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    THE NECROMANCER
2
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The book its compatible with 5e (2024) rules.
                                                                     THE NECROMANCER
                                                                                       3
    WIZARD SUBCLASS::
    THE NECROMANCER
    The One Who Walks on the Threshold
    Fascinated by the line that separates life
    and death, the necromancer delves deeply
    into secrets whispered by bones and
    graves. Although viewed as a dark art and
    still labeled as forbidden in many societies,
    necromancy remains one of the most
    captivating and frequently practiced arts,
    even if in secret.
    LEVEL 3: NECROMANTIC SAVANT
     Choose two Wizard spells from the
    Necromancy school, each of which must be
    2nd level or lower, and add them to your
    spellbook for free.
      Additionally, whenever you gain access to
    a new spell slot level in this class, you can
    add one Necromancy Wizard spell of your
    choice to your spellbook for free. The spell
    chosen must be of a level for which you
    have a spell slot.
    LEVEL 3: FAMILIAR BEYOND THE GRAVE
      You learn the Find Familiar spell and can
    cast it as a Magic action without expending
    a spell slot. You may use bones, ashes, or
    flesh as a material component instead of
    incense. When you cast the spell using
    these components, you can choose a
    regular form for your familiar or one of the
    following special forms: Skeleton (bones),
    Shadow (ashes), or Zombie (flesh).
      Additionally, when you take the Attack
    action, you can forgo one of your own
    attacks to allow your familiar to make an
    attack using its Reaction.
    LEVEL 6: NECROMANTIC ANCHOR
      You always have Animate Dead and
    Summon Undead spells prepared, and you
    can cast each of them once per day as a
    ritual.
      Each undead under your command gains
    resistance to being turned as long as it can see
    you and is within 9 meters of you, and it
    also gains temporary HP equal to your
    wizard level plus your proficiency bonus.
    LEVEL 10: BLOOD SACRIFICE.
      As a bonus action, you can spend any
    number of your wizard Hit Dice, taking
    necrotic damage equal to the roll result
    (this damage cannot be reduced in any
    way), and each undead creature under your
    command regains HP equal to the same
    amount. Until the end of your next turn,           Gan'shiwan Thelux, under Rohiri their favorite
    every undead creature you control deals              moon, stops to appreciate the immanence
    THE NECROMANCER
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extra damage in d6s equal to the number
of Hit Dice spent.
LEVEL 14: KRISEN
  You have studied the ancient ritual that
forever binds undead to your will. When
you cast Animate Dead or Create Undead,
you can use 399 GP of gold dust per
undead creature, etching golden runes
onto its body. When you create an undead
this way, it will follow your commands
permanently, but it must remain within 5
km of its place of creation.
MAGICAL ITEMS
BLINDFOLD OF ALARIS
Wondrous Item, rare (requires attunement by
a Wizard)
 A black eye bandage that appears little
 more than a worn, tattered cloth meant
 to cover the eyes. In its center is a
 reptilian eye, drawn in a chalky               GRIMOIRE OF ÉMELIR NOIRCERIX
 substance, encased within a pentacle.          Wondrous Item, rare (requires attunement by
                                                a Wizard)
 Properties
                                                 This grimoire is bound in supple dark
                                                 leather with intricate silver designs that
  Blind Faith. When attuned to this              blend drow and elven artistry. Its pages
bandage, you can see normally using your         are filled with meticulous handwriting
senses, but it cannot be removed under any       and notes in both Elvish and Drow, with
circumstance, adhering seamlessly to your        varying handwriting styles throughout.
face like a second skin.                         The book emanates a sinister aura.
  Perfect Focus. You gain a +1 bonus to
your spell attack rolls and spell save DC for    Properties
wizard spells if you use this bandage as an
arcane focus.
                                                  Dark Insight. When a wizard attunes to
  Enhanced Undead. When you cast the            the Grimoire of Émeline Noircerix, they
Animate Dead spell, you may choose one of       gain a +1 bonus to Arcana checks involving
the following effects:                          dark or forbidden magic.
• Aggression. The undead creature               Malevolent Presence. The book subtly
  summoned wields an icy sword or claws,        influences the wielder towards darkness,
  adding 1d6 cold damage to its melee           whispering sinister secrets and
  attacks.                                      temptations. Each week, the wizard must
• Guardian. The undead creature has the         succeed on a DC 13 Wisdom saving throw
  ability to protect the caster with a large    or become increasingly drawn to esoteric,
  shield, granting a +2 bonus to AC as long     dark spells.
  as it remains within 5 feet of the caster
• Instability. The summoned undead has 6        The book contains the following spells:
  hit points and a pulsing black heart.
