye Blight Death Ward Dimension Door Greater Invisibility Locate Creature Phantasmal killer Leomund's Secret chest Dire Warning|VSS Distort Gravity|VSS False Vision|VSS Gahoul's Scapegoat|VSS Grasp of the Grave|VSS Antilife Shell Cloudkill Contagion Dispel Evil and Good Dream Insect Plague Modify Memory Scrying Teleportation Circle Pharaoh's Curse|VSS Scrutinize Foe|VSS Circle of Death Contingency Create Undead Eyebite Flesh to Stone Harm Magic Jar Antiballistic Shield|VSS Frenzy|VSS Gahoul's Spectral Scythe|VSS Inexorable Sarcophagus|VSS Etherealness Finger of Death Sequester Teleport Abduct|VSS Antimagic Shield Clone Feeblemind Mind Blank Power Word Stun Gahoul's Glorious Gothic|VSS Imprisonment Power Word Kill Storm of Vengeance Weird Heart of Darkness|VSS acid splash|xphb chill touch|xphb dancing lights|xphb light|xphb mage hand|xphb mending|xphb poison spray|xphb shocking grasp|xphb true strike|xphb alarm|xphb bane|xphb command|xphb detect evil and good|xphb detect magic|xphb expeditious retreat|xphb false life|xphb fog cloud|xphb grease|xphb identify|xphb inflict wounds|xphb mage armor|xphb protection from evil and good|xphb sleep|xphb unseen servant|xphb blindness/deafness|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enlarge/reduce|xphb gentle repose|xphb invisibility|xphb knock|xphb locate object|xphb misty step|xphb pass without trace|xphb ray of enfeeblement|xphb silence|xphb spider climb|xphb web|xphb animate dead|xphb bestow curse|xphb call lightning|xphb clairvoyance|xphb counterspell|xphb dispel magic|xphb fear|xphb gaseous form|xphb glyph of warding|xphb nondetection|xphb phantom steed|xphb remove curse|xphb revivify|xphb stinking cloud|xphb speak with dead|xphb vampiric touch|xphb arcane eye|xphb blight|xphb death ward|xphb dimension door|xphb greater invisibility|xphb locate creature|xphb phantasmal killer|xphb leomund's secret chest|xphb antilife shell|xphb cloudkill|xphb contagion|xphb dispel evil and good|xphb dream|xphb insect plague|xphb modify memory|xphb scrying|xphb teleportation circle|xphb circle of death|xphb contingency|xphb create undead|xphb eyebite|xphb flesh to stone|xphb harm|xphb magic jar|xphb etherealness|xphb finger of death|xphb sequester|xphb teleport|xphb clone|xphb befuddlement|xphb mind blank|xphb power word stun|xphb imprisonment|xphb power word kill|xphb storm of vengeance|xphb weird|xphb

Klasse-eigenschappen

Niveau 1

Spellcasting
Charnel Touch

Niveau 10

Grave Ambition Feature

Niveau 12

Ability Score Improvement

Niveau 14

Critical Spellcasting Improvement

Niveau 16

Ability Score Improvement

Niveau 18

Undying Servitude

Niveau 19

Ability Score Improvement

Niveau 2

Thralls
Bag of Bones

Niveau 20

Lichdom

Niveau 3

Grave Ambition
Black Arcana

Niveau 4

Ability Score Improvement

Niveau 5

Critical Spellcasting

Niveau 6

Grave Ambition Feature

Niveau 7

Enthralling Presence

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 2 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15

Caster-voortgang

Caster-voortgang: full

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6

Vaardigheden

Weapons

simple

Skills

Startuitrusting

A dagger and any simple weapon

Klasse-eigenschappen

Spellcasting (Level 1)

Your connection to the realm of negative energy allows you to cast powerful necromantic spells.

Cantrips

At 1st level, you know four cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast spells of the 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the necromancer spell list.

You learn an additional necromancer spell of your choice at each level except 12th, 14th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, since your power is rooted in the fine manipulation of negative energy and research into magical secrets. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a necromancer spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus. For a necromancer, these are typically objects with sentimental value, such as a locket, childhood toy, prison shackle, or wedding ring, that are altered with magically conductive materials.

Charnel Touch (Level 1)

Your connection to the negative energy realm grants you an inner nexus of dangerous power, ready to be unleashed at a moment's notice. At 1st level, you have a pool of Charnel Touch points equal to your necromancer level × 5 that replenishes when you finish a long rest.

As an action, declare the number of points you wish to expend, up to a maximum of 5 × your proficiency bonus, and make a melee spell attack against one target within reach. On a hit, you expend the declared amount of points and deal necrotic damage equal to the points expended. If you miss the attack, you do not expend any points. The damage dealt by your Charnel Touch is doubled when you score a critical hit, expending no additional points.

This attack deals no damage to constructs and instead heals undead for the amount of points expended. You can target a willing creature with this ability without making a spell attack roll.

Thralls (Level 2)

Variant Rule: Necromancy Unleashed

This class imposes limitations on animate deadstyle spells, as well as the number and types of thralls a player can use in order to ensure timely, balanced play. If you'd like to throw caution to the wind and embrace the undead horde experience, use this variant rule. Ignore the "Animate Dead" header in the Thralls feature. Animated undead from spells are separate from your thralls for the purposes of your class features, but have no other class-based limitations.

While lesser spellcasters can only animate flesh and bone in a rudimentary fashion, and must expend valuable energy to maintain their undead's loyalty, true necromancers can provide their undead with a portion of their own life force, ensuring long term obedience. Beginning at the 2nd level, you learn an ancient and powerful ritual which allows you to raise and command your own army of the undead.

Animate Thralls

By spending 10 uninterrupted minutes performing this ritual with a spellcasting focus or component pouch, you can raise the remains of one or more Small or Medium humanoids into undead creatures. Undead created in this way become your thralls. You maintain control over your thralls indefinitely. Stat blocks for zombies, skeletons, and other thralls can be found in the Undead Thralls table.

Commanding Thralls

If you are conscious, you can mentally control all of your thralls, without using any actions. If you are unconscious, your thralls will move to protect your body from harm, but will not attack.

In combat, your thralls share your initiative count, but take their turns immediately after yours. All thralls collectively share one reaction and bonus action, which a single thrall can use each round.

Thralls use your spellcasting modifier to make their attacks.

Maximum Thralls

You can animate and control a thrall of challenge rating (CR) 1/4. As you gain levels in this class, you can animate more thralls. The combined CR of all your thralls can't exceed the number shown in the Thrall CR Total column of the Necromancer table, and the total number of thralls under your control can never exceed your proficiency bonus.

