Necromancer's Guide
Necromancer's Guide
Raise undead
Raise undead armies
              armies as
                      as you
                          you bind
                               bind the
                                     the souls
                                          souls of
                                                of the
                                                    the dead
                                                         dead to
                                                               to your
                                                                   your will.
                                                                        will.
Raise
Raise undead
      undead armies
              armies as
                      as you
                          you bind
                               bind the
                                     the souls
                                          souls of
                                                of the
                                                    the dead
                                                         dead to
                                                               to your
                                                                   your will.
                                                                        will.
Necromancer
D
           ark tendtrils of negative energy leapt from the deep
            dwarf’s fingers, digging up old bones from the
            earth. The skeleton’s form, creaking with unlife,
            shambled forward, filling the invading dark elves
            with fear.
              The pounding grew louder against the decrepit
            wooden door, its hinges beginning to splinter. A
noxious stench of death and the wordless moans of the
undead emanated from behind it. A rotten hand smashed
through the window, unhindered by the broken glass. Its
elvish master would have the have their revenge.
  Spreading his arms in a sacred ritual, the lizardfolk
beckoned his ancestors back to the material plane. Their
spirits surrounded him, swirling for a moment before
charging the warriors of their rival tribe.
  Necromancers are mages who focus their efforts entirely
on controlling negative forces to raise the dead and enervate
their enemies. Using energy from the lower planes, they
masterfully raise undead thralls on a whim. The unfeeling,
unthinking necrotic soldiers of a practiced necromancer can
be a horrific threat on the battlefield. The most powerful
necromancers can raise entire legions at a time, or resurrect
the bones of giants and dragons.
Negative Energy and Souls
It takes more than simply being a spellcaster to become a          Necromancers typically have a solitary lifestyle, expanding
necromancer. Necromancers use their intense force of               their skillset with necromantic experiments in whatever lair
presence to wield negative energy and bind the souls of the        they can manage to carve for themselves. The call to
dead to their will. A necromancer’s iron temperament is what       adventure often comes from an opportunity to test their
shields them from the fatal backlash most mortals would            skills, expand their knowledge, or gain greater powers over
encounter when dealing with negative energy.                       the dead.
   The outcome of a necromancer’s experimentation with
negative energy and soul binding magic is their undead thrall,     Creating a Necromancer
which they use for a variety of purposes. The results of these
experiments can vary wildly from one necromancer to                When creating a necromancer, decide first what it is about
another, though like-minded necromancers often create              the art of necromancy that draws your character towards it.
Orders to share their knowledge and further the craft. Some        Are they driven to impose their will upon the world, and see
see themselves as artists, creating magnificent, war-              necromancy as a means to do so? Do they have a natural
mongering behemoths. Others approach necromancy from a             affinity with negative energy, their necromancy simply a
more scientific perspective, trying and combining multiple         natural extension of that connection? Or do they perhaps
methods in search of the optimal thrall.                           have a genuine fascination with the undead, reveling in the
   When challenged, a necromancer’s first line of defense is       artistic expression of necromancy?
their thralls, which mercilesses cary out their master’s              Carefully consider the alignment of your character. A
commands. Necromancers can also utilize the essence of             necromancer does not have to be evil, though it takes a
souls to fuel their magical abilities, using them to cast spells   specific kind of mindset to see the eternal soul of a creature
and revitilize their thralls in the midst of battle.               as being fundamentally less valuable than its living body; a
Power over Death
                                                                   disposition one would require to not view disturbing the dead
                                                                   as an act of evil. Such a mindset would typically come from
Necromancers are often ostricized for their work, which in         the culture yoru character was raised in, therefore it helps to
most societies would be considered taboo at best, and worthy       flesh out where your necromancer is from and how that
of immediate execution at worst. Not all societies have such       society viewed necromancy.
taboos however. Some cultures utilize necromancers as their
foremost generals, raising the ancestoral dead to honor their       Quick Build
eternal oath of defending the homeland. Governments on
warpaths often employ necromancers as a fear tactic, turning        You can make a necromancer quickly by following these
the fallen soldiers of their opponents against them.                suggestions. First, put your highest ability score in Charisma,
                                                                    followed by Dexterity or Constitution. Second, choose the
                                                                    hermit background.