  When it reaches 0 hit points, it explodes,    1st-Level Spells
  dealing 4d8 necrotic damage within a 20-      1. Comprehend Languages
  foot radius sphere.                           2. Identify
                                                3. Ray of Sickness
Wizards who choose to place blind faith in      2nd-Level Spells
Alaris are rewarded—though not always as        1. Crown of Madness
they might expect.                              2. Nystul’s Magic Aura
                                                                       THE NECROMANCER
                                                                                              2
    Lore: Émeline Noircerix was once a
    diligent student under the tutelage of
    Amelien Vouboisìn in Okkarn. Her
    curiosity and ambition led her to explore
    the darkest aspects of magic. Eventually,
    Émeline succumbed to the lure of
    forbidden knowledge, turning towards
    malevolence. Her grimoire reflects this
    transformation, containing spells that hint
    at her descent and the sinister power she
    sought to wield.
    Special Note: The last pages of the
    grimoire are blank but emit a faint magical
    aura. It is said that these pages will reveal
    their secrets to a wizard who fully
    embraces the dark path once trod by
    Émeline.
    MONSTERS
    EKATE MINOR
    Medium Undead, Lawful Evil
     Carved to resemble an ancient statue,
     this creature has a single body with
     three heads, each locked in an eternal
     expression of pain and anguish. Its
     hollow eyes emit a faint, malevolent
     glow, and it wields a stone staff that
     produces a grinding sound like stone
     scraping against stone.
                                                      2nd Level (2 slots): Blindness/Deafness,
    Armor Class 14 (natural armor)
    Hit Points 32 (5d8 + 10)                         Darkness
    Speed 6,5 mt.
    Saving Throws Wis +5                              Actions
    Damage Immunities Necrotic, Poison                 Stone Staff. Melee Weapon Attack: +2 to
    Condition Immunities Poisoned                    hit, reach 1,5 mt., un bersaglio. Hit: 7 (1d8
    Senses Darkvision 36 mt., Passive                + 2) bludgeoning damage.
    Perception 11
    Proficiency Bonus +2                              Necrotic Ray. Ranged Spell Attack: +5 to
    Challenge Rating 1 (200 XP)                      hit, range 18 mt., one target. Hit: 10 (2d8)
                                                     necrotic damage.
     Abilities                                         Summon Undying Remnant (Recharge 6).
      FOR    DEX     CON     INT     WIS    CHA      Ekate can summon Undying Remnants by
                                                     using bone fragments and dust from dead
       10      8      15     12       16     12      creatures. The Undying Remnants serve
       (0)   (-1)    (+2)   (+1)     (+3)   (+1)     Ekate loyally until destroyed or after 24
                                                     hours, at which point they crumble to dust
     Spellcasting. Ekate is a 3rd-level              again.
    spellcaster. Its spellcasting ability is
    Wisdom (spell save DC 13, +5 to hit with           Horrifying Visage (1/day). Each creature
    spell attacks). Ekate has the following spells   of Ekate's choice within 30 feet of it and
    prepared:                                        able to see it must succeed on a DC 13
     Cantrips (at will): Chill Touch, Mage Hand,     Wisdom saving throw or be frightened for
    Minor Illusion                                   1 minute. A frightened creature can repeat
     1st Level (4 slots): Ray of Sickness, Magic     the saving throw at the end of each of its
    Missile
    THE NECROMANCER
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turns, ending the effect on itself on a
success.                                           Abilities
                                                   Over and Over. If damage reduces the
UNDYING REMNANT                                  Undying Remnant to 0 hit points, it will
                                                 rise again at sunset at the place of its
Medium Undead, Lawful Evil                       demise unless the damage was radiant or a
                                                 critical hit.
 Grasping a rusted sword, this frail,
 crumbling skeletal figure moves in                Actions
 short, jerky motions as dust and bone
 fragments continue to crumble from its            Rusted Sword. Melee Weapon Attack: +2
 form. Yet, it still stands.                     to hit, reach 1,5 mt., one target. Hit: 4 (1d8
                                                 - 1) slashing damage. On a hit, the target
Armor Class 7                                    must succeed on a DC 10 Constitution
Hit Points17 (4d8)                               saving throw or be afflicted with rust
Speed 4,5 mt.                                    poisoning. An afflicted creature takes 2
Damage Immunities Poison                         (1d4) poison damage at the start of each of
Condition Immunities Poisoned                    its turns. The creature can repeat the
Senses Darkvision 36 mt., Passive                saving throw at the end of each of its turns,
Perception 9                                     ending the effect on itself on a success.
Proficiency Bonus +2
Challenge Rating 1/8 (25 XP)                       Grab the leg. Melee Weapon Attack: +2 to
                                                 hit, reach 1,5 mt., one target. Hit: 1 (1d4 -
 FOR     DEX    CON      INT    WIS       CHA    1) piercing damage. If the target is Medium
                                                 or smaller, it must succeed on a DC 11
   8       4     10       1       8         3    Dexterity saving throw or fall prone.
 (-1)    (-3)    (0)    (-5)    (-1)      (-4)
                          Sometimes prejudices are well founded.
                                                                        THE NECROMANCER
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    THE NECROMANCER
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