```metadata title: Necromancer description: >- My take on the necromancer class. It's composed of two already existing classes which i adapted. I do not own any of this material, see the credits. tags: '' systems: - 5e renderer: legacy theme: 5ePHB ```
# Necromancer A handsome Elf male in a white robe takes pause in the middle of a battle to survey the scene before him. Seeing a nearby footman having trouble fighting a bloodlusting Orc, he touches the corpse of a nearby Worg, which rises from the afterlife and lunges at the green beast.
A Tiefling in black leather armor raises her sword to parry the wild swing of a cackling Gnoll. As her free hand grabs the creature’s unarmored wrist, it lets out a yelp as a green misty substance flows into the Tiefling’s palm and out of a cut on her forearm - a cut that slowly starts to close. As the Ogre’s giant club is about to come down on him, a warrior closes his eyes and awaits death. A howl sounds, and the fighter opens his eyes: he sees the giant flailing around wildly, grasping its face. Standing behind it is a Gnome, grinning through his beard, holding an open tome. No matter the approach to combat, necromancers seek to control life and death in all their forms. A natural knack for manipulating the life essences that flow in every living being is what drives each necromancer to commit their nefarious or honorable deeds.
### A search for the impossible If there is one credo that rings true for even the most powerful, it is that all mortals must die - whether sooner or later. These sinister figures, however, prefer later over sooner: necromancers are those who have somehow learned to manipulate the essence of life itself. Through their techniques, they take it from those they deem undeserving, control it to their own liking, and sometimes even give it to those who could further their efforts. Most necromancers live their life in pursuit of immortality, whether for themselves or a loved one. Though they live by the credo of inescapable mortality, the ultimate goal that their skills are a means towards is often to beat that exact clock they know so well ticks for everyone.
HOMEBREW | NECROMANCER CLASS
\page ### A Unique Talent Contrary to popular belief, necromancers are not necessarily evil-doers, nor do all of them seek to subjugate others. In fact, some of them seek to use their powers for good: a poor understanding of their skills as well as their use of frightening undead monstrosities has simply led to a more generalized fear of their capacities. In reality, necromancers are a varied set of people. There is, however, one thing all of them have in common: each necromancer has some form of power over the vital essences that move any living creature - and they seek to use this to their advantage. Whether strayed wizards, aspiring acolytes or even blessed priests of gods of life, necromancers aim to achieve their goals by manipulating the very core of any creature's being. ### Creating a necromancer In creating a necromancer, there is one important fact to consider: ‘how did you come into contact with necromancy, and why do you use it?'. Were you a young wizard who discovered their talent for manipulating life essence was more effective than blasting enemies with evocation spells? Did you grow up in a demon-worshipping cult that required the storing of life essence for satanic rituals? Or perhaps the source of your talent is unknown and mysterious? And what is the appeal of Necromancy to your character? Is it simply 'power over others', or did you perhaps lose a loved one to disease and felt the inability to prevent their death frustrating? #### Quick Build You can make a necromancer quickly by following these suggestions. First, Charisma should be your highest ability score. Make Intelligence your next-highest if you want to excel at spell casting and plan to take up the Creed of Tomes archetype. Choose Constitution instead if you plan to emphasize either the summoning of undead minions or the manipulation of health pools. Second, choose the Acolyte or Sage background. Third, choose the Chill Touch and Thaumaturgy cantrips. ## Class Features As a necromancer, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per necromancer level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per necromancer level after 1st. #### Proficiencies ___ - **Armor**: Light armor - **Weapons**: Daggers, Quarterstaffs, Sickles - **Tools**: None ___ - **Saving Throws**: Wisdom, Intelligence - **Skills**: Choose two from Arcana, Deception, History, Investigation, Medicine, and Religion.
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a quarterstaff or (b) a sickle - (a) a component pouch or (b) an arcane focus - (a) a priest’s pack or (b) a scholar’s pack ### Spellcasting You draw on the negative energy in the world to fuel your spells. #### Cantrips You know two cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the necromancer table. #### Spell Slots The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these necromancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *False Life* and have a 1st-level and a 2nd-level spell slot available, you can cast *False Life* using either slot.