At any time, you can use your action to sever your connection to one or more thralls, releasing them. Corporeal undead crumple into a heap and incorporeal undead flee to the Ethereal Plane.

Animate Dead

Beginning at 5th level, a necromancer can learn the animate dead spell, a staple of the school of necromancy. Necromancers can cast this spell as an action, instead of in one minute. All undead created by the animate dead spell (as well as any other magic, such as the create undead spell, which allows you to control undead) count as your thralls and can be commanded as such. If your new thralls granted to you by a spell cause you to exceed your total CR or number of thralls, you can immediately sever your connection to any of your existing thralls so as to stay within these limits. Your thralls can never command or create other undead.

As always, you can't reanimate your undead which 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.

Undead Thralls
NameCRACHPMovementTraits

Bonebeast

1

14

28

40 ft.

Keen Smell, Pack Tactics

Gorger

1

8

36

30 ft.

-

Gravetouched Ghoul

2

12

63

30 ft.

Regeneration

Skeleton

1/4

13

13

30 ft.

-

Spirit

1/4

15

7

25 ft., fly 25 ft. (hover)

Incorporeal Movement

Visage

2

17

41

25 ft., fly 25 ft. (hover)

Incorporeal Movement, Magic Resistance

Zombie

1/4

8

22

20 ft.

Undead Fortitude

Bag of Bones (Level 2)

Also at 2nd level, you learn how to create a necromantic magic item, a bag of bones. The bag connects to a vast extradimensional space which can only hold Medium or smaller corpses, bones, and undead creatures; it violently expels anything else placed within it. You can use an action to place a corpse or willing undead creature into the bag, up to a maximum of 10 corpses or undead creatures, or use your action to dump the contents of the bag, which land in spaces within 5 feet of you.

You can transform any container you can carry into a bag of bones by performing a special ritual over the course of 1 hour while you hold it. This container ceases to be magical if you perform this ritual again to create a new bag of bones. The container always connects to the same extradimensional space. If the bag is placed inside an extradimensional space, such as that created by a bag of holding, it is destroyed. Its contents remain in the same extradimensional space until you create a new bag.

Grave Ambition (Level 3)

When you reach 3rd level, you decide on a proper path of research into the dark arts in order to carve a path leading your ultimate goal. Choose one Grave Ambition, detailed at the end of the class. Your choice grants you features at 3rd level, and again at 6th, 10th, and 20th level.

Black Arcana (Level 3)

Also beginning at 3rd level, as a bonus action, you can expend a spell slot to replenish your Charnel Touch point pool. Your pool regains 1d8 expended points, plus 1d8 for each level of the spell slot expended, up a maximum of your pool's total.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Critical Spellcasting (Level 5)

At 5th level, your potent necrotic powers punish your enemy at the first sign of weakness. When a creature rolls a 1 on a saving throw against one of your spells, it automatically fails the save and takes twice the number of damage dice dealt by the spell. The additional damage only applies to the creature that rolled a 1.

Additionally, your spell attacks score a critical hit on a roll of 19 or 20.

Grave Ambition Feature (Level 6)

At 6th level, you gain a feature granted by your Grave Ambition.

Enthralling Presence (Level 7)

At 7th level, the negative energy that flows through you reinforces your thralls against those who would seek to destroy or control your servants. Your thralls and other undead you control can't be turned or forcefully controlled by another creature while you are conscious.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Grave Ambition Feature (Level 10)

At 10th level, you gain a feature granted by your Grave Ambition.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Critical Spellcasting Improvement (Level 14)

Starting at 14th level, creatures automatically fail their saving throws against your spells and take additional damage when they roll a 1 or a 2. Additionally, your spell attacks score a critical hit on a roll of 18–20.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Undying Servitude (Level 18)

When you reach 18th level, your connection to your thralls can pull them back from the brink of destruction. When a thrall under your control is reduced to 0 hit points and not destroyed outright, you can use your reaction to restore it to half of its maximum hit points. Once you use this ability, you can't use it again until you finish a long rest.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lichdom (Level 20)

By 20th level, you have unlocked the pinnacle of necromantic prowess, through which you will conquer death itself: The Rite of Lichdom. When you reach this level, you have completed your phylactery and are ready to undergo the rite. To do so, you shut yourself away for 30 days in an isolated location of your choice, and emerge as an immortal lich, an undead of unsurpassed power. Once the rite is complete, you gain the following benefits as well as those dictated by your choice of Grave Ambition.

Phylactery

A phylactery is a small object that houses a lich's soul, safeguarding their immortality. If you drop to 0 hit points, your body crumbles to dust, but your will and mind escape to the phylactery. After 1d4 + 1 days, a new body coalesces as near to your phylactery as possible and you return to life (or rather, unlife). When your body reforms, you gain the benefits of a long rest. The new body is identical in every way to the one that was destroyed.

Undead Resilience

You gain immunity to poison and necrotic damage.

Undead Traits

You are immune to the effects of exhaustion and you do not need to eat, drink, sleep, or breathe. You must still rest for 4 hours a day to gain the benefits of a long rest. Though your type is Humanoid, spells and effects which specifically affect undead affect you as well. You are immune to any effect that turns undead.

Phylactery

A lich's phylactery is as much a memento as it is their anchor to immortality, and as such, no two are alike. Phylacteries are often constructed from objects with sentimental value, such as family heirlooms or prized possessions, but can be fashioned from swords, pieces of armor, or even entire castles.

Furthermore, every phylactery has a weakness, a critical flaw by which it can be destroyed, allowing their lich to be slain permanently. These weaknesses, too, are unique to each phylactery. One phylactery might require a ritual to be performed around it for 24 hours, while another might call for the phylactery to be dipped in the lava of an active volcano. Discuss with your GM the form your phylactery takes and what weakness it possesses.

Multiklassen

Multiklasse-vereisten

{"int":13}

Verworven Vaardigheden

Armor light

Subklasses

Black Rider
ValdaSpireExtras
Blood Ascendant
VSS
Corpse Florist
ValdaSpireExtras
Crone
ValdaSpireExtras
Cyberghoul
DarkMatterExtras
Dead Mist Acolyte
ValdaSpireExtras
Death Knight
VSS
Necrodancer
ValdaSpireExtras
Overlord
VSS
Pale Master
VSS
Pharaoh
VSS
Plague Lord
VSS
Reanimator
VSS
Reaper
VSS
Toymaker
ValdaSpireExtras

Subklasse-eigenschappen

Black Rider

Black Rider (Level 3)

The rhythmic drumbeat of galloping hooves and the searing pinpoints of red eyes signal the arrival of a black rider. Such necromancers embrace mounted combat, commanding their thralls from the back of a skeletal steed and terrorizing countrysides with unparalleled swiftness. Mastering this discipline means not only commanding an undead mount but also requires sure mastery over weapons while on horseback and on foot. However, the reward is immense: a black rider isn't a plodding marshal of shambling masses, but a wind of death that blows across the battlefield at a moment's notice.