    Class Features                                                          time. A Thrall crumbles to dust when it drops to 0 hit points,
                                                                            when you die, or when you dismiss it (no action required).
                                                                               Your Thrall’s game statistics are described in the Undead
    Hit Points                                                              Thrall stat block on the next page. Many of its traits are
    Hit Dice:1d6 per necromancer level                                      determined by your Macabre Fascination, and it uses your
                          6 + your Constitution modifier
    Hit Points at 1st Level:                                                proficiency bonus (PB) and Charisma modifier (CM) in
                               1d6 (or 4) + your Constitution
    Hit Points at Higher Levels:                                            several places.
      modifier per necromancer level after 1st                                 When your Thralls make an attack roll or force a creature
    Proficiencies                                                           to make a saving throw, they use your Necromancy attack
                                                                            modifier (NM) and save DC, calculated as follows:
    Armor:  Light armor
    Weapons:  Simple weapons                                                      Necromancy save DC = 8 + your proficiency bonus +
    Tools: Choose one type of artisan’s tools                                                 your Charisma modifier
    Saving Throws:   Wisdom, Charisma                                            Necromancy attack modifier = your proficiency bonus +
    Skills:Choose two skills from Arcana, Deception, History,                                  your Charisma modifier
      Intimidation, Investigation, Nature, Medicine, and Religion
                                                                            Your Thralls are allies to you and your companions. In
    Equipment                                                               combat, they share your initiative count, but take their turns
    You start with the following equipment, in addition to the              immediately after yours. Your Thralls can move and use their
    equipment granted by your background:                                   reaction on their own, but the only action a Thrall takes on its
       (a) A light crossbow and 20 bolts or (b) any simple                  turn is the Dodge action, unless you use the following action:
       weapon                                                               Command Thralls. As an action, you can mentally issue a
       (a) A scholar’s pack or (b) a dungeoneer’s pack                      single Command to each of your Undead Thralls. A
       Leather armor, any simple weapon, and two daggers                    Command must be a specific action against a specific target
                                                                            or for a specific goal, such as “Dash to the bandit”. That
    Necromancy                                                              action can be one in its stat block or some other action, and
                                                                            the actions you command each Thrall to take can be
    As an adept of the necromantic arts, you easily bind souls to           different. The Thrall will then take that action with that target
    your will. You can spend 1 minute channeling energy from                each turn.
    the lower planes to create Undead Thralls, each of which                   For example, if you Command an Undead Thrall to attack
    appear in an unoccupied space of your choice within 30 feet             a creature, you do not need to use this action on your
    of you. If you already have one or more Thralls when you use            following turn to repeat that Command; the Thrall will attack
    this feature, those Thralls regain all of their hit points, so          that creature until it is no longer a valid target, after which
    long as they are within 30 feet of you for the full minute.             you will need to issue it a new Command. If you tell it to
       You can create a number of these Thralls at once up to               “Dash to the bandit”, it will do so until it can no longer
    your Summon Limit, as shown in the Necromancer class                    percieve the bandit. You cannot give general Commands
    table, but you can never have more than that amount at one              such as “Attack every creature until they are all dead.”
       INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
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Macabre Fascination
Necromancers begin their journey experimenting with the          Undead Thrall
medium that fascinates them the most. Choose Bone, Flesh,        Medium undead, unaligned
or Soul to be your Macabre Fascination. Your choice              Armor Class 10 (Flesh and Soul) or 12 (Bone) + PB (natural
determines the type of Undead Thrall you raise with your           armor)
Necromancy feature, and grants you certain benefits as           Hit Points 5 (Bone and Soul) or 10 (Flesh) + CM + your
described below:                                                   necromancer level (the thrall has a number of Hit Dice [d8s]
                                                                   equal to your necromancer level)
Bone                                                             Speed 30 ft. (Bone and Flesh) or fly 40 ft. (hover) (Soul)
You bind souls to the bones of dead creatures, raising them
to do your biding. You can create one extra Undead Thrall           STR          DEX           CON         INT        WIS        CHA
that doesn’t count toward your Summon Limit. You cannot            12 (+1)      16 (+3)       14 (+2)     4 (-3)     10 (+0)     9 (-1)
have more than one of these extra Thralls at a time.