HOMEBREW | NECROMANCER CLASS
\page
##### The Necromancer | Level | Proficiency Bonus | Features | Cantrips Known | Spells known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Acumen Known *(Creed of Tomes Only)* | |:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Life Tap | 2 | 4 | 2 | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Necromantic Creed | 2 |5 | 3 | — | — | — | — | — | — | — | — | 1 | | 3rd | +2 | Soul Harvest | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | 1 | | 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | 1 | | 5th | +3 | Spontaneous Unburial | 3 | 8| 4 | 3 | 2 | — | — | — | — | — | — | 1 | | 6th | +3 | Creed Feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — | 3 | | 7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — | 3 | | 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — | 3 | | 9th | +4 | — | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | 3 | | 10th | +4 | Creed Feature | 4 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | 5 | | 11th | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 5 | | 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 5 | | 13th | +5 | — | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 5 | | 14th | +5 | Creed Feature | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 7 | | 15th | +5 | Necrotic Magic | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 7 | | 16th | +5 | Ability Score Improvement | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 7 | | 17th | +6 | — | 5 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 7 | | 18th | +6 | Macabre | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 7 | | 19th | +6 | Ability Score Improvement | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 7 | | 20th | +6 | Creed Feature | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 8 |
#### Spellcasting Ability Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

#### Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the necromancer spell list. The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.
HOMEBREW | NECROMANCER CLASS
\page #### Ritual Casting You can cast any necromancer spell as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use an arcane focus (found in PHB chapter 5) as a spellcasting focus for your necromancer spells. ### Life Tap --> point system thingy + re-use it at other levels Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Proficiency bonus and you regain all uses of this feature at the end of a long rest. ### Necromantic Creed At 2nd level, you choose one of three necromantic creeds to adhere to: the Creed of the Departed, the Creed of the Siphon, or the Creed of Tomes. These Creeds give you features at 2nd level and again at the 6th, 10th, 14th and 20th levels. Each creed is detailed at the end of the class description. ### Soul Harvest Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creature's souls to regenerate your wounds and fortify your body. At the end of your turn, if you have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
### Spontaneous Unburial Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell *Animate Dead* as a ritual and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. However, you can only have an amount of minions equal to your proficiency bonus under your control at once using this spell. In addition, you learn the spell *Animate Dead*. This spell does not count against your number of spells known but still requires a spell slot to cast. You can command the undead raised by *Animate Dead* telepathically. ### Necrotic Magic Starting at 15th level, you have figured out how to fuel your powers with your own lifeforce. As an action, you can pay 6 hit points per level of a spent spell slot to regain it. You can not use this feature if you have less than 7 hit points remaining. ### Macabre Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead and necrotic energy. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions, and you have resistance to necrotic damage.
HOMEBREW | NECROMANCER CLASS
\page ## Necromantic Creeds Though the basic life-altering skills of each necromancer are at their core identical, practicioners of the skill improve upon it in their own way. This is done through adhering to a certain type of necromantic creed. Depending on the lands and areas a necromancer travels through, a creed can be anything ranging from an underground organization to personal, basic principles any one necromancer chooses to adhere to. ### The Creed of the Departed Though it is much more than just that, one phenomenon is most often associated with necromancy by the common folk: raising the dead. This field is exactly what the Creed of the Departed focuses on. Whether one undead Ogre or a horde of skeletons, those who join the ranks of this creed rely on the assistance of the lifeless to accomplish their goals. Necromancers within this Creed focus on improving their Undead Minions above all else. Since they usually pour some of their own lifeforce into the undead they create, they tend to be more frail and defenseless than other types of casters, relying instead on their creations to safeguard them. ### Departed Spells The Creed of the Departed grants you the knowledge to use certain spells. You learn these spells after you reach particular levels in this class, as shown in the Departed