Skeletal Steed

Starting when you choose this ambition at 3rd level, you've trained in the saddle as a mounted combatant. You gain proficiency with light armor, medium armor, shields, battleaxes, flails, lances, longswords, morningstars, war picks, and warhammers.

Additionally, when you perform your Animate Thralls ritual, you can animate the skeleton of a horse or similar animal as a warhorse skeleton.

Charnel Shield

At 3rd level, you can fortify yourself with necromantic energy to lessen blows. As a reaction when you take damage from a creature you can see, you can expend a number of points from your Charnel Touch pool, up to half the damage dealt. Reduce the damage by the number of points expended.

Extra Attack (Level 6)

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Gruesome Charge (Level 10)

Beginning at 10th level, your foes crumble beneath your steed's hooves. If you make an attack while you are mounted and 20 feet or further away from where you began your turn, your mount can use its reaction to make a melee weapon attack.

Lichdom: Dullahan (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Through a vile ritual and a guillotine, you have severed your own head to act as your phylactery, allowing you to see without eyes. Liches of your kind are known as dullahans or headless horsemen. You gain the following features in addition to the Lichdom feature:

Headless Sight

You can see normally within 60 feet of you without needing eyes. Magical darkness doesn't impede this vision.

Death's Steed

Your undead mount becomes a deathly specter. It gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed increases by 20 feet.

Reaping Charge

When you move at least 20 feet straight toward a creature and hit it with a melee weapon attack while mounted, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Intelligence modifier) or be knocked prone. If the creature is prone, your mount can immediately make one melee weapon attack against it as a bonus action.

Blood Ascendant

Blood Ascendant (Level 3)

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 ascendents. In doing so, they fall deathly pale and lose their reflection within mirrors, but learn to slowly pry out vampiric powers without fully succumbing to the all-devouring curse.

Ascendant Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know.

Enthrall Humanoid

Starting when you choose this ambition at 3rd level, you can use your action to touch an incapacitated humanoid, bringing them under your necromantic control. The creature becomes enthralled by you. While enthralled, the creature is charmed by you and follows your commands. It remains enthralled until a remove curse spell is cast on it, the charmed condition is removed from it, you use this feature again, or you release the creature as an action.

An enthralled creature counts against the total number of thralls under your control and the total CR of thralls you can control. If the creature is of a higher CR than the total CR of thralls you control, you can't enthrall it. You can release thralls under your control as a part of the action used to enthrall a creature.

Charnel Drain

At 3rd level, you drain the essence of those you slay. When you reduce a hostile creature or an enthralled humanoid to 0 hit points with your Charnel Touch ability, you regain hit points equal to your Intelligence modifier + your necromancer level (minimum 3). Additionally, you can choose to knock the target unconscious instead of killing it.

Vampiric Transformation (Level 6)

Starting at 6th level, you can use your action and expend 15 Charnel Touch points to transform for up to 1 hour, or until you drop to 0 hit points or revert on your turn as an action. Anything you are wearing transforms with you, but nothing you are carrying does. Choose one of the following transformations:

Bat

You transform into a Tiny bat. While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged.

Mist

You transform into a Medium cloud of mist. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you have resistance to bludgeoning, piercing, and slashing damage.

Children of the Night (Level 10)

By 10th level, the hordes of the night answer to your beck and call. When you perform your Animate Thralls ritual, you can summon one or more swarms of bats, swarms of rats, or wolves to serve as your thralls. You command these creatures as your thralls.

When one of these creatures is reduced to 0 hit points or released by you, it vanishes in a cloud of mist.

Lichdom: Nosferatu (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have embraced the blood curse of vampirism to become a vampire lord in all but name: a nosferatu.

Coffin Phylactery

Your phylactery is a coffin filled with grave dirt. When you drop to 0 hit points, you reform in your coffin after 1 hour. You are permanently weakened until you spend 24 hours resting in the coffin. During this time, your hit point maximum is reduced to 1, and you drop to 0 hit points if you begin your turn in sunlight.

Regeneration

At the start of each of your turns, you regain 10 hit points. You don't gain this benefit if you have 0 hit points or you are in direct sunlight.

Vampiric Agility

Your movement speed doubles. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Corpse Florist

Corpse Florist (Level 3)

Some necromancers arrive at the realization that necromancy is the gateway to new life flourishing in the rot and waste of the recently dead. Perhaps unsurprisingly, horticulture is their main inspiration.

Instead of animating corpses normally, corpse florists plant seeds of the corpse flower in recently deceased bodies, which rapidly sprout and send creeping vines to every joint and muscle group. Within minutes, the corpse rises under the florist's control, but as a blossoming plant instead of a mindless undead. A corpse florist travels with their shambling garden wherever they go, planting new corpse flowers and revitalizing the earth whenever the opportunity presents itself.

Corpse Florist Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know.

Garden of the Grave

Also at 3rd level, you cultivate corpse flowers—necromantic plants that root in corpses. When you perform your Animate Thralls ritual following a long rest, you can choose to plant corpse flowers in any of your thralls, causing each such thrall to have the following changes:

  • The thrall is a Plant instead of an Undead, but counts as Undead for the purpose of your necromancer class features.

  • Whenever you take a short or long rest, the thrall takes root in the ground and regains hit points equal to 1d8 + your Intelligence modifier.

Charnel Entangle

At 3rd level, weeds and brambles sprout at your touch. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Strength saving throw against your spell save DC or be restrained by weeds until the end of your next turn.

Rotten Seed (Level 6)

Beginning at 6th level, you can plant your budding corpse flowers in the living as well as the dead. You can use your bonus action to toss a seed at a hostile creature that isn't Undead within 15 feet of you. The creature must make a Dexterity saving throw. On a failed save, a corpse flower seedling sprouts and burrows into the creature's flesh.

At the start of each of the creature's turns, it takes 1d8 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt.

The seedling withers after 1 minute, when the target dies, or when you use this feature again.

When you reach 11th level, the damage increases to 1d10, and at 17th level, it increases to 1d12.

Death in Bloom (Level 10)

At 10th level, you can sow the seeds of undeath in your foes. Once on each of your turns when a hostile Humanoid under the effect of your Rotten Seed feature dies, you can animate that creature's corpse as a skeleton or zombie (your choice) under your control. This Undead counts as one of your thralls and gains the benefits of your Garden of the Grave feature.