Flesh                                                            Saving Throws DEX +3 plus PB, CON +2 plus PB
                                                                 Damage Resistances Necrotic (All), Acid, Cold, Fire, Lightning,
You lace dead flesh together to create hulking monsters, and       Thunder; Bludgeoning, Piercing, and Slashing from
you embolden your own flesh as well. You have resistance to        Nonmagical Attacks (Soul only)
poison damage and advantage on saving throws to avoid or         Damage Immunities Poison
end the poisoned condition. Your hit point maximum also          Condition Immunities Exhaustion, Poisoned (All); Grappled,
increases by 1, and it increases by 1 again each time you gain     Prone, and Restrained (Soul only)
a level in this class.                                           Senses Darkvision 60 ft., passive Perception 10
                                                                 Languages Understands the languages you speak
Soul                                                             Challenge PB
Rather than reanimating corpses, you anchor souls to the
material realm with sheer will. You have advantage on
Wisdom saving throws while you are not unconcious.               Breathless. The thrall cannot gain temporary hit points from
                                                                 sources that do not specifically mention your undead thralls.
                                                                 Mindless. The thrall can understand and obey the commands of
                                                                 its creator, but is not intelligent enough to communicate, wield
                                                                 or activate objects, or perform tasks more complex than taking a
                                                                 single action at a specified time. A thrall cannot make
                                                                 opportunity attacks unless you can see the thrall and the target,
                                                                 and you use your reaction to allow them to do so.
                                                                 Fractured (Bone Only). When the thrall takes bludgeoning
                                                                 damage, it takes an additional 1d4 force damage.
                                                                 Incorporeal (Soul Only). The thrall cannot interact with objects. It
                                                                 can move through other creatures and objects as if they were
                                                                 difficult terrain. If it ends its turn inside an object, it is shunted
                                                                 to the nearest unoccupied space and takes 1d10 force damage
                                                                 for every 5 feet traveled.
                                                                 Undead Fortitude (Flesh Only). If damage reduces the thrall to 0
                                                                 hit points, it must make a Constitution saving throw with a DC
                                                                 of 5 + the damage taken, unless the damage is radiant or from a
                                                                 critical hit. On a success, the thrall drops to 1 hit point instead.
                                                                 Undead Nature. A thrall doesn’t require air, food, drink, or sleep.
                                                                 Actions
                                                                 Assault. Melee Weapon Attack: +NM to hit, reach 5ft., one target.
                                                                 Hit 1d6 (Bone and Soul) or 1d8 (Flesh) + PB necrotic damage.
                                                                 The target must also succeed on a Constitution (Flesh) or
                                                                 Wisdom (Soul) saving throw or become poisoned (Flesh) or
                                                                 Frightened of the thrall (Soul) until the end of its next turn. A
                                                                 creature that succeeds on the saving throw is immune to this
                                                                 effect from any thrall for 24 hours.
                                                                 Necroblast (Bone Only). Ranged Spell Attack: +NM to hit, range
                                                                 120 ft., one target. Hit: 2d4 necrotic damage.
                                                                 Reactions
                                                                 Overwhelm. In response to another one of your thralls within 5
                                                                 feet of it being hit by a melee attack from a creature also within
                                                                 5 feet of it, the thrall partially intercepts the attack, splitting its
                                                                 damage evenly between both thralls (round down).