Spells table. These spells count as Necromancer spells for you, but they don't count against the number of spells you know. ##### Departed Spells | Necromancer Level | Spell | |:----:|:-------------| | 2nd | Find Steed | | 3rd | Summon Shadowspawn (TCE) | | 4th | Summon Aberration (TCE) | | 5th | Danse Macabre (XG)| | 6th | Summon Fiend (TCE) | ### Undead Minion Starting at 2nd level, you can use an action to touch the corpse of any dead creature that is of one of the following types: aberration, beast, humanoid, monstrosity, plant, or undead. The creature can be no bigger than ‘large’ size, and its CR can be no higher than your Necromancer level. When doing so, you will attempt to raise it as an an Undead Minion. You expend a Necromancer hit die and add your constitution modifier to the result. Your minion’s current and maximum hit points become equal to the result times your necromancer level. Though the creature retains the proficiencies and any passive traits it had in life, it now counts as Undead and gains immunity to poison damage. Additionally, a newly created minion also takes the following penalties: - It loses 2 points in each ability score (to a minimum of 1) - It uses your proficiency bonus rather than its own. - It cannot cast spells, or use abilities that summon other creatures - It loses any multi-attack ability it may have had - If it had abilities with a limited amount of uses per day, each of these abilities can only be used once per day. - It loses 10 feet of its walking, swimming, flying, and climbing speed (to a minimum of 5 feet). - If the creature possesses a flying speed it now becomes a hovering speed: it cannot be used to ascend more than 5 feet off the ground While the Undead Minion is within a 1 mile distance of you, you can telepathically give it orders that it will follow to the best of its ability. At will, you can command any Undead Minion under your control to return to you, even if it is further than 1 mile away from you. In combat, an Undead Minion takes turns on its own initiative, during which you can control it. It regards you and those not hostile to you as allies. You only control the physical body of an Undead Minion: it retains the memory, personality and consciousness it had in life, but is forced to act as you command it to. While it can talk to you in a hostile manner, taunt you, and even lie to you, it is unable to thwart your plans directly by performing actions such as giving away your position to nearby enemies, revealing you to be a Necromancer to others, or leading you into a trap the Undead Minion itself is aware exists.
HOMEBREW | NECROMANCER CLASS
\page An Undead Minion that drops to 0 hit points instantly crumbles into dust. Otherwise, it lasts until the end of your next long rest, after which it also crumbles into dust. You cannot control more than one Undead Minion at a time: attempting to raise a second Undead Minion while already controlling one will cause the first one to crumble into dust. Additionally, at any moment, you can willingly decide to destroy your Undead Minion. If a target corpse cannot be raised (due to effects such as the Gentle Repose spell), the hit die is lost and the ability fails, though you are made aware of the fact that the corpse cannot be raised. You may use this ability to revive beings that have been dead for an unlimited amount of time, but at the DM's discretion, additional restrictions may be imposed on the resulting Undead Minion if your target has been dead for longer than a week. #### Conduit Walkers Additionally, starting at 2nd level, whenever you cast a spell with the range of touch, your Undead Minion can deliver the spell as if it had cast it. Your Undead Minion must be within 100 feet of you and within 5 feet of your target, and it must use its reaction to deliver the spell when you cast it. If your Undead Minion is not within 5 feet of your target, it may use its movement to get in range as part of the same reaction, though it may provoke attacks of opportunity while doing so. Casting the *Life Tap* ability using this feature will allow you to choose whether you or your undead minion gains temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you or your undead minion gains twice as many temporary hit points. Additionally, your minion benefits from the *Soul Harvest* feature as well. #### Shepherd’s Resolve At 6th level, you improve your abilities to maintain your Undead Minions in a more solid condition. As such, when determining an Undead Minion’s hit points upon raising it, you now expend two Necromancer hit dice, instead of one, adding both results to the Minion's health pool. However, you are no longer able to raise an Undead Minion if you only have one hit die remaining. Additionally, your Undead Minions no longer take the 10 feet walking, swimming, flying, and climbing speed penalty. #### Animator Style At 10th level, you gain one of the following features of your choice: ##### Adept Awakener Undead Minions raised by you may now make up to two attacks per turn, provided that the original creature had the ‘multiattack’ property. Additionally, your Undead Minions no longer take a penalty to their ability scores when you raise them. Finally, when determining an Undead Minion's hit points upon raising it, you may now choose to expend three hit dice instead of two.