Lichdom: Botanical Lich (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your body becomes a fertile garden of flowers that bloom from every inch of your skin, and exotic flowers bloom in your wake. You gain the following features in addition to the Lichdom feature:

Flowering Phylactery

Your phylactery has also changed with your transformation. Your soul has been transferred into thirteen immortal flowers of different types located in places important to you. Each one has a specific weakness, which you must determine with your GM, and your regeneration is only stopped when all thirteen flowers are destroyed. When you drop to 0 hit points, you regenerate in the soil at your nearest phylactery flower.

Crone

Crone (Level 3)

The oldest and most insidious necromantic secrets are remembered by hag's covens. Their curses have plagued the likes of elves and humans since before the dawn of history, becoming more malicious and complex with the passing centuries.

Necromancers that consort with hags or join a hag's coven to learn their necromantic secrets are known as "crones" by their peers and "haglings" by others. For their devotion to the hag's ancient arts, these necromancers learn to spin terrible curses, brew potions in a cauldron, and even access the mythical Baba Yaga's arcane secrets.

Crone Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know.

Charnel Curse

At 3rd level, your touch bestows curses. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Wisdom saving throw against your spell save DC or be cursed for 1 minute.

While cursed, the target subtracts 1d6 from any attack rolls, ability checks, or saving throws it makes. At the end of each of the target's turns, it can make a Wisdom saving throw against the curse, ending the effect on a success.

You can only curse one creature with this feature at a time, and you can end this curse early on your turn (no action required).

Witch's Cauldron (Level 6)

Beginning at 6th level, you can brew potions in a bubbling cauldron using foul alchemical ingredients. You can spend 10 minutes and expend any number of Charnel Touch points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your spell save DC.

Cauldron Potions
PotionCharnel Touch Points

Potion of Animal Friendship

10

Potion of Climbing

10

Potion of Growth

10

Potion of Healing

10

Philter of Love

20

Potion of Heroism

20

Potion of Poison

20

Potion of Resistance

20

Walking Hut (Level 10)

By 10th level, you enchant a structure to grow legs and follow your commands. When you perform your Animate Thralls ritual, you can summon a single walking hut. You command this creature as one of your thralls.

Additionally, you can use your action to temporarily dismiss the walking hut to a pocket dimension or cause it to reappear in any unoccupied space within 60 feet of you.

Lichdom: Baba Yaga (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. By mastering the subtle magic of hags and witches, you can wield the full power of a coven and curse others with unparalleled foulness. You gain the following features in addition to the Lichdom feature:

Athame

By enchanting a dagger or similar weapon over the course of a short or long rest you create a ritualistic knife called an athame. You can use your athame as a spellcasting focus.

As an action, you can expend 25 points from your Charnel Touch pool to target a creature that you can see within 60 feet using the athame. The target must make a Wisdom saving throw against your spell save DC. On a failed save, for the next hour, the target loses any resistances to damage and treats any immunities to damage as resistances instead.

Effigy

You can use your bonus action to construct an effigy composed of clay, twigs, or rags of a creature you can see within 60 feet of you, magically linking the creature and the effigy. As long as the creature is within 1 mile of you, you can cast spells and use your Charnel Touch through the effigy to target the creature even if the creature is out of range or you can't see it.

The effigy retains its potency for 8 hours. Once you use this feature to create an effigy, you can't do so again until you finish a long rest.

Evil Eye

You can expend 20 points from your Charnel Touch pool to cast the spell fear without expending a spell slot. You can also expend 35 points to cast eyebite, or 40 points to cast mirage arcane without expending a spell slot.

Cyberghoul

Cyberghoul (Level 3)

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

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know. Additionally, you learn the technomancy cantrip, which is a necromancer spell for you and doesn't count against your number of cantrips known.

Construct Corpses

Also at 3rd level, you learn to raise the dead through blasphemous technology. When you perform your Animate Thralls ritual following a long rest, you can choose to animate any of your thralls as Constructs, causing each such thrall to have the following changes:

  • The thrall is a Construct instead of an Undead, but counts as an Undead for the purpose of your necromancer class features.

  • Any critical hit against the thrall becomes a normal hit.

  • The thrall gains thermalsight out to a range of 60 feet.

Charnel Blaster

At 3rd level, your Charnel Touch deals damage to Constructs. Additionally, when you use your Charnel Touch and expend 5 or more points, you can coalesce your necromantic energy into an antimatter beam. Make a ranged spell attack against a target you can see within 30 feet of you instead of making a melee spell attack, dealing necrotic damage as normal on a hit.

Ghost in the Machine (Level 6)

Beginning at 6th level, you can use your bonus action to infect a piece of magical technology you can see within 120 feet 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:

  • You can cause the device to malfunction and become unusable until you restore functionality to it.

  • 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.

  • 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 already hacked the device.

  • 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 reactions.

Digital Death (Level 10)

By 10th level, 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 the animate dead spell as a reaction. As always, you can't reanimate Undead that have been reduced to 0 hit points.

Cyber Lich (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have forsaken your body, digitized your soul, and transferred it into an arcane terminal, which acts as your phylactery. From this digital vantage, you stand at the forefront of technology, far beyond the frontiers of ethics that constrain your peers.

Phylactery Device

A computing device, such as an arcane terminal, houses your soul and acts as your phylactery. You can upload your soul to a connected arcane terminal, ship computer, or datapad in an upload that you perform over the course of 10 minutes. Once your soul has left a device, it no longer bears the invulnerability typical of a phylactery. When you drop to 0 hit points, you regenerate in hardlight form within 5 feet of your phylactery device.

Hardlight Form

You interact through the world with a hardlight avatar, a physical representation of the ones and zeros of your soul that shifts and moves as you think. You are immune to radiant damage.

Infect Construct

As an action, your body becomes immaterial, and you attempt to infect a Large or smaller Construct you can see within 10 feet of you. This target must make a Charisma saving throw against your spell save DC. A Construct with a challenge rating greater than 10 automatically succeeds on this save.

If it fails its saving throw, you disappear and infect the Construct. While infecting the Construct, you control it. You maintain your Intelligence, Wisdom, and Charisma scores and your alignment, but otherwise use the creature's statistics. You don't gain access to the target's class features or proficiencies.

The infection lasts until the Construct drops to 0 hit points, you end the infection on your turn as a bonus action, or you are forced out by an effect like the antivirus spell. When the infection ends, your body reappears in an unoccupied space within 5 feet of the Construct.

Inhabit Technology

You can use your 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)

Deep in the starry expanse of the Astral Plane, necromancers can find a pure, untapped necromantic source: the Dead Mists. This inky astral fog is an embodiment of unlife in the multiverse, perhaps a negative balance to the overwhelming majority of living creatures. However, the Dead Mists is a living and corruptive entity that drains the life essence from anything it touches.

