NecromancerHit PointsHit Dice: 1d6 per necromancer level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 4 + your constitution modifier
ProficienciesArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Religion
EquipmentYou start with the following equipment, in addition to the equipment granted by your background:
(a) a sickle or (b) a dagger
(a) leather armour or (b) studded leather armour
(a) a scholar's pack or (b) a diplomat's pack
Table 1: The Necromancer
Level Abilities
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1 Spellcasting, Minions
2
3 Fodder
4 Toughen Up
5 Dark Ritual
6
7 Armoured Minions
8
9 Dangerous Minions
10
11 Enchanted Blades
12
13
14
15
16
17
18
19
20 Class FeaturesAll the following are class features of the Necromancer class.
- Spellcasting: As cleric (including cantrips known and spells per day), except using Intelligence instead of Wisdom.
- Minions: No proper necromancer would be without undead minions. After each long rest, you raise two undead servitors. They have AC 10, 2 hit points, all ability scores are 6s, and deal 1d4 (3) damage on a successful attack. On each of your turns, you can use your action to mentally command your minions if they are within 60 feet of you. You decide what action the minions will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, they only defends themselves against hostile creatures. Once given an order, your minions continues to follow it until the task is complete. All servitors are lost when you begin a long rest. Every three levels (3rd, 6th, 9th, 12, 15th, 18th), you gain one more servitor.
- Spellcasting:
- Fodder: Undead created by your Create Zombie cantrip last for one round longer than normal.
- Toughen Up: Your servitors' hit points when raised increase from 2 to 1 per class level.
- Dark Ritual: By destroying an undead servitor, you recover spell slots equal to one quarter the remaining hit points of the undead servitor.
- Armoured Minions: The armour class of the undead servitors increases to 10 + 1/2 class level.
- Dangerous Minions: The damage dealt by the undead servitors increases to 1d8 (5).
- Enchanted Blades: By expending a number of spell slots equal to the number of existing undead servitors, you grant them advantage on attacks for one minute.
- Spellcasting:
- Spellcasting:
- Spellcasting:
- Spellcasting:
Spell ListCantrips Create Zombie, Chill Touch, Mage Hand, Message, Minor Illusion, Poison Spray, Ray of Frost, Thaumaturgy
First Alarm, Charm Person, Comprehend Languages, Detect Magic, Disguise Self, False Life, Floating Disc, Hideous Laughter, Identify, Illusory Script, Inflict Wounds, Mage Armour, Silent Image, Unseen Servant
Second Alter Self, Arcane Lock, Arcanist's Magic Aura, Blindness/Deafness, Darkness, Darkvision, Detect Thoughts, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Ray of Enfeeblement, See Invisibility, Suggestion
Third Animate Dead, Bestow Curse, Fear, Fly, Glyph of Warding, Major Image, Phantom Steed, Remove Curse, Sending, Speak with Dead, Spirit Guardians, Tongues, Vampiric Touch
Fourth Arcane Eye, Blight, Confusion, Death Ward, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Private Sanctum, Secret Chest,
Fifth Arcane Hand, Cloudkill, Contagion, Dominate Person, Dream, Geas, Legend Lore, Mislead, Modify Memory, Seeming
Sixth Circle of Death, Create Undead, Eyebite, Guards and Wards, Harm, Magic Jar, Mass Suggestion, Programmed Illusion,
Seventh Etherealness, Finger of Death, Mirage Arcane, Project Image, Simulacrum
Eighth Clone, Antipathy/Sympathy, Feeblemind,
Ninth Astral Projection, Time Stop, Weird