##### Giant Rouser You are now able to create Undead Minions out of corpses of huge-sized creatures, as well as out of creatures of the celestial, dragon, fey, fiend and giant types. Additionally, the maximum CR of creatures you can raise becomes equal to your Necromancer level plus your charisma modifer. Finally, your Undead Minions can now ascend and descend freely while flying. ##### Undead Magnate You can now control a number of Undead Minions equal to your proficiency bonus before newer ones cause older ones to collapse. Additionally, your Undead Minions no longer crumble to dust after a long rest. The Conduit Walkers feature may be used to deliver touch spells through of any one of your Undead Minions. #### Life Painter At 14th level, you become so adept at raising undead that you gain a certain amount of control over how they appear. When raising an Undead Minion or when casting the *Animate Dead* or *Create Undead* spells, you are able to dictate the looks of the creatures you create as if they were casting a *Disguise Self* spell on themselves. When a creature is disguised in this way, the changes made are permanent rather than being bound to a one hour duration. #### Everreviving At 20th level, you may pick an additional Animator Style from the ‘Animator Style’ archetype feature. > ##### Tip for DMs: > Initially, the Undead Minion feature may seem daunting and confusing, but it ends up playing out a lot simpler than it looks: most of text above simply establishes limits to what a Minion can do. > Generally, when a player raises a minion, all that should be required from your end is to give them access to the stat block. From this point, they take a -2 penalty to all saving throws, their 'to hit' for attack rolls, their damage rolls, and their AC as long as the creature does not wear heavy armor. You can then roleplay the creature to your liking - or not at all. > If there is ever any question as to whether a certain minion would be able to perform a specific type of action, the final decision is yours.
HOMEBREW | NECROMANCER CLASS
\page
### The Creed of the Siphon If manipulating the essence of life is a skill, the Creed of the Siphon has turned it into an art form. Necromancers who veer in this direction spend most of their time practicing and honing their life-altering techniques, to a point where they gain an uncanny control over both their own health, and that of their enemies - or allies, if they so desire. Some continue to practice this skill through spells and prefer to fight from a distance, while others pick up a weapon and channel their siphoning skills in physical combat. ### Siphon Spells The Creed of the Siphon grants you the knowledge to use certain spells. You learn these spells after you reach particular levels in this class, as shown in the Siphon Spells table. These spells count as Necromancer spells for you, but they don't count against the number of spells you know. ##### Siphon Spells | Necromancer Level | Spell | |:----:|:-------------| | 2nd | Spiritual Weapon | | 3rd | Blinding Smite | | 4th | Shadow of Moil (XG) | | 5th | Banishing Smite| | 6th | Tasha's Otherworldly Guise (TCE) | #### Sycophant At 2nd level, you have obtained a greater control over the life essence all necromancers manipulate, allowing you to steal it from others and imbue yourself with it. Whenever you deal necrotic damage, you automatically regain hit points equal to half of the necrotic damage dealt, rounded down. Additionally, you gain proficiency in medium armor, shields, and three weapons of your choice and you can perform the somatic components of spells while wielding weapons or shields you are proficient in, as long as you have your arcane focus on your person. #### Death Infused Strike --> use them points Additionally at 2nd level, you can imbue your strikes with necrotic energy. When you hit a creature with a melee weapon attack, you can expend one use of the *Life Tap* feature to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is equel to the damage from the *Life Tap* feature.
HOMEBREW | NECROMANCER CLASS
\page #### Learned Siphoner --> look at it again, maybe only do extra attack + 1 feature At 6th level, whenever you deal magical damage with a weapon attack or any necromancer spell, you can choose to change the damage dealt to be of the necrotic type. You can also make an extra attack when using the attack action. Additionally, you gain one of the following features of your choice: ##### Essence Weaver Whenever you cast a spell of 5th level or lower that causes one or more creatures to regain hit points, you may choose to make the spell target one additional creature that you can see within 60 feet, which must make a constitution saving throw against your spell save DC. The target takes necrotic damage instead of regaining hit points on a failed save, or half as much damage on a successful one. ##### Vigor Thief While wielding a weapon, you can use an action to target up to four creatures within 60 feet that you can see. These targets must each make a constitution saving throw against your spell save DC. You deal necrotic damage equal to three times your necromancer level, spread out equally among all targets that fail their save. If all targets succeed on their saving throw, no damage is dealt. You can choose not to regain hit points from this damage through the sycophant trait. If you do so, you store the lifeforce stolen in your weapon instead: the next time you use your Life Tap feature before the end of your next long rest, whenever you gain hitpoints, you also receive additional hit points equal to the damage that was just dealt. Once you use this feature, you must finish a long rest before you can use it again. #### Ascetic Dominion At 10th level, your mastery over life-essence allows you to bring back even the recently deceased. You may use the Life Tap feature to grant hit points to a target that has died within the past 24 hours to bring them back to life instead of gaining temporary hitpoints yourself. Whenever you do so, your target suffers from a level of exhaustion (as described in PHB appendix A).
