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The Necromancer PDF
The Necromancer PDF
By Don-Vincent Snell
Claudio Casini
and
Rick Hershery
for fantastic art
Walrock
for wonderful templates
Chris Hansen
for the font ·•a Theme for murder..
Acquisitions Incorporated
and
Critical Role
for inspiration
My Father
for teaching me the joy of another's fantasy
My Mother
for encouraging the creation of my own
DUNGEONS & DRAGONS