Necromancers that survive their first experimentations in the Dead Mists might become its acolytes and spend their waking hours unraveling its astral secrets. Perhaps they will learn to coax life essence back out of the necromantic cloud, or perhaps they will learn to summon aspects of the mists to plague their foes. Regardless, they will pay the price for their ambitions as the mists slowly drain them of mortality.

Dead Mist Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know. New spells are marked with an asterisk.

Charnel Consumption

At 3rd level, you can draw the withering Dead Mists into your soul at the cost of your own life essence. When you expend 5 or more points when making a Charnel Touch attack, you can instead choose to lose an equal number of hit points instead of expending Charnel Touch points.

Because of the soul-draining nature of the Dead Mists, you can't regain hit points from any spell you cast.

Mistborne Regeneration (Level 6)

At 6th level, you can restore your life essence by feeding upon the Dead Mists. As an action on your turn, you can expend 5 or more Charnel Touch points. You regain 1d8 hit points for every 5 Charnel Touch points expended.

Duskfog (Level 10)

Beginning at 10th level, you can call upon a vile shadow from the Dead Mists to serve as your thrall. When you perform your Animate Thralls ritual, you can summon one or more duskfogs to serve as your thralls. When a duskfog is reduced to 0 hit points or released by you, it disperses into the air.

Lichdom: Dead Mist Lord (Level 20)

At 20th level, 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 a gaseous, incorporeal wraith. You gain the following features in addition to the Lichdom feature:

Damage Resistance

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Gaseous Body

Your lich form is gaseous and indistinct. You can enter and occupy the spaces of other creatures. Additionally, you can pass through small holes, narrow openings, and even cracks, though you treat liquids as though they were solid surfaces. You gain a flying speed equal to your walking speed and cannot fall. You remain hovering in the air even when stunned or otherwise incapacitated.

Master of the Mists

Once on each of your turns when you deal necrotic damage to a hostile creature with your Charnel Touch or a necromancer spell, you drain some of the target's life essence with the Dead Mists. You regain hit points equal to 2d6 + your Intelligence modifier, up to a maximum equal to the damage dealt.

Death Knight

Death Knight (Level 3)

Some necromancers are content to sit in dusty old tombs with musty old tomes, privy to pick apart a battlefield for fresh ingredients and new company. The death knight is a predator among scavengers, able to reap his own rewards through the melding of magic and traditional combat. Death knights are necromancers that chose to take a more direct approach to solving their problems. Well-armed and well-protected, the death knight brings a flurry of steel with the might of death behind every strike.

Intensive Combat Research

Starting when you choose this ambition at 3rd level, you've honed your body and mind to the various tools of war. You gain proficiency with medium armor, shields, and martial weapons. Additionally, you can perform the somatic components of spells while wielding weapons or shields you are proficient in, as long as you have your arcane focus on your person.

Charnel Strike

Also at 3rd level, when you take the Attack action on your turn, you can channel your Charnel Touch through a weapon strike as part of the attack. When you do so, make an attack with a melee weapon instead of a spell attack. On a hit, the target suffers the weapon attack's normal effects, in addition to the necrotic damage of Charnel Touch. You can only deal necrotic damage using this ability once per turn.

Additionally, whenever you deal damage using this ability or a Charnel Touch attack, you gain temporary hit points equal to the necrotic damage dealt, up to a maximum of half your total hit points.

Extra Attack (Level 6)

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Overcharged Thralls (Level 10)

At the 10th level, your inner nexus of energy has spread to your thralls, turning them into your own personal pools of spare energy when the need arises. When one of your thralls dies or you release it, your Charnel Touch point pool regains a number of expended points equal to your necromancer level.

Lichdom: Imperator (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Due to your martial capabilities and incredibly potent inner nexus of necromantic power, you have transformed into an imperator lich; an undead creature unmatched in both arcane and combat prowess. You gain the following features in addition to the Lichdom feature:

Completed Combat Research

You gain proficiency in heavy armor if you did not have it already, and gain resistance to bludgeoning, piercing, and slashing damage.

Peerless Charnel Strike

The necrotic damage caused by Charnel Touch ignores resistance and immunity to necrotic damage.

Additionally, you can gain any number of temporary hit points from your Charnel Strike, instead of a maximum of half your total hit points.

Necrodancer

Necrodancer (Level 3)

Neon lights, thumping beats, and impeccable fashion are the calling cards of necrodancers, spellcasters that saw the potential for animate dead to create the greatest troupe of backup dancers of all time. A necrodancer's minions don't shamble aimlessly, but instead move in perfect rhythm with one another, busting fresh moves and in turn empowering their master through choreography.

Footloose

Starting when you choose this ambition at 3rd level, you gain proficiency in the Acrobatics and Performance skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Additionally, you gain proficiency with the rapier, scimitar, shortsword, and whip.

Backup Dancers

At 3rd level, each of your thralls gains the ability to take the Dance action, which allows it to dance until the start of its next turn. When one or more of your thralls are dancing, you gain a number of benefits shown in the Backup Dancers table.

You also gain a special bonus to your Armor Class, attack rolls, damage rolls, Charisma (Performance) checks, and saving throws called a Backup Dancers Bonus. Your Backup Dancers Bonus starts as a +1 and increases as you gain additional dancers.

DancersBackup Dancers BonusEffect

1

+1

You can use your bonus action to take the Disengage action.

2

+1

You can use your bonus action to take the Dash action.

3

+2

You can use your bonus action to make one melee weapon attack.

4

+2

You can take two bonus actions on your turn instead of one, as long as both bonus actions are different and granted to you by this subclass.

5

+3

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

6

+3

Attacks made against you have disadvantage.

Charnel Groove

Also at 3rd level, your touch confers the need to dance. When you hit with a Charnel Touch attack and expend 5 or more points, the target must succeed on a Wisdom saving throw against your spell save DC or be compelled to dance until the end of your next turn.

A creature that can't be charmed automatically succeeds on this saving throw. For the duration, the target must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws.

Graveyard Tango (Level 6)

Starting at 6th level, you can spend 5 points from your Charnel Touch pool as a bonus action to bestow your grace and style on an ally. Choose a willing creature other than yourself that can see or hear you to gain your Backup Dancers Bonus until the start of your next turn.

Disco of the Dead (Level 10)

Beginning at 10th level, your minions groove outside the bounds of space and time. Whenever one of your thralls takes the Dance action, it enters the Ethereal Plane until the start of its next turn. While ethereal, the thrall is still faintly visible in a blur of disco lights.

