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The Necromancer - Class D&D

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358 views1 page

The Necromancer - Class D&D

Uploaded by

Kronus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Necromancer 1.

5
A versatile half-caster that manipulates life and death around them
   

The Necromancer (V1.5)


ECROMANCERS WIELD DEATH AND BEND LIFE.  

N
Some are corrupted, other obsesseds.
Some hold dark goals, others bring light.
What they have in common is an affinity
with that which binds all life: death.
More than mere Magic
Necromacy, of all schools of magic, is the one most
shrouded in mists. Necromancy is more than the
casting of spells, it is a deep understanding of the line
between life and death, and the ablity redraw it - if only
for a few moments - in favour of ones own ends. Thus,
the necromancer is more than a mere magic wielder, or
a freak that summons undead servants. In combat the
necromancer uses magic, weapons, undead allies and
their affinity with their opponents doom to succeed. In
times of rest and peace the necromancer intimidates,
deceives or bargains a path to their destination.
Power at a Cost
A necromancer knows that nothing is ever free.
Manipulating energies in the way the necromancer
does, takes a physical toll. Their bodies grow weaker as
their powers grow stronger. Coinidentally, their powers
are also uniquely suited to covering the traces they
leave. Practicing obscured magics doesn’t end well for
the incapable. Necromancers either die young, having
drained their body of all vitality, or learn quick enough
to extend their lifespan beyond its natural bounds.

Class Features Power Source and Spellcasting Ability  


As a necromancer, you gain the following class features You pick once of the following ways in which you gained
your power.
Obsessive: You studied long and hard, intelligence is
Hit Points
1d6 per necromancer level your spellcasting ability. Additionally, you gain
Hit Dice:
6 + your Constitution proficiency in intelligence saving throws.
Hit Points at 1st Level: Corrupted: You were corrupted by an otherworldy
modifier being, possibly through your own volition, charisma is
Hit Points at Higher Levels: 1d6 (or 5) + your your spellcasting ability. Additionally, you gain
Constitution modifier per Necromancer level after proficiency in charisma saving throws.
1st Miscreant: You were just born different, wisdom is
Proficiencies your spellcasting ability. Additionally, you gain
Light armor and shields proficiency in either strenght or charisma saving
Armor:
Weapons: Simple weapons throws.
Tools: choose one of: Poiseners kit, Herbalism kit Whenever one of your necromancer spells refers to your
spellcasting ability, you use the one determined by your
Saving Throws: Constitution power source. In addition, you use your power source
Skills: Choose two from Arcana, History, determined spellcasting ability modifier when setting
Intimidation, Medicine, Nature, Religion the saving throw DC for a necromancer spell you cast
and when making an attack roll with one.
Equipment Spell save DC = 8 + your proficiency bonus + your
You start with the following equipment, in addition to spellcasting ability
the equipment granted by your background: Spell attack modifier = your proficiency bonus + your
(a) a sickle and a quarterstaff (b) two simple weapons
spellcasting ability
(a) a herbalism kit (b) a poiseners kit
Your Power Source also grants you access to certain
(a) leather armor (b) a necromancer’s robes
spells, these can be found in the Power Source Spells
table. These spells don’t count towards your spells
Spell Casting known.
Cantrips Power Source Spells
At first level, through your own work or through
mechinations of something else, you’ve gained the Level Obsessive Miscreant Corrupted

ability to wield magic to influence life and death. 1 Identify Bless Arms of Hadar

At 1st level, you know two cantrips of your choice 2 Invisibility Healing Spirit Hold Person

from the necromancer spell list. You learn additional 3 Dispel Magic Spirit Hunger of

necromancer cantrips of your choice at higher levels, as Guardians Hadar

shown in the Cantrips Known column of the 4 Greater Private Black Tentacles

Necromancer table. 5
Invisibility
Scrying
Sanctum
Animate Hold Monster
Objects
Spell Slots
The Necromancer table shows how many spell slots you Ritual Casting
have to cast your necromancer spells of 1st level and You can cast a necromancer spell as a ritual if that spell
higher. To cast one of these spells, you must expend a has the ritual tag and you have learned the spell.
slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest. Spellcasting Focus
The Obsessive can use as an arcane focus for their
Spells Known of 1st Level and Higher
You know 2 level 1 spells of your choice from the necromancer spells. The Corrupted can use a holy
necromancer spell list. symbol as a focus for their necromancer spells. The
Miscreant can use a druidic focus to cast their
The Spells Known column of the Necromancer table necromancer spells.
shows when you learn more necromancer spells of your
choice. Each of these spells must be of a level for which Necrotic Constitution
you have spell slots, as shown on the table. Also at first level, whenever you roll your hit dice for any
Additionally, when you gain a level in this class, you purpose, you roll twice and pick one of the two.
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.