#### Presence of Death At 14th level, you can spend an action to focus on a target you can see within 30 feet in order to induce mental fatigue. The target has to make a Wisdom saving throw against your spell DC. On a failure, that target is frightened and has disadvantage on the first saving throw it makes within the next minute. Once you use this feature, you must finish a long rest before you can use it again. Additionally, targets affected by your Essence Weaver or Vigor Thief abilities who fail the saving throw become frightened of y #### Everlasting At 20th level, whenever you drop to 0 hit points, you no longer lose your senses, instead experiencing the world around you as a life-like dream. You push on as you push your decaying body to its limits. You can't die from damage or from failed death saving throws. If you hit 0 hit points, you do not fall unconscious, and continue acting and fighting normally. While you remain at 0 hit points, you must make death saving throw at the start of each of your turns. Each time you fail a death saving throw, you suffer a cumulative -1 penalty to one of your ability scores, chosen at random. This penalty lasts until you take a long rest. If a failed death saving throw would reduce an ability score to 0, you die instantly as your body crumbles to dust.
HOMEBREW | NECROMANCER CLASS
\page ### The Creed of Tomes Though necromancy is an innate skill and not a learned one, the techniques with which the skill is applied can be improved through the learning of theoretical substance. This is the tenet that those of the Creed of Tomes take to heart. Rather than perfecting their practical ability to manipulate life essence, they would study the art of spellcasting and use those techniques to reinforce their natural abilities. As such, these types of necromancers tend to be the most learned ones, having the widest array of spells available to them and uncovering secret ancient techniques that few are aware of. ### Tomes Spells The Creed of the Tomes grants you the knowledge to use certain spells. You learn these spells after you reach particular levels in this class, as shown in the Tomes Spells table. These spells count as Necromancer spells for you, but they don't count against the number of spells you know. ##### Tomes Spells | Necromancer Level | Spell | |:----:|:-------------| | 2nd | Borrowed Knowledge (SCC) | | 3rd | Counterspell | | 4th | Evard's Black Tentacles | | 5th | Enervation| | 6th | Circle of Death | #### Initiate of the Tome At 2nd level, you become an initiate in the Creed of Tomes and obtain a necromantic tome. As long as this tome is on your person, you gain the following benefits: - You may cast the *Prestidigitation* cantrip as if you have it known, without it counting towards your cantrips known. - You may cast the *Mage Armor* spell as if you have it known, without it counting towards your spells known. - Whenever you cast a necromancer spell of at most 5th level, you may use your bonus action to make it a refined spell. Whenever you do so, add your Charisma modifier to any attack rolls made as part of the spell, and to the DC of any saving throw prompted by it. Once you use this feature, you can’t use it again until you finish a long rest. - You may use the tome as a spellcasting focus for your necromancer spells Should your necromantic tome be lost or destroyed, you are able to create a new one. This process costs 20 gp and 2 hours of time for each necromancer level you possess. #### Augur’s Acumen Beginning at 2nd level, you unlock the Augur’s Acumen perks detailed at the end of the class description, and gain one of these immediately. When you gain certain necromancer levels, you gain additional Acumens of your choice, as shown in the ‘Acumens Known’ column of the necromancer table. Once obtained, you permanently gain the benefits of an Acumen.
#### Evercasting At 20th level, you have learned how to morph life essence into magical energy when dealing a killing blow through magic. Whenever you use a spellslot to kill any number of creatures, you regain a spent spell slot of a level lower than you used for the killing blow. ## Augur’s Acumen Perks If an Augur’s Acumen has prerequisites, you must meet them to acquire it. #### Black Ice You learn the *Armor of Agathys* spell, without it counting against your spells known. Additionally, whenever a creature takes damage from your *Armor of Agathys* spell, add your charisma modifier to the damage the creature takes. A creature damaged this way cannot take any reactions until the start of its next turn. #### Channeler You learn how to be constantly aware of traces of life energy surrounding you. While you are conscious, you are always aware of any non-construct close to you, out to a radius of 10 feet. This includes creatures on the ethereal plane. #### Dark Aegis *Prerequisite: 14th level* You can cast *Dispel Evil and Good* at will, without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest. #### Fervor of the Lost *Prerequisite: 6th level* Your studies have taught you about some simple rituals to brace your own life force. Whenever you roll a hit die, you can choose to roll it again. If you do, you must use the second result. #### Galerider *Prerequisite: 14th level* Through long hours of study, you have managed to master the ancient art of passive magical floating. Rather than walking, you gain the ability to glide one foot above the ground, allowing you to pass over difficult terrain that does not rise above that height without taking a movement penalty, and allowing you to move over liquid surfaces as if they were solid ground.Additionally, while floating, you do not trigger any non-magical traps activated by floor-based mechanisms such as pressure plates. Otherwise, you move normally, as if you were walking. You can choose to activate or deactivate this ability at will, though it will disable immediately if no solid ground is within 1 foot beneath you. You cannot prevent fall damage through floating.