    Soul Magic                                                         Spellcasting Ability
    Your necromancer training has taught you to wield the power        Charisma is your spellcasting ability for your necromancer
    of souls to cast spells.                                           spells, so you use your Charisma whenever a spell refers to
                                                                       your spellcasting ability. You use your Charisma modifier
    Cantrips                                                           when setting the saving throw DC for a necromancer spell
    You know two necromancer cantrips of your choice.                  you cast and when making an attack roll with one, as shown
                                                                       below:
    Spell Slots                                                                  Spell save DC = 8 + your proficiency bonus +
The Necromancer table shows how many spell slots you have your Charisma modifier
    to cast your necromancer spells of 1st through 5th level. The              Spell attack modifier = your proficiency bonus +
    table also shows what the level of those slots is; all of your                          your Charisma modifier
    spell slots are the same level. To cast one of your                Spellcasting Focus
    necromancer spells of 1st level or higher, you must expend a       You can use a necromantic focus as a spellcasting focus for
    spell slot. You regain all expended Soul Magic spell slots         your necromancer spells, which is an arcane focus you create
    when you finish a short or long rest.                              from bones by expending a Soul Magic spell slot while in
    Spells Known of 1st Level and Higher                               contact with a bone of sufficienct size for the type of focus
    At 1st level, you learn two 1st-level spells of your choice from   you want to imitate (such as a skull for an orb or a rib for a
    the Necromancer Spell List at the end of this class                wand). Your necromantic focus has no gold value.
    description.
       The Spells Known column of the Necromancer table                 Optional Rule: Multiclassing
    shows when you learn more necromancer spells of 1st level
    and higher. Any spell you choose must be of a level no higher       If you use the optional multiclassing rule in the Player’s
    than what’s shown in the table’s Slot Level column for your         Handbook, here’s what you need to know if you choose
    level. For example, when you reach 7th level in this class you      necromancer as one of your classes.
    learn a new necromancer spell, which can be 1st or 2nd                Ability Score Minimum. As a multiclass character you must
    level.                                                                have a Charisma score of at least 13 to take a level in this
       Additionally, when you gain a level in this class, you can         class, or to take a level in another class if you already are a
    choose one of the necromancer spells you know and replace             necromancer.
    it with another necromancer spell, which also must be of a            Proficiencies Gained. If necromancer is not your initial class,
    level for which you have spell slots.                                 you only gain proficiency with light armor and simple
                                                                          weapons.
A 10-foot-radius circle of bone spikes erupt from the ground,        Casting Time:    1 action
centered on a point you can see within range and pointing            Range:    120 feet (20-foot square)
inward. Each creature whose space the circle intersects must         Components:     V, S, M (Three finger bones from a mass
make a Dexterity saving throw. On a failed save, a creature is          grave)
                                                                     Duration: Concentration, up to 1 minute
impaled by the spikes, becoming restrained by them and               Spell Lists: Necromancer, Warlock
taking 3d8 piercing damage. A creature can use its action to
remove themselves from the spikes, so long as there is an            Your raise a slugish swarm of skeletons in a 20-foot square
unoccupied space within 5 feet of them inside the circle,            on the ground within range. For the duration, the skeletons’
which the creature then moves to. On a successful save, a            bodies stick halfway out of the ground, turning the area into
creature takes half as much damage and moves to an                   diffuclt terrain for other creatures that are not undead.
unoccupied space within 5 feet of its current location that the         When a creature other than you that is not undead enters
circle is not touching.                                              the affected area for the first time on a turn or starts its turn
   A creature inside the circle that tries to walk outside it        there, the creature must succeed on a Dexterity saving throw
takes 1d6 piercing damage and is prevented from doing so.            or take 3d4 bludgeoning damage and be grappled by a
Creatures can attmpt to jump over the spikes, which are 5            skeleton until the spell ends. A creature that starts its turn in
feet tall. If it fails the attempt, it takes damage and is impaled   the area and is already grappled by a skeleton takes 3d4
and restrained as if it had failed the saving throw. Creatures       bludgeoning damage.
outside the circle treat spaces intersected by the circle as            A creature grappled by the skeletons can use its action to
difficult terrain when trying to enter it.                           make an Acrobatics or Athletics check (its choice) against
   At Higher Levels. When you cast this spell using a spell          your spell save DC. On a success, it frees itself. Attacking the
slot of 3rd level or higher, the damage increases by 1d8 for         skeletons is pointless, as more constantly rise to replace
each slot level above 2nd.                                           damaged ones.