The Necromancer
Proficiency Cantrips Spells — Spell Slots Per Spell Level — Manipulations
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th Known
1st +2 Spellcasting, Necrotic 2 2 2 — — — — —
Constitution
2nd +2 Essence Manipulation, Grim 2 3 2 — — — — 2
Sustenance
3rd +2 Necromantic Dedication 2 3 3 — — — — 3
4th +2 Ability Score Improvement 2 3 3 — — — — 3
5th +3 — 2 4 4 2 — — — 4
6th +3 Necromantic Dedication 2 5 4 2 — — — 4
Feature
7th +3 Necrotic Transference 2 6 4 3 — — — 4
8th +3 Ability Score Improvement 3 7 4 3 — — — 4
9th +4 — 3 8 4 3 2 — — 5
10th +4 Necromantic Dedication 3 9 4 3 2 — — 5
Feature
11th +4 Necromantic Arcanum (4th and 3 10 4 3 3 — — 5
5th level)
12th +4 Ability Score Improvement 3 11 4 3 3 — — 5
13th +5 — 4 12 4 3 3 1 — 6
14th +5 Necromantic Dedication 4 12 4 3 3 1 — 6
Feature
15th +5 Necromantic Arcanum (6th and 4 13 4 3 3 2 — 6
7th level)
16th +5 Ability Score Improvement 4 13 4 3 3 2 — 6
17th +6 — 4 14 4 3 3 3 1 7
18th +6 Necromantic Arcanum (8th and 4 14 4 3 3 3 1 7
9th level
19th +6 Ability Score Improvement 4 15 4 3 3 3 2 8
20th +6 Master of Death 4 15 4 3 3 3 2 8

Essence Manipulation Grim Sustenance  


Starting at the 2nd level, necromancers gain access to At 2nd level, as a reaction when a creature that isn’t a
manipulations of essence. These manipulations grant construct or undead dies within 30 feet of you, you can
them powers in exchange for life force. The number of harvest their essence and you regain 1 hit die (you can
manipulations you have access to is listed in the exceed your hit die maximum). Any excess hit dice in
Necromancer Table. After a manipulation is learned, it your hit die pool are lost at the end of each long rest.
needs to be activated, you can do so as a free action on You can use this ability an number of times equal to
your turn unless the manipulation states otherwise. your proficiency modifier per long rest.
There are two methods of activation. (1) You roll a
number of hit dice and substract the rolled total from Necromantic Dedication
your maximum hit points, these manipulations stay At 3rd level you start to define your powers more
active untill you switch them out. (2) You spend a strongly as you dedicate yourself to a certain
number of hit dice, roll them and detract the total from specialization within necromancy. Pick a dedication of
your current hit points. Once the effect of a your choice: Flesh Artisan, Essence Weaver or
manipulation has ended, you can activate it again. When Soulreaper. Your dedication grants you features at 3rd,
a manipulation is activated using the first method, you 6th, 9th and 14th level.
don’t regain the lost maximum hit points when  
swapping the manipulation out.
Note that the Necrotic Constitution feature applies to
all hit dice rolled using this feature.