HOMEBREW | NECROMANCER CLASS
\page #### Intuitive Anatomy As an action, you can examine a creature that isn’t a construct or elemental, or the corpse of any such creature. Whenever you do so, you learn the type of the creature you examined (aberration, fey, celestial, beast, etc.). Additionally, you make a Wisdom (Medicine) check, for which the DC is equal to 8 + the creature's CR, rounded up. On a success, you also learn the creature's current and maximum hit points and any weaknesses. #### Mark of Death *Prerequisite: 14th level* As an action, you can select a creature you can see and attempt to mark them for the grim reaper himself to collect. The target has to make a Constitution saving throw against your spell save DC. If it fails, for the next minute, it has disadvantage on all saving throws. On a success, the target is unaffected. You have to concentrate on maintaining this mark as if it were a spell, and once you use this feature, you can’t use it again until you finish a long rest. #### Numbing Caress *Prerequisite: Chill Touch cantrip* Whenever you cast the *Chill Touch* cantrip, you may now use d10 for your damage dice, rather than d8. For example, casting this spell as a 5th level necromancer will cause 2d10 damage on a hit, rather than 2d8. #### Religious Familiarity *Prerequisite: 10th level* Your studies of death have made you a learned man when it comes to religion and religious views on the afterlife. You learn the basic tenets of all but the most obscure sects, as well as the symbolism and rites they use and adhere to, and their general spheres of influence. As such, you have advantage on Charisma (Deception) checks made trying to pass yourself off as an acolyte of any religion, and you have advantage on any Wisdom (Insight) or Intelligence (Investigation) checks made trying to uncover with which religion a creature or location is aligned. #### Seance *Prerequisite: 6th level* You learn how to contact the spirits around you. During a short or long rest you can perform a brief ritual. You become aware of all intelligent beings that have died within the last 100 years within a 1 mile radius around your position, and you learn the general causes of their death. This causes you to gain advantage on Intelligence (History) checks regarding events that happened within this area in the past 100 years. While concentrating, you can try to contact one of the spirits by making a DC 15 Intelligence (Arcana) check. On a succes, you can talk to a single spirit. It can choose not to cooearate. Once you use this feature, you can’t use it again until you finish a long rest. #### Shadowstep *Prerequisite: 10th level* You learn the *Misty Step* spell, without it counting against your spells known.
#### Soulscrying *Prerequisite: 10th level* As an action, you open your mind to all souls within a 1 mile radius. You instantly become aware of all living creatures within this range, allowing you to gauge exactly how many creatures are near you, and where they are at the moment of the sensing. You can tell the difference between creatures of different sizes, but are unable to differentiate between the souls you sense in any other way. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Spectral Manipulation *Prerequisite: Sword Burst cantrip* When you cast Sword Burst, its range is 20 feet, and friendly targets automatically succeed on the saving throw. #### Spirit Sight *Prerequisite: 6th level* You can instantly cast *Clairvoyance* at will, without expending a spell slot or requiring casting time. Once you use this feature, you can’t use it again until you finish a long rest. #### Twinned Fate *Prerequisite: 10th level* As an action, you attempt to bind your fate to that of any creature you can see within 60 feet. The target has to succeed on a Constitution saving throw or become bound to you for 1 minute. While bound, whenever either you or your target has to make a saving throw, the other also makes the same saving throw, using their own saving throw bonuses. If one of you succeeds on their saving throw, you can then choose to also automatically make the other succeed. Likewise, if one of you fails, you can choose to also automatically make the other fail, subjecting both targets to the effects of the phenomenon that prompted the saving throw. Once you use this feature, you can’t use it again until you finish a long rest. #### Vice of the Lifeless *Prerequisite: 6th level* Using ancient books as your guide, you have perfected the art of communicating with the deceased. You learn the *Speak with Dead* spell without without it counting against your known spells. Additionally, you are able to cast the spell on targets that no longer have a mouth, causing you to hear their voice in your head instead. Whenever you use the spell, the target is forced to answer each of your questions and they cannot lie when doing so, though they can still be brief, repetitive or cryptic.
