The Necromancer - Class D&D
The Necromancer - Class D&D
5
A versatile half-caster that manipulates life and death around them
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.
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
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
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:
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.”