                                                                        On each of your turns after you cast this spell, you can use
Tether Souls                                                         an action to move the swarm up to 30 feet in any direction.
2nd-level necromancy                                                    At Higher Levels. When you cast this spell using a spell
                1 action                                             slot of 4th level or higher, the damage increases by 2d4 for
Casting Time:
Range:  30 feet                                                      each slot level above 3rd.
Components:    V, S, M (The skeleton of a two-headed rodent)         Leeching Aura
Duration:   Concentration, up to 1 minute
Spell Lists: Necromancer                                             3rd-level necromancy
You attempt to link the essence of two creatures you can see         Casting Time:    1 action
within range. Constructs are immune to this effect. You              Range:   Self (30-foot sphere)
choose the effect of the tether from the options below:              Components:     V
  Draining Tether. Choose one of the target creatures to
                                                                     Duration:   Concentration, up to 1 minute
make a Charisma saving throw. On a success, the creature             Spell Lists:  Necromancer
takes 1d8 necrotic damage and the spell ends. On a failure,          You manipulate the life essence of creatures in an aura with
the creature takes necrotic damage equal to 2d8 + the                a 30-foot radius. Until the spell ends, the aura moves with
creature’s own Constitution modifier, and the other creature         you, centered on you. You can use a bonus action to force one
regains hit points equal to the damage dealt. Until the spell        creature in the aura to make a Charisma saving throw, taking
ends, you can use your action to deal this damage again to           necrotic damage equal to 1d8 + the target’s own Constitution
the same creature, causing the other creature to regain hit          modifier on a failed save, or half as much damage on a
points in the same way.                                              success. Constructs are immune to this effect.
  Whithering Tether. Both creatures must make a Charisma               Another creature of your choice within the aura that is not
saving throw. If either creature succeeds, they both take 1d8        a construct regains hit points equal to the necrotic damage
necrotic damage and the spell ends. If both fail, their essence      dealt.
becomes linked. Each time one of the creautres takes                   At Higher Levels. When you cast this spell using a spell
                                                                     slot of 5th level or higher, the damage increases by 1d8.
                       INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
                                                                                                                                         15
     Spine of Ukthulus                                                 Command Skeleton
     3rd-level necromancy                                              4th-level necromancy
     Casting Time:    1 action                                         Casting Time:     1 action
     Range:   Self (100-foot line)                                     Range:    60 feet
     Components:     V, S, M (The spine of a rat)                      Components:     S
     Duration:   Instantaneous                                         Duration:   Concentration, up to 1 minute
     Spell Lists:  Necromancer                                         Spell Lists:  Necromancer
     An endless blood-soaked spine bursts from your palm in a          You attempt to seize control of the skeleton of a Medium or
     direction you choose, affecting a line 100 feet long and 5 feet   smaller creature. It must succeed on a Consitution saving
     wide. Each creature in the line must make a Dexterity saving      throw or have its skeleton be controlled by you for the
     throw. On a failed save, a creature is impaled by the spine,      duration. A construct or creature with no skeleton
     taking 2d10 piercing damage. On a successful save, a              automatically succeeds.
     creature is not impaled and takes half as much piercing              When the creature fails its save, and as your action on each
     damage.                                                           of your turns while the creature’s skeleton is controlled by
       A creature impaled by the spine that is not a construct or      you, you can choose to control the creature on its turn. When
     undead also has its life siphoned, taking 2d10 necrotic           you do, you determine how the target moves on its turn, up to
     damage. The spine then returns to your hand, and you regain       half its speed, and you can force the creature to use its action
     hit points equal to half the total necrotic damage dealt to       to make one weapon attack or unarmed strike at
     creatures this way.                                               disadvantage against a creature of your choice within reach.
       At Higher Levels. When you cast this spell using a spell           If you don’t use your action to control the creature, it is
     slot of 4th level or higher, the necrotic damage dealt to an      restrained and incapacitated during its turn. Regardless, the
     impaled creature increases by 1d10 for each slot level above      creature is still able to speak freely.