Ability Score Improvement Flesh Artisan Features


 
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score by 2, Level Feature
or you can increase two ability scores by 1. As normal, 3 Meat Artisan, Undying Companion
you can’t increase an ability score above 20 using this 6 Hands of the Artisan
feature. 10
14
Shared Vitality
Extended Body
Life Transference Meat Artisan
Starting at 7th level, once per day as part of a short rest, At third level, you gain proficiency with flesh carving
you can relocate a number of hit dice equal to half your tools, and flesh carving tools use your spellcasting
level (rounded down) between the pools of willing ability when used.
creature. These hit dice can be spend this same short
rest. Hit dice that are relocated like this don’t change
value.
Necromantic Arcanum
At 11th level, you gain a unique insight into the arcane
mysteries of necromancy. You can pick one 4th and one
5th level spell from the necromancy school. These Undying Companion
become your Necromantic Arcana. Once per long rest Also at 3rd level, your flesh artisanry has borne you a
you can cast one of your Necromantic Arcana without companion, a big, fleshy figure. It’s friendly to you and
expanding a spell slot. At 15th level you can add a 6th your companions, and it obeys your comands. It’s
and 7th level necromancy spell to your Necromantic statistics can be found in the Undying Companion stat
Arcana At 18th level you can add a 8th and 9th level block. You determine it’s appearance.
necromancy spell to your Necromantic Arcana In combat, your companion shares your initiative and
For the purposes of this feature, your DM might takes its turn right after you take yours. It can move and
consider (any number of) restoration and healing spells take its reaction on its own, but the only action it takes
as part of the school of necromancy. on its turn is the Dodge action, unless you take your
bonus action to command it to take any other action
Master of Death instead. If you are incapacitated, your Undying
As you reach 20th level, you become impossible to Companion acts on its own.
simply kill. You can spend 20 hit dice and one full day of At the end of a long rest, you can create a new undead
work to stash an element of your soul into a mundane companion if you have a dead body as well as your flesh
object. For the purpose of destroying it, the object has 1 carving tools. You can only have one undying
hit point. When you would normally die, you instead companion at a time from this feature.
resurrect at the location of the object after 1d12 days, as When the undying companion drops to 0 hitpoints, it
if you had finished a long rest. stabilizes automatically and revives with 1 hit point after
1d4 hours. The Undying companion can still be
Necromantic Dedication destroyed by spells and effects that state so specifically.
The way of the Necromancer is shrouded in mystery You can revive your undying companion by spending 10
and danger for oneself and others. All necromancers minutes and expending a spell slot of any level, if you do
wander a different road. Some walk them with an so, it return to life with hitpoint equal to the expended
undying friend, some travel while taking what they need spellslot times 10.
from others, yet others cut through the mist, straight When the Flesh Artisan dies, the Undying Companion
towards their goal. dies as well.
Hands of the Artisan
Flesh Artisan At 6th level you gain expertise with flesh carving tools
For the Flesh Artisan necromancy isn’t just magic, it’s and proficiency with one other set of tools of your
an art. They wield tools to create beautiful, powerful or choice.
strange abominations. In combat this gives them a Additionally, spending 10 minutes you can take the
meatshield to hide behind as they cast their spells and face and/or skin of a creature and place it on a different
cantrips. Outside of combat it gives them power over creature of the same size to make a physical disguise
people who cower in the face of their immense that can’t be detected through magic. A creature can
sculptures. make an investigation check against your spell save DC
to discern the nature
 

Shared Vitality  
At 10th level the energy that sustains your companion
becomes more and more intertwined with your own life
energy. You and your companion now share all your hit
dice in one pool.
Additionally, when you or your Undying companion
take damage, you can instead deal that damage to the
other. You can use this ability equal to your spellcasting
ability modifier times per day
Extended Body
At 14th level, when you activate a manipulation of
essence for yourself, you can instead give your Undying Essence Weaver Features
companion the benefits of it. Any damage or max HP Level Feature
reduction caused by the activation of the manipulation 3 Tether Essences
is still inflicted on you and not your companion. 6 Vital Momentum
10 Reliable Tethers
14 Necrotic Recharge

Tether Essences
At third level, you gain the ability to tether two
creatures. As a bonus action you can choose two
creatures you can see within 30 feet. Both creatures
must make a spell save corresponding to your power
source ability. A creature can choose to fail the saving
throw. If both fail, they are tethered and are affected by
one of three tethers, as choses by you, in the way
described below.
The tether ends when you or one of the tethered
creatures is at 0 hit points, after 1 minute. Only one
tether can be used at a time. You can use a bonus action
on your turn to dismiss a tether.
You can use this feature an amount of times equal to
your proficiency bonus. During a short rest you can
expend and roll a hit die and regain as many tethers as
the number rolled. The number of uses of your tether
can never exceed your proficiency bonus.
Tether Hearts Whenever one of the tethered creatures
takes damage, you can choose to equally split all
damage between all tethered creatures
Tether Bodies Whenever one of the tethered creatures
is affected by a condition, the other creature is
affected as well
Tether Spirits Whenever one of the tethered creatures
is affected by a spell or ability with one of the
following effects: bless, curse, hex, heal or restore, the
other creature is affected in the same way. If a spell,
Essence Weaver effect or ability has specifications that would prevent
The essence weaver thrives in the mids of combat, but the tethered creature from being affected by it, it is
not because of martial prowess or their ability to cast not affected. Both creatures can end the conditions or
spells. No, the weaver sustains themselves and their effects imposed by the the tether individually. If the
friends with the death and decay of others. By tethering condition or effect is imposed by an effect against
the essences of friends and foes, the leech decides who which a saving throw needs to be made at the end or
lives and dies, when and how. start of each turn, both creatures can do so
individually. The tether also works for conditions or
effects already imposed when the tether is first
initiated.