HOMEBREW | NECROMANCER CLASS
\page # Necromancer Spell List
___ - ***(SC)*** designates that the spell is from the **Sword Coast Adventurer’s Guide** - ***(XG)*** designates that the spell is from **Xanathar's Guide to Everything** - ***(TCE)*** designates that the spell is from **Tasha's Cauldron of Everything** - ***(SCC)*** designates that the spell is from **Strixhaven: Curriculum of Chaos** **===============================================================================================**
##### Cantrips (0 Level) - Acid Splash - Chill Touch - Dancing Lights - Frostbite (XG) - Green-Flame Blade (SC) - Infestation (XG) - Mold Earth (XG) - Poison Spray - Ray of Frost - Spare the Dying - Sword Burst (SC) - Thaumaturgy - Toll the Dead (XG) - True Strike ##### 1st Level - Bane - Cause Fear (XG) - Command - Cure Wounds - Detect Evil and Good - Detect Poison and Disease - Disguise Self - False Life - Healing Word - Inflict Wounds - Protection from Evil and Good - Shield - Ray of Sickness ##### 2nd level - Aid - Augury - Blindness/Deafness - Blur - Darkness - Find Steed - Gentle Repose - Lesser Restoration - Moonbeam - See Invisibility - Shadow Blade (XG) - Phantasmal Force - Prayer of Healing - Ray of Enfeeblement - Wither and Bloom (TCE) ##### 3rd Level - Beacon of Hope - Bestow Curse - Blink - Fear - Feign Death - Gaseous Form - Life Transference - Magic Circle - Mass Healing Word - Phantom Steed - Remove Curse - Revivify - Speak With Dead - Spirit Guardians - Spirit Shroud (TCE) - Summon Undead (TCE) - Vampiric Touch ##### 4th Level - Arcane Eye - Aura of Life - Blight - Death Ward - Locate Creature - Mordenkainen’s Faithful Hound - Phantasmal Killer - Sickening Radiance (XG) ##### 5th Level - Antilife Shell - Cloudkill - Contagion - Dream - Enervation (XG) - Greater Restoration - Hallow - Infernal Calling (XG) - Insect Plague - Mass Cure Wounds - Negative Energy Flood - Raise Dead - Rary's Telepathic Bond - Reincarnate ##### 6th Level - Create Undead - Disintegrate - Eyebite - Harm - Heal - Magic Jar - Move Earth - Soul Cage - True Seeing ##### 7th Level - Divine Word - Etherealness - Finger of Death - Regenerate - Resurrection - Symbol ##### 8th Level - Abi Dalzim’s Horrid Wilting (XG) - Clone - Demiplane - Feeblemind ##### 9th Level - Astral Projection - Power Word Heal - Power Word Kill - True Resurrection
## Multiclassing In order to qualify for a multiclass combination including the necromancer class, you must meet the following requirement: - Have a charisma of score of 13 or higher ___ You gain proficiency in light armor when doing so.