     3rd.                                                                 At the end of the creature’s turn, it takes 2d12 necrotic
                                                                       damage and repeats the Constitution saving throw. On a
     Vitality Burst                                                    success, the spell ends.
     3rd-level necromancy                                                 At Higher Levels. When you cast this spell using a spell
                      1 action                                         slot of 5th level, the damage increases by 1d12, and you can
     Casting Time:
     Range:   150 feet                                                 target a Large or smaller creature.
     Components:     V, M (A glass marble filled with blood)           Dominate Undead
     Duration:   Instantaneous
     Spell Lists:  Necromancer                                         4th-level necromancy
     You agitate the essence of a creature within range and cause      Casting Time:      1 action
     it to explode. Constructs are immune to this effect. The target   Range:   60 feet
     must make a Charisma saving throw, taking necrotic damage         Components:       V, S
     equal to 5d8 + the target’s own Constitution modifier on a        Duration:    Concentration, up to 1 hour
     failed save, or half as much damage on a success.                 Spell Lists:    Cleric, Necromancer, Warlock, Wizard
        Each creature of your choice within 20 feet of the target      You attempt to seize control of an undead that you can see
     that is not a construct regains hit points equal to half the      within range. It must succeed on a Wisdom saving throw or
     necrotic damage dealt.                                            be charmed by you for the duration. If you or creatures that
        At Higher Levels. When you cast this spell using a spell       are friendly to you are fighting it, it has advantage on the
     slot of 4th level or higher, the damage increases by 1d8 for      saving throw.
     each slot level above 3rd.                                           While the target is charmed, you have a telepathic link with
     4 th-Level                                                        it as long as the two of you are on the same plane of
                                                                       existence. You can use this telepathic link to issue
     Aura of Death                                                     commands to the creature while you are conscious (no action
                                                                       required), which it does its best to obey. You can specify a
     4th-level necromancy                                              simple and general course of action, such as “Attack that
     Casting Time:   1 action                                          creature,” “Run over there,” or “Fetch that object.” If the
     Range:  Self (30-foot sphere)                                     creature completes the order and doesn’t receive further
     Components:     V                                                 direction from you, it defends and preserves itself to the best
     Duration:  Concentration, up to 10 minutes                        of its ability.
     Spell Lists:Cleric, Necromancer, Warlock                             You can use your action to take total and precise control of
     Enervating energy radiates from you in an aura with a 30-foot     the target. Until the end of your next turn, the creature takes
     radius. Until the spell ends, the aura moves with you,            only the actions you choose, and doesn’t do anything that you
     centered on you. Each time a hostile creature in the aura         don’t allow it to do. During this time you can also cause the
     takes necrotic damage, the damage is increased by 1d10, and       creature to use a reaction, but this requires you to use your
     the creature’s hit point maximum is reduced by the damage         own reaction as well.
     taken. In addition, a nonhostile undead creature regains             Each time the target takes damage, it makes a new
     1d10 hit points when it starts its turn in the aura.              Wisdom saving throw against the spell. If the saving throw
                                                                       succeeds, the spell ends.
        INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
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At Higher Levels.  When you cast this spell using a spell slot      Charisma saving throw. On a success, the creature can use
of 5th-level or higher, the duration is concentration, up to 8      that magic to exit the rib cage. On a failure, the creature
hours.                                                              takes 4d8 necrotic damage and can’t exit the rib cage,
                                                                    wasting the use of the spell or effect. A shadow of the rib
Mass Siphon Essence                                                 cage also extends into the Ethereal Plane, blocking ethereal
4th-level necromancy                                                travel.
                 1 action                                              At Higher Levels. When you cast this spell using a spell
Casting Time:
         120 feet (20-foot cylinder)                                slot of 5th level or higher, the damage dealt from the gas and
Range:
                V, S, M (Blood, poured into a skull as the spell    attempting to teleporting increases by 1d8, and the rib cage
Components:
   is cast)                                                         has an additional 50 hit points.