Vital Momentum whenever you hit your marked creature, you deal  
Starting at 6th level, once per short rest, when a 1d4 additional necrotic damage
tethered creature that is not a construct or undead, is if the creature has resistance against damage type
reduced to 0 hp, you can choose to regain your highest you deal to it, it looses the resistence for this attack
spell slot (you do not regain your Necromantic Arcana if the creature has immunity against the damage type
in this way). you deal to it, it looses immunity but gains resistance
for this attack
Reliable Tethers
When you target a creature with your tether essences After a marked creature has died, you can shift your
ability, you can choose one of of the targeted creature mark to a different creature you can see within 60 feet,
and give them disadvantage on all saving throws untill using a bonus action on your turn. If you didn’t make an
the end of their next turn (including the saving throw attack or dealt damage against a marked creature, or
against the tether). You can use this ability a number of forced a marked creature to make a saving throw at the
times equal to your proficiency modifier. You can use end of your turn, your wraith form ends. If you loose
this ability multiple times in the same use of the tether your wraith form, you also loose your mark.
essences ability. You can use this ability a number of times equal to
your proficiency bonus. You regain all uses on a long
Necrotic Recharge rest.
At 14th level, whenever you spend a total of 2 or more
hit dice to heal or to regenerate your tethers during a Harvest Soul
At 6th level, you can infuse your weapons with the
short rest, you can regain one spell slot of your choice suffering of your slain enemies. When you reduce a
for every two hit dice spent. marked creature to 0 hit points using a weapon attack,
Soulreaper your next hit with that same weapon deals 2d8 extra
The Soulreaper is singleminded killer. They mark a necrotic damage.
target for the grave and don’t stop untill stop they are Focussed Fury
six feet under. The Soulreaper doesn’t need friends to At 10th level, while in wraith form, you gain advantage
dispatch of their target, but a well supported Soulreaper when attacking a marked creature, but disadvantage on
can be a true menace on the battlefield. attacks agains all other creatures.
Soulreaper Features The Hunter’s Hunger
Level Feature At 14th level, you gain an additional way to enter your
3 Skill of the Reaper, Wraith Form Wraith Form; you can spend 3 hit dice to enter your
6 Harvest Soul Wraith Form instead of expending one of its uses. When
10 Focussed Fury you activate your Wraith Form in this way and reduce a
14 The Hunter’s Hunger marked creature to 0 hit points while in your wraith
form, you gain 1 hit die (you can exceed your hit die
Skill of a Reaper maximum, you lose any excess hit dice at then end of a
At third level, you gain proficiency with martial weapons long rest). Any excess hit dice in your hit die pool are
but lose proficiency with shields lost at the end of each long rest.
Wraith Form The Patchwork
Also at third level, as a bonus action on your turn, you The Patchwork has dedicated their skill to improving
can enter a Wraith Form and mark a creature you can their own vitality. Their body has been magically
see within 60 ft. Your wraith form ends after 1 minute modified to withstand severe punishment and
While your wraith form is active your gain the following regenerate damage like no one else. As a bonus the
benefits: Patchwork might also implement some ‘upgrades’ to
your walking speed becomes a hover speed and their mortal form.
increases with 10 feet per round  
you have advantage on acrobatics and athletics
checks to end or prevent the grappled or restrained
condition.
You have advantage on dexterity and strenght saving
throws to end or prevent the grappled or restrained
condition.
While your mark is placed you gain the following
benefits:

Patchwork Features temporary hit points left, you gain resistance to  


Body slashing, piercing and bludgeoning damage.
Level Feature Modifications
Body of Bloat
3 Body Modification, Patchy 1
At level 10 and all necromancer levels after level 10, you
Constitution
gain a d10 hit die instead of a d6. When you finish a
6 Meaty Shield 2
long rest and don’t recover hit dice up to your
10 Body of Bloat 3
maximum, you can choose which hit dice to recover.
14 Augmented Physique 4
Additionally, when you reach level 10, your hit dice
Body Modification maximum increases with 2 extra dice.
At third level, and when you reach level 6, 10 or 14 of
the necromancer class, you gain one of the benefits Augmented Physique
At 14th level, when you fail a dexterity or strength
listed below. Your DM might require your to have the saving throw, take half the damage and ignore any other
mentioned bodypart (or a similar bodypart) to complete negative effects
your body modification.
Chords of the Harpy Once per long rest, when you cast The Leech
a spell all targeted creatures gain disadvantage on Leeches are perhaps the most sadistic of all
saving throws against being charmed for the duration necromancers. They nudge their enemies towards
of the spell. failure and are emboldened when it inevitable occurs.
Eyes of the Griffon You gain advantage on perception They live of the suffering of those who oppose them …
checks that rely on sight. and at times perhaps a bystander of two.
Fangs of the Snake You can use your bonus action to
make a bite attack using your strength modifier, Leech Features
dealing 1d4 of poison damage .
Feet of Harengon Your walking speed increases with 5ft
Level Feature
and your jump speed is tripled. 3 Leeching Aura
Gills of the Kuo-Toa You can breathe underwater.
6 Drain Health
Glands of the Frog Once per short rest, when a creature
10 Energy Theft
within 5 feet of you deals damage to you with with a 14 Twist Momentum
melee weapon attack, you can spend your reaction to Leeching Aura
force the attacker to make a constitution save against As a bonus action you can activate your Leeching Aura.
your spellcasting modifier. If they fail, they are This aura effects all creatures in a 20 feet radius around
paralyzed for 1 minute. The creature can repeat this you. All enemies in your aura’s detract 1d4 from all
save at the start of each of their turns. their attacks and saving throws. While there is at least 1
Hand of the Hag Once per short rest, you can give enemy in your leeching aura, you add 1d4 to all attacks
yourself advantage on a spell attack roll. and saving throws.
Hide of the Bulette While not wearing any armour, you You can use this ability a number of times equal to
can add your constitution modifier to your armor your proficiency bonus per long rest
class.
Hooks of the Hooked Horror When you hit a creature Drain Health
with a melee weapon attack, you may spend your Starting at sixth level, when a creature within your
bonus action to try to make a grapple attack against Leeching Aura takes damage, you can spend your
the creature. When you do so, you don’t need a free reaction to heal yourself the same amount of hit points.
hand to grapple. The number of hit points healed this way can never
Scales of the Dragon You gain resistance to one of the exceed your level.
following damage types: acid, cold, fire, lightning. You can use this ability a number of times equal to
Wings of the Cockatrice You gain a flying speed of 20 ft, your proficiency modifier per long rest.
but at the end of every turn, you drop 10 feet.
Energy Theft
Patchy Constitution
Also at 3rd level and all necromancer levels after level 3, Starting at 10 level, when you deal necrotic damage to a
your maximum hit point increases with one extra point. creature, targeted creature can’t use reactions until the
start of their next turn. You gain one additional reaction
Meaty Shield which you can only use before the start of your next
At sixth level, as bonus action you can expend a hit die turn.
and gain temporary hp equal to the number rolled + You can use this feature a number of times equal to
your constitution modifier. While you have any of these your proficiency bonus per long rest.
 

Twist Momentum and direction of the undead creatures.  