Lichdom: Thriller (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You appear ageless, with smooth, alabaster skin, and boast an uncanny grace and rhythm. You gain the following features in addition to the Lichdom feature:

Dance-Off

You can use your action and expend 20 points from your Charnel Touch pool to magically challenge up to ten creatures you can see within 60 feet of you to an impromptu dance competition. A creature that can't be charmed is unaffected.

Make a Charisma (Performance) check. Each creature you challenge must succeed on a contested Charisma (Performance) check or take 8d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage and doesn't have disadvantage.

Moonwalk

You and each of your thralls are always under the effect of the spell freedom of movement.

Smooth Criminal

Your Dexterity and Charisma scores become 20 if they were lower.

Overlord

Overlord (Level 3)

There are few ambitions the common man fantasizes about more than the power to rule. From the ignoble peasant to the haughty nobility, many dream of a world in which they are in charge. Some necromancers, known as overlords, see their magic as an opportunity to accomplish this common dream. Overlords seek control both on and off the battlefield, using dark magics to bolster their allies as well as manipulate their enemies.

Overlord Spells

At 3rd level, 5th, 7th, and 9th level you learn the following spells, which don't count against your number of spells known. If you gain access to a spell that does not appear on the necromancer spell list, the spell is nonetheless a necromancer spell for you.

Charnel Boon

At 3rd level, you can grant a boon to minions by empowering them with your own potency. As a bonus action on your turn, you can expend any number of points from your Charnel Touch pool to empower each of your thralls within 30 feet. Until the beginning of your next turn, the thrall gains a +1 bonus to attack rolls, damage rolls, and their AC for every 5 points expended, up to a maximum of +3.

Despotic Discourse (Level 6)

When you reach the 6th level, your black magic has granted you a silver tongue, which you can use to manipulate those around you. You gain proficiency in your choice of Deception, Intimidation, or Persuasion.

Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.

Sacrificial Thralls (Level 10)

At the 10th level, you can force your thralls to sacrifice themselves to ensure your own safety. When you are targeted by an attack, you can use your reaction to force a thrall within 5 feet of you to become the new target of the attack or spell. Once you use this ability, you can't do so until you finish a short or long rest.

Lichdom: Tyrant (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your desire for control has warped your transformation, turning you into a tyrant lich. Your flesh and bone rapidly decay, reducing your features to nothing more than two glowing dots beneath your hood. You gain the following features in addition to the Lichdom feature:

Immortal Rule

If you drop to 0 hit points, you can choose to possess a nearby body, instead of beginning the process of reforming at your phylactery. When you do so, choose an unconscious humanoid or the corpse of one that has died within the last minute that is within 100 feet of you to possess (a creature warded by a protection from evil and good or magic circle spell can't be possessed).

Once you possess a body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. If the body has 0 hit points when you possess it, its type becomes undead and it regains 50 hit points, up to its hit point maximum. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

If you possess the body of an unconscious creature, the creature makes a Charisma saving throw against your spellcasting DC every 8 hours. On a success, you are ejected from the body and begin the process of reforming at your phylactery. You are also ejected if the body dies or you choose to leave it as an action. You can only possess a creature once using this ability.

Tyrant's Influence

You can expend 25 points from your Charnel Touch pool to cast the spell dominate beast without using a spell slot or spell components. You can spend 30 points to cast the spell dominate person, or 60 points to cast the spell dominate monster without using a spell slot or spell components.

Pale Master

Pale Master (Level 3)

Necromancers are defined by their ambition. Some wish to conquer, others to control, but all utilize their necromantic powers as a means to an end, a way to pave the way to their true ambitions. Pale masters are no different, but few have grand plans to compete with the overlords nor dedicate themselves to the art of war as the death knights do. Rather, pale masters dedicate themselves to self-improvement and the growth of their powers. Pale masters range from the curious mage's college student to the power hungry spellcaster harassing the local hamlets. With the ability to embolden their spells, communicate with the undead, reduce the bravest souls to quibbling cowards, and effortlessly command their thralls in the thick of battle; these seemingly aimless spellcasters are no less a threat than any other necromancer.

Pale Master Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know. New spells are marked with an asterisk.

Charnel Empower

Starting when you choose this ambition at 3rd level, you can empower your spells with potent necromantic energy from your own well of magic. When you cast a necromancy spell of 1st level or higher which deals damage, you can expend a number of points up to your level + your Intelligence modifier from your Charnel Touch point pool. When you do so, you add necrotic damage equal to the number of points spent to one of the spell's targets.

Undead Empathy

Also at 3rd level, your command of the undead affects the will of those who aren't under your control. Whenever an undead creature tries to attack you, it must make a Wisdom saving throw against your spell save DC. On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies.

Additionally, you have advantage on Charisma checks you make against undead with Intelligence of 5 or higher.

Frightening Gaze (Level 6)

Beginning at 6th level, you gain proficiency in the Intimidation skill, if you did not have it already.

Additionally, you can expend 10 Charnel Touch points as a bonus action to fix your horrific gaze on a creature you can see within 60 feet. This creature must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Thrall Rush (Level 10)

Beginning at 10th level, whenever you roll initiative and are not surprised, you can command each of your thralls to either move up to their movement speed or attack once.

Lichdom: Pale Ascendant (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your skin clings tightly to your bones, your muscles wither, and your eyes turn milky and dull. Yet, through the veil of weakness your body exudes unbelievable arcane power. You gain the following features in addition to the Lichdom feature:

Devour Soul

When you reduce an hostile creature to 0 hit points, you can immediately devour the creature's soul to refuel your horrific powers (no action required). Roll 1d8, and regain a number of expended spell slots whose combined level is no greater than the number rolled. You can't use this feature again until you finish a long rest.

A creature whose soul is devoured cannot be restored to life by means other than a true resurrection or wish spell.

Paralyzing Touch

When you expend 20 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pharaoh

Pharaoh (Level 3)

The god-kings of ancient kingdoms practiced a unique style of necromancy, forgotten to time. Through the extraction of organs, the desiccation of flesh, and innumerable enchantments, those ancient kings were able to rule their subjects as divine, undead beings, long past their mortal deaths. While those kingdoms have been lost to the shifting sands and wild jungles of the world, their methods have been preserved in the carvings of colossal temples, and have been 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 god-kings from a forgotten age.

Pharaoh Spells

At 3rd level, 5th, 7th, and 9th level you learn the following spells, which don't count against your number of spells known. If you gain access to a spell that does not appear on the necromancer spell list, the spell is nonetheless a necromancer spell for you. New spells are marked with an asterisk.

Additionally, you learn the thaumaturgy cantrip, which is a necromancer spell for you and does not count against your total number of cantrips known.