Duration: Instantaneous                                             5 th-Level
Spell Lists: Necromancer
Choose a creature you can see within range that is not a            Fingers of Ukthulus
construct. You create a swirling vortex of life essence             5th-level necromancy
siphoned from other creature of your choice in a 20-foot-                           1 action
radius, 40-foot-high cylinder centered on the target, each of       Casting Time:
                                                                             Self (60-foot cone)
which must make a Charisma saving throw. Constructs are             Range:
                                                                                    V, S, M (A freshly severed hand)
immune to this effect.                                              Components:
                                                                               Instantaneous
   A creature takes necrotic damage equal to 5d8 + the              Duration:
                                                                                 Necromancer
target’s own Constitution modifier on a failed save, or half as     Spell Lists:
much damage on a success. The target then regains hit               Gigantic, blood-soaked finger bones erupt from the ground in
points equal to the necrotic damage dealt.                          front of you. Each creature of your choice in a 60-foot cone
   At Higher Levels. When you cast this spell using a spell         must make a Dexterity saving throw. On a failed save, a
slot of 5th level or higher, the radius of the cylinder increases   creature takes 5d10 bludgeoning damage and is knocked
to 30 feet, and the damage increases by 1d8 for each slot           prone and restrained by the fingers as they smash onto them.
level above 4th.                                                    On a successful save, a creature takes half as much damage
                                                                    and sufferes no other effects.
Rib Cage of Ukthulus                                                   The finger bones retract back into the ground at the start
4th-level necromancy                                                of your next turn.
Casting Time:    1 action                                           Mass Tether Souls
Range:   90 feet (10-foot cube)
Components:      V, S, M (The skeleton of small bird preserved      5th-level necromancy
   in corpse wax)                                                   Casting Time:    1 action
Duration: Concentration, up to 10 minutes                           Range:   60 feet (30-foot sphere)
Spell Lists: Necromancer                                            Components:     V, S, M (A tangled knot of blood vessels from
Choose a 10-foot cube within range. A giant, bloody rib cage           different creatures)
                                                                    Duration: Concentration, up to 1 minute
appears in that space and wraps around any creatures within.        Spell Lists: Necromancer
A creature inside the cube must make a Dexterity saving
throw, moving to an unoccupied space outside the rib cage           You attempt to link the essence of multiple creatures you can
on a successful save. On a failed save, the creature is trapped     see in a 30-foot-radius sphere centered on a point within
within the rib cage.                                                range. Constructs are immune to this effect. You choose the
   The rib cage is a Large object with an AC of 15, 100 hit         effect of the tether from the options below:
points, immunity to necrotic, poison, and psychic damage,              Draining Tether. Choose one creature within the sphere.
and resistance to piercing damage. The top of it is blocked by      Each other creature of your choice within the sphere must
a large skull attached to a long spine. The rib cage blocks         make a Charisma saving throw. On a success, a creature
melee attacks and provides half cover against ranged attacks        takes 3d8 necrotic damage. On a failure, a creature takes
made by creatures outside the rib cage against creatures            necrotic damage equal to 4d8 + the creature’s own
inside it. Tiny creatures can fit throught the ribs and escape,     Constitution modifier. The targeted creature then regains hit
but larger creatures cannot move outside the rib cage.              points equal to half the total necrotic damage dealt to
   As a bonus action while the spell persists, you can have the     creatures that failed. Until the spell ends, you can use your
skull face inside the ribcage, or you can have it extend up to      action to deal this damage again to each creature that failed
15 feet, facing a direction of your chocie. It then releases a      the saving throw, causing the chosen creature to regain hit
blast of necrotizing gas from its mouth in a 15-foot cone,          points in the same way.