Starting at 14th level, when a creature within your
Leeching Aura fails a saving throw, you can spend your Heavy Exoskeleton
reaction to grant yourself advantage on your next saving activate: free action, 2 hit dice, ends on a long
throw. When a creature within your leeching aura fails You gain proficiency with heavy armor . Your armor
an attack roll, you can spend your reaction to grant doesn’t give you disadvantage on stealth.
yourself advantage on your next attack roll.
Horrible Visage
Manipulate Essence activate : bonus action, 1 hit die
Manipulations of Essence grant power in exchange for You cast cause fear at second level without expending a
hit dice or maximum HP. The number of manipulations spell slot.
you know is listed in the Necromancer table. Every time
you level you can swap out one manipulation. Some Seed of Necrosis
manipulations have level or necromantic dedication activate : bonus action, 2 hit dice
prerequisites. Each manipulation lists the cost to Target 1 creature within 30 feet of you that is not
activate it. When the cost is listed in x hit dice this resistant or immune to necrotic damage. They are
means you must spend these hit dice, roll them and take vulnerable to the next cantrip, spell, weapon attack or
necrotic damage equal to the number rolled. When the effect that deals necrotic damage.
cost listed is x hit die of max hp you roll the listed
number of hit dice and detract the number rolled from No Rest for the Wicked
your max HP, you do not spend the hit dice when doing : when picked, 1 hit die of max hp, permanent
so. activate
You no longer need to sleep. You gain the benefits of a
Armor of Darkness long rest after 8 hours of light activity, such as reading
activate: free action, 1 hit die, ends on a long rest or keeping watch.
You can cast mage armor without expanding a spell Right Tool for the Harvest
slot. This effect lasts until the end of your next long rest. : free action, 1 hit die, ends on a long rest
activate
Cloak of Shadows You become proficient with 2 weapons of your choice.
: free action, 1 hit die, ends on a long rest
activate
Second Hand Skills
You can cast pass without a trace without spending prerequisite: corrupted
components, using a first level spell slot. activate: free action, 1 hit die, ends on a long rest
Desensitized Skin Choose a cantrip from the Necromancer spell list, you
: when picked, 1 hit die of max hp, permanent
activate can cast this cantrip as if you know it.
You gain advantage on constitution saving throws to Death Speaker
maintain your concentration. activate : free action, 1 hit dice, ends on a long rest
Delay Fate You can cast Speak with Dead without expending a
activate : free action (on your turn), 1 hit die, ends on a spell slot. You don’t need to know the spell to do so.
long rest Tainted Visage
You learn the spare the dying cantrip which you can activate: when picked, 1 hit die of max hp, permanent
cast from 30 feet away. You can cast spare the dying You gain proficiency in intimidation and other creatures
spell as a bonus action, or as a reaction whenever have disadvantage on insight checks made against you.
someone is about to roll a death saving throw.
Exoskeleton Enforce Tether
activate: free action, 1 hit die, ends on a long Prerequisite: Essence weaver
activate: reaction, 1 hit die
You gain proficiency with medium armor. Your armor As a reaction when a creature successfully saves against
doesn’t give you disadvantage on stealth. your Tether Essence ability, you can roll the hit die
Finding Kin spent to a activate this ability again and detract the roll
: free action, 1 hit die, ends on a long rest from the creature’s save, potentially causing them to fail
activate
You can spend your action to detect any undead within a instead.
100 feet of you. When you do so, you know the number  