Channel Divinity

Starting at 3rd level, you can channel your pseudodivinity to fuel magical effects. You start with one effect: Ankh of Radiance. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Additionally, if you expend 15 Charnel Touch points as an action, you can regain your Channel Divinity

Ankh of Radiance

As an action, you can brandish your holy symbol and wreath each creature you choose within 60 feet in a holy radiance, which lasts for one minute. Whenever a creature with a holy radiance makes an attack roll or saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. The first time a creature with a holy radiance takes damage, it has resistance to that damage. The holy radiance then ends for this creature.

Holy Symbol

Also at 3rd level, you can use a holy symbol as a spell focus for your necromancy spells.

Mock Divinity (Level 6)

Beginning at 6th level, you can convincingly reflect the trappings of a demigod walking the earth. You can create the following additional effects when using the thaumaturgy cantrip:

  • You can brighten or darken the sun or moon, affecting a 100-foot radius, for up to 1 minute. You can change darkness to dim light, or dim light to bright light, or vice-versa. Additionally, you can heighten bright light to a blazing radiance which causes disadvantage on Wisdom (Perception) checks which rely on sight, or deepen darkness to a pitch black which limits darkvision to a 30-foot radius. This deeper darkness has no effect on creatures which can see in magical darkness.

  • At a point you can see within 100 feet, you manifest a Huge illusory avatar of a deity which mimics your movements and projects your speech in a booming voice for 1 minute.

Channel Divinity: Scarab of Judgement (Level 10)

Starting at 10th level, you can use your Channel Divinity to transfer life from the undead to the living. As an action, you can touch an undead creature you control and choose a willing humanoid you can see within 60 feet. 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 short or long rest.

Lichdom: God-King (Level 20)

At 20th level, you undergo the ancient funeral rites of the pharaohs, removing your organs and entombing your body in a sarcophagus amongst your worldly possessions. You become the oldest and most exalted type of lich: a god-king. You gain the following features in addition to the Lichdom feature:

Canopic Phylacteries

Your phylactery has also changed with your transformation. Your stomach, lungs, intestines, and liver have been removed and placed into canopic jars. Each one has a specific weakness, which you will need to discuss with your GM, and your regeneration is only stopped when all four canopic jars are destroyed. When you are destroyed, you reform at your sarcophagus.

Mummy Rot

When you expend 20 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Whirlwind of Sand

As an action, you can magically transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are immune to all damage, can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment you are wearing or carrying remain in your possession.

Plague Lord

Plague Lord (Level 3)

The power of plagues can't be denied. A single disease can single handedly overwhelm a nation, or even an empire. Necromancers that realize the potential within sickness will often seek to wield that power themselves. These are known as plague lords, commanders of vermin and disease alike. A plague lord's touch is toxic, vermin protect them from harm, can transfer their spells through unconventional means, and spread their filth to their thralls.

Charnel Toxin

At 3rd level, even your touch can cause sickness. When you expend 10 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the beginning of your next turn.

Vile Congregation

Starting at 3rd level, leagues of vermin cling to your skin and swarm over others nearby. Whenever a creature within 5 feet of you makes an attack roll or saving throw, you can roll 1d4 and subtract the result from its attack roll or saving throw. This ability has no effect on constructs and undead.

Projectile Spew (Level 6)

Beginning at 6th level, your own inner nexus of power has become a volatile cocktail of disease, allowing your spells to have a far greater reach. You can reach creatures out to 15 feet with your Charnel Touch feature and spells with a range of Touch, as you use magically imbued projectile vomit to deliver your payload.

Bloated Thralls (Level 10)

At the 10th level, your thralls have become hives of vermin and disease, ready to burst at any moment. When a thrall drops to 0 hit points or you release it, you can choose to cause it to explode in a shower of poison, gore, and vermin. Each creature within 5 feet of the thrall, other than yourself and your other thralls, must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d6 poison damage and is poisoned until the start of your next turn. A creature is not poisoned and takes half as much on a successful save.

Lichdom: Corpulent Lich (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your obsession with disease and rot has affected your transformation: your body engorges, much like a waterlogged corpse, and your skin turns a sickly green. You gain the following features in addition to the Lichdom feature:

Gore Burst

When you drop to 0 hit points, your body explodes in a shower of plague and necromantic energy. Each creature in a 20-foot sphere centered on you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 5d10 necrotic damage and 5d10 poison damage and is poisoned until the start of your next turn. A creature is not poisoned and takes half as much damage on a successful save.

Master of Disease

When you use your Charnel Toxin ability and expend 25 or more points from your Charnel Touch pool, the target creature is poisoned for up to 1 minute on a failed save. Additionally, you can also apply two of the following effects of your choice which affect the creature while it is poisoned:

  • Choose one ability score. The target has disadvantage on ability checks and saving throws made with that ability score.

  • The creature can only see out to a radius of 10 feet.

  • The creature falls prone at the end of each of its turns.

  • The creature loses an additional 1d6 hit points whenever it takes damage.

  • The creature can speak only in a babbling nonsense language while poisoned, and can't perform the verbal components of spells.

At the end of each of its turns, the creature can make a Constitution saving throw against your spell save DC, ending this effect on a success.

Reanimator

Reanimator (Level 3)

Through bubbling test tubes and sparking electrodes, you have discovered the true heart of necromancy: mad science. You've experimented in far-reaching disciplines of surgery, alchemy, and physics, using your animated minions as gruesome test subjects and walking surgical dummies. Most crucially, you have discovered that lightning can imbue almost anything with a semblance of life, from the smallest severed muscle to the most towering and soulless golems.

Skilled Surgeon

Beginning when you choose this ambition at 3rd level, you gain proficiency in the Medicine skill, if you did not already have it. You can use your Intelligence, instead of Wisdom, for Wisdom (Medicine) checks.

Mad Science

At 3rd level, you can spend 10 minutes installing a monstrous graft on one of your thralls that does not have the Incorporeal Movement trait. Additionally, your thralls don't lose hit points or hit dice from installing or removing grafts, and it takes them no time to recover after the attachment of a new graft.

Charnel Voltage

At 3rd level, you supplement your necromantic energies with arcing bolts of electricity. You can choose to deal lightning damage with your Charnel Touch. When you expend 5 or more points when making a Charnel Touch attack and deal lightning damage, you can cause the energy to arc to a second creature within 5 feet of the target. The creature must make a Dexterity saving throw against your spell save DC, taking lightning damage equal to half the number of Charnel Touch points expended on a failure.

Lazarus Bolt (Level 6)

Starting at 6th level, as an action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can't return 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 this creature returns to life, you can restore hit points to it using your Charnel Touch ability for 1 minute, as if the creature were one of your thralls.

Once you use this ability, you can't use it again until you finish a short or long rest.