HOMEBREW | NECROMANCER CLASS
\page ## Custom Feats As a necromancer grows in power, its abilities change and become more terrifying. Following are a number of custom made feats that can be chosen instead of an ability score improvement when reaching 4th, 8th, 12th, 16th, and 19th level. These are meant to increase the power of a necromancer while adding to their flavour. ### Minion Dominion *Prerequisite: 8th level, the ability to animate and/or summon the dead* You have found the secret to creating undead minions: infusing them with your own life force will allow you to keep them under control and let them walk the earth once more. You gain the following: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - Your hit point maximum is reduced by 18. - You will never lose control over your undead minions and they will only crumble into dust when their hit points drop to 0. However, you can only control a number of minions equal to your proficiency bonus. Attempting to raise an undead minion when you already have an amount of undead minions equal to your proficiency bonus, you choose which minion crumbles into dust. Undead created by the *Animate Dead* and *Summon Undead* spells count as minions. *If you have the Animator Style: Undead Magnate:* - In addition to the previous benefits, you can now control a number of minions equal to twice your prociciency bonus instead of once. ### Reinforced undead *Prerequisiste: The Creed of the Departed* Your body has become a conduit for necrotic energy, reinforcing you and your minions. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You can add twice your proficiency bonus to the maximum hit points of your undead minions. ### Necrotic Insights *Prerequisiste: The ability to cast necromancy spells* Being familiar with the school of necromancy, you have gained insight in undead, necrotic energy and death itself. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - You learn the *Toll the Dead* and *Ray of Sickness* spells. You can cast *Ray of Sickness* once as a first level spell without expending a spell slot, and you regain the ability to do so when you finish a long rest.
### Attuned Mind *Prerequisite: Requires an Intelligence score of 15 or higher.* Either through your innately inquisitive mind or with the help and tutelage from skilled experts, you've gleamed a deeper understanding of the arcane energies instilled in magical objects. Investigation and experimentation with all sorts of wondrous items has made the ability to attune to them, second nature to you. You gain the following: - Increase your Intelligence of Charisma score by 1, to a maximum of 20. - Extensive knowledge in all kinds of magical items grants you advantage on Intelligence (Arcana or History) checks when identifying magic items and their lore. - You only require 1 minute of focused concentration, instead of one hour, in order to attune to an item. - You have the ability to attune to 4 items simultaneously. ### Necromaniac You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great. - You add 1 Necromancy spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare. - When below one quarter of your maximum hit points rounded up, you can reduce incoming damage by half the spell level of the highest level Necromancy spell you know or have prepared. - As an action, you can detach or reattach one of your hands. While detached, your hand functions as a 36 D &D HOM EBRE W COM PE N D IUM | FE ATS Crawling Claw (Monster Manual, pg. 44) that obeys your commands.
HOMEBREW | NECROMANCER CLASS
\page
## Credits Original two classes: 1. https://homebrewery.naturalcrit.com/share/rJIR5hpVl 2. https://www.dandwiki.com/wiki/Necromancer_(5e_Class) Recourses used: 1. Made in Homebrewery (https://homebrewery.naturalcrit.com/) 2. Homebrewery Guide made by /u/AeronDrake (https://homebrewery.naturalcrit.com/share/HJWLQsTwUZ) 3. Watercoloring in Homebrewery by QalarValar (https://homebrewery.naturalcrit.com/share/HyWImuH06x) Art Credit: - *Download League of Legends (LOL) : Karthus wallpaper* by **Best HD Wallpaper**, link: https://www.besthdwallpaper.com/games/league-of-legends-lol-karthus-dt_en-US-53892.html - *Immortal Servitude* by **Seb McKinnon**, link: https://www.mtgpics.com/pics/art/gtc/220.jpg - *TheMark* by **Algido**,© 2015 - 2019 Algido, link: https://www.deviantart.com/algido/art/TheMark-570546389 - Hiclipart. HiClipart is an open community for users to share their favorite PNGs, all PNG cliparts in HiClipart are for Non-Commercial Use, no attribution required. Link: https://www.hiclipart.com/free-transparent-background-png-clipart-surrx - *The Betrayed* by **Adrian-W**,© 2013 - 2019 Adrian-W, link: https://www.deviantart.com/adrian-w/art/The-Betrayed-420780399 - *Dark Salvation* by **Cynthia Sheppard**, link: https://www.mtgpics.com/pics/art/emn/087.jpg -*Undead Knight* by **Nikolay Karelin**, link: https://www.behance.net/gallery/33721932/Undead-Knight - *Josu Vess, Lich Knight* by **Tyler Jacobson**, link: https://www.mtgpics.com/card?ref=dom115 -*Demonic Lore* by **Mila Pesic**, link: https://mtgpics.com/pics/art/cmr/118.jpg - *Grimoire of the Dead* by **Steven Belledin**, link: https://www.mtgpics.com/pics/art/isd/226.jpg I do not own any of this content. Credits are due for the original artists and creators of these images. *Necromancer Class* 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.
HOMEBREW | NECROMANCER CLASS