forcing each creature in the affected area to make a                   Whithering Tether. Each creature of your choice in the
Constitution saving throw. A creature takes 3d8 necrotic            sphere must make a Charisma saving throw. On a success, a
damage on a failed save, or half as much damage on a                creature takes 3d8 necrotic damage. On a failure, a
successful one.                                                     creature’s essence becomes linked with each other creature
   The portion of Ukthulus’ spirit bound to the ribcage             that failed. Each time one of those creatures takes damage,
prevents a creature inside it from leaving by magical means         except from this spell, you can choose one of the other
as well. If the creature tries to use teleportation or
interplanar travel to leave the cage, it must first make a
                       INTRODUCTION | CLASS FEATURES | NECROMANTIC ORDERS | NECROMANCER SPELLS | 23BLUENINJA HOMEBREW
                                                                                                                                     17
affected creatures to take half that amount as necrotic           A creature restrained by the wall and in its space is deafened
damage.                                                           and takes 4d6 piercing damage at the start of each of its
   If an affected creature is ever more than 120 feet away        turns. Destroying a section of the wall a restrained creature
from every other affected creature, it is no longer affected by   is in only frees it if the creature is no longer within 5 feet of
this spell.                                                       another part of the wall, otherwise the wall pulls the creature
                                                                  back into it at the start of the restrained creature’s next turn.
Necrostorm                                                           A restrained creature can use its action to make a Strength
5th-level necromancy                                              check against your Spell save DC, freeing itself on a success.
                1 action                                          It can then move out of the wall’s space, spending 4 feet of
Casting Time:
Range:   120 feet (30-foot cylinder)                              movement for every 1 foot it moves.
Components:     V, S, M (A humanoid skull blackened from a
   lightning bolt)
Duration: Concentration, up to 1 minute
Spell Lists: Necromancer
Choose a point within range. Rifts of neegative energy open
up in a 30-foot-radius, 20-foot-high cylinder centered on that
point, sending bolts of black lightning to creatures within the
cylinder.
   When the area appears, each creature in it must make a
Dexterity saving throw. On a failed save, a creature takes
3d12 lightning damage, and if it is not a construct or undead,
it takes an additional 1d12 necrotic damage and is poisoned
for the duration of the spell. A creature must also make this
saving throw when it enters the spell’s area for the first time
on a turn or ends its turn there.
   Creatures poisoned by this spell have disadvantage on the
saving throw. A poisoned creature can make a Constitution
saving throw each time it ends its turn outside the sphere,
ending the effect on itself on a success.
Wall of Bones
5th-level necromancy
Casting Time:    1 action
Range:    120 feet
Components:      V, S, M (A mud brick filled with humanoid
   teeth)
Duration: Concentration, up to 10 minutes
Spell Lists: Necromancer, Warlock
You raise a wall of tangled, restless skeletons on a solid
surface within range. You can make the wall up to 60 feet
long and 20 feet high, or you can make a ringed wall up to 20
feet in diameter and 20 feet high. In any form, the wall is 5
feet thick. The wall is opaque and prevents creatures from
moving through it, and it lasts for the duration. If the wall
cuts through a creature’s space when it appears, the creature
is pushed to one side of the wall (your choice).
   The wall is an object made of undead that can be damaged
and thus breached. It has an AC of 15, 60 hit points per 10-
foot section, resistance to piercing damage, and vulnerability
to radiant damage. Reducing a 10-foot section of the wall to 0
hit points destroys it.
   A hostile creature that moves within 5 feet of the wall or
starts its turn within 5 feet of the wall must make a Dexterity
saving throw. On a failed save, the creature is restrained by
the wall and takes 4d6 piercing damage as skeletal hands
pull it into the wall’s space. A Large creature has advantage
on the saving throw, and Huge or bigger creatures succeed
automatically .
The Necromancer
       By u/23BLUENINJA
Art Credits:
  Daarken - Cover
  James Zapata - pg 1
  Cynthia Sheppard - pg 3
  Maciej Kuciara - pg 4
  Steven Belledin - pg 5
  Ryan Barger - pg 6
  Vincent Proce - pg 7
  Min Yum - pg8
  G-host Lee - pg 9
  Mark Winters - pg 10
  Aaron Miller - pg 11
  Seb McKinnon - pg 12
  Bastien L. Deharme - pg 13
  Grzegorz Rutkowski - pg 18
  Grzegorz Rutkowski - Back Cover