Arcane Stitching (Level 10)

Starting at 10th level, you've learned how to inscribe magical effects on your thralls using gruesome arcane stitches. You can expend 10 points from your Charnel Touch pool to apply an arcane stitch to one of your thralls in a process requiring 1 minute of work with a needle and thread. The arcane stitch lasts until your thrall uses it, your thrall is killed, or you use this feature again. You can apply any of the following arcane stitches:

Augmented Incision

The thrall gains advantage on attack rolls and ability checks until the end of its turn (no action required).

Bulwark Backstitch

The thrall casts shield when an attack would hit it.

Fleet Threads

The thrall's movement speed is tripled until the end of its turn (no action required).

Searing Suture

On a hit, the thrall deals an additional 3d6 necrotic or lightning damage (your choice).

Lichdom: Patchwork Golem (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Through abominable works of alchemy and surgery, you have constructed yourself an artificial body to act as the vessel for your soul.

Golem Form

Your Strength, Dexterity, and Constitution scores become 20 if they weren't already higher, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine. Additionally, you don't lose hit points or hit dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Reaper

Reaper (Level 3)

The oblivion of death is the sure wellspring of all necromancy, a dark abyss into which all necromancers stare, and which sometimes stares back. Those rare necromancers that gamble with their own souls might become intertwined with death, becoming reapers, figures of shadow and demise that beckon others to the afterlife. For performing this deed, they strengthen their connection to the distant oblivion, until they are but tenebrous shadows, harbingers of an inevitable end.

Reaper Spells

When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn't count against the number of necromancer spells you know.

Shroud of Death

Starting when you choose this ambition at 3rd level, you manifest a wispy cloak of darkness about your person, which you can hide or reveal as a bonus action. While cloaked, you levitate one inch off the ground and ignore nonmagical difficult terrain. Additionally, you can walk across fluid surfaces, such as water and quicksand.

Charnel Veil

At 3rd level, you can fade from view like a specter of death. Whenever you expend 5 or more points when making a Charnel Touch attack, you can become invisible until the start of your next turn. During this time, you make no sound while you move.

Umbral Form (Level 6)

Beginning at 6th level, as an action, you can sink into a surface, flattening until only a shadow remains. As a shadow, you can only move along the surfaces to which you are attached, but you gain a climbing speed equal to your movement speed.

Additionally, while in the form of a shadow, you can move across difficult surfaces, including ceilings, without needing to make an ability check. You can't talk or manipulate objects, and any objects you are carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.

Opportunity attacks have disadvantage against you while you are in the form of a shadow.

If you are in darkness as a shadow, you are effectively invisible to creatures without darkvision or the ability to see in darkness.

You can end this ability as a bonus action on your turn.

Wraith Flight (Level 10)

Beginning at 10th level, spirits you command move with an unearthly speed. The flying speeds of your thralls are doubled. Additionally, when one of your thralls flies out of an enemy's reach, opportunity attacks against it have disadvantage.

Lichdom: Harbinger (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have become an embodiment of death itself, a harbinger of the ultimate end. Clad in shadows, you seem little more than a grim skeletal presence in a foreboding robe, a sight which all men fear to behold.

Death's Touch

When you use Charnel Touch against a creature you can see and roll an 11 or higher on the d20 for the spell attack roll, you hit the target, regardless of its AC.

Fell Flight

You gain a 50-foot flying speed.

Grim Harvest

When you kill a humanoid using Charnel Touch, you rip their soul from their body, which animates as a visage under your control.

Toymaker

Toymaker (Level 3)

Toymaking is not unlike necromancy. Painting details in miniature, carving faces, stitching clothing, and stringing up limbs require a meticulousness and obsession that is also a prerequisite for animating the dead. Necromancers, after all, devise their own playthings and meticulously fashion them, albeit using more gruesome materials.

It should come as no surprise, therefore, that necromancy enjoys a strong tradition of toymaking. Practiced necromantic toymakers can animate their dolls as slaymates—adorable but lethal minions that strike in numbers.

Slaymates

Starting when you choose this ambition at 3rd level, you learn to bind the souls of the dead into Construct vessels—namely porcelain dolls, clockwork toys, wooden puppets, and stuffed animals. When you perform your Animate Thralls ritual, you can summon slaymates. You command these creatures as your thralls and they count as Undead for the purpose of your necromancer class features.

Additionally, two slaymates count as one thrall for your maximum number of thralls. When one of these creatures is reduced to 0 hit points or released by you, it collapses into a heap of ruined materials.

Charnel Puppet

At 3rd level, using a supply of material stored in your bag of bones, you can animate slaymates at a moment's notice. You can use an action and expend 5 or more points from your Charnel Touch pool to animate two slaymates under your control for every 5 points expended, which count as your thralls. These slaymates appear within your space or in an unoccupied space within 5 feet of you.

Soul Doll (Level 6)

Beginning at 6th level, as a reaction when a creature you can see within 60 feet of you dies, you can capture the creature's soul and trap it within a soul doll. The creature controls the body of the doll using the statistics of a slaymate, but it can't attack and retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. You don't control the soul doll and it doesn't count as one of your thralls.

The soul doll speaks and understands all the languages it knew in life. It is under no compulsion to answer your questions truthfully or cooperate with you, especially if you are hostile to it or it recognizes you as an enemy.

While the creature's soul is trapped in a soul doll, it can't return to life. The soul leaves the doll when you release it as an action, or when the soul doll is reduced to 0 hit points.

You can have up to five soul dolls at one time. If you attempt to create a new soul doll, you can release another doll as a part of the reaction used to create the new doll.

Miniature Minions (Level 10)

Beginning at 10th level, when you perform your Animate Thralls ritual, you can choose for any thrall you animate to be Tiny and have a toylike appearance of your choice. Every Tiny thrall under your control gains the Evasion trait.

Evasion

If the thrall is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

Capstone: Clockwork Lich (Level 20)

At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. As part of the Rite of Lichdom, you transfer your soul into a body of ticking clockwork—a stuttering but immortal form. You gain the following features in addition to the Lichdom feature:

Clockwork Body

Your soul is bound to a Construct body with your statistics. Your type is Undead. However, spells and effects that specifically affect Constructs affect you as well.

In your clockwork body, you are immune to being blinded, charmed, deafened, frightened, paralyzed, or stunned. Additionally, you are immune to any spell or effect that would alter your form.

Reconstruction

You can spend 10 days and 500 gp of materials to build an additional clockwork body to act as a safeguard against death. Whenever you die, your soul transfers to another clockwork body that you have built of your choice. If you have no clockwork bodies available, you reform at your phylactery in the body of a slaymate, but you retain your alignment, personality, and mental ability scores.

Spell Immunity

You are immune to three spells of your choice, which you select when you build the clockwork body.