Ghostly Movement Prerequisite: 5th level, flesh artisan, ‘the Companions  


Prerequisite: Soulreaper Fury’ manipulation not known.
activate : free action while in Wraith Form, 1 hit die activate : when picked, 2 hit dice of max HP, permanent
Your movement doesn’t provoke attacks of opportunity Instead of spending your bonus action to command your
and you can move through solid objects. This effect companion to take an action, you can now do so for a
lasts until your Wraith Form ends. If you end your turn free action on your turn.
in a solid object your take 5d6 force damage and are
ousted to the nearest free space. Versatile Combatant
Prerequisite: 5th level, ‘Death Imbued Tools’ and
Improvised Medicine ‘Second Attack’ maniplulations not known
Prerequisite: Patchwork activate: when picked, 2 hit dice of max hp, permanent
activate : short rest, 1 hit die After you target a creature with a cantrip or a spell that
Whenever you take a short rest and have the dead body deals damage, you can spend your bonus action to make
of a small or larger humanoid, beast or monstrosity a weapon attack
available, you can chose up to your spellcasting ability
modifier of willing creatures. All of these creature roll Horrible Rot
their hit dice with advantage this short rest. Prerequisite: 9th level, patchwork
activate : free action, 2 hit dice, ends on a long rest
Applied Necromancy
Whenever you take damage from a melee attack made
Prerequisite: 5th level
: free action, 1 hit dice, ends on a long rest from within 10 feet of you, you deal 1d4 of acid damage
activate to the attacker.
Whenever you deal damage with a spell, you can deal
the damage as necrotic damage instead. Monterous Companion
Prerequisite: 9th level
Death Imbued Tools activate : when picked, 2 hit dice of max hp, permanent
Prerequisite: 5th level, ‘Second Attack’ and ‘Versatile
Your undying companion increases in size, it is now
Combatant’ manipulations not known
: when picked, 2 hit dice of max hp, permanent large. You Companion’s hitpoints increase to 8 times
activate your Necromancer level + 5. Your companion’s hit die
Whenever you finish a long rest, choose 2 weapons. increases to a d10. Your Companion’s damage die for
These weapons become magical for the purpose of it’s slam attack is increased to a D12
overcoming resistances. Once per round, when you roll
damage with one of these two weapons, you deal 1d12 Improved Wraith Form
necrotic damage extra as part of the attack. Prerequisite: 9th level, soulreaper
activate: when picked, 2 hit dice of max hp, permanent
The Companion’s Fury
When you are in wraith form your gain resistance to
Prerequisite: 5th level, flesh artisan, ‘Strenghtened
Companionship’ manipulation not known.
slashing, piercing and bludgeoning damage.
activate : when picked, 2 hit dice of max hp, permanent Improved Tether
Whenever your undying companion takes the attack Prerequisite: 9th level, essence weaver
action, it can make a second attack. activate: when picked, 2 hit dice of max hp, permanent
Relentless Mark Your tether can now target a third creature. If one
creature succeeds its saving throw, the tether still works
Prerequisite: 5th level, soulreaper
activate: when picked, 1 hit die of max HP, permanent on the other two.
When you mark a creature while in wraith form, you can Leeching Counterspell
choose to teleport 30 feet towards the marked creature Prerequisite: 9th level, leech
as part of the bonus action. . activate : reaction, 2 hit dice
Second Attack When a creature you can see within 60 feet casts a
spell, force them to make a CON save against your spell
Prerequisite: 5th level, ‘Death Imbued Tools’ and
save DC. If the creature fails, you absorb their spell. On
‘Versatile Combatant’ manipulations not known
: when picked, 2 hit dice of max hp, permanent your next turn, you can cast a spell you know of the
activate same level as the spell absorbed without expending or
Whenever you take the attack action, you can make a needing the corresponding spell slot.
second attack.  
Strenghtened Companionship

Lifesteal This homebrew has not taken multiclassing into  


Prerequisite: 9th level consideration in design at all. It is not advised to
activate: free action, 2 hit dice , ends on a long rest multiclass into the Necromancer or multiclass out of the
Whenever you deal Necrotic damage, you can choose to Necromancer. If you want to multiclass into
do half as much damage and heal that much instead. Necromancer you need to fullfill the following
requirments
Legion of Death You must have a constitution score of 13
Prerequisite: 9th level
: free action, 2 hit dice, ends on a long rest You must have a 13 in the stat which you choose as
activate your power source at level 1.
You gain the ability to cast animate dead without To determine your spell slots, you use half your
spending components, using a spell slot of second level levels (rounded up) and consult the multiclass spell
or higher. slot table (PHB 165)
Proficient Healer  
Prerequisite: 9th level
activate: free action, 2 hit dice, ends on a long rest
Whenever you roll dice as part of a spell that restores
hit points or grants temporary hitpoints you can reroll
1’s and 2’s, you keep the second result.
Regenerate Arcana
Prerequisite: 13th level
activate : action, spell level /2 hit dice
Choose one of your level 4 or 5 necromantic arcana and
cast it.
True Cost
prerequisite: 17th level
activate : action, spell level /3 hit dice
Choose one of your necromantic arcana and cast it
without needing components and without paying
material cost for the spell. Instead of detracting the hit
dice rolled for activating this manipulation from your
HP, you decrease your max HP with the total rolled.
Improved Regenerate Arcance
Prerequisite: 17th level
: action, spell level /2 hit dice
activate
Choose one of your level 4, 5, 6 or 7 necromantic arcana
and cast it.
Improved Legion of Death
Prerequisite: 17th level
: free action, 3 hit dice, ends on a long rest
activate
You can cast animate dead without spending
components, using a spell slot of first level or higher.

Multiclassing

 
Created by OllyBollyKnolly

Art Credits
all works of art used in this homebrew are from Wizard
of the Coast, gathered from artofmtg.com, with the
following disclaimer: “The Necromancer” is unofficial
Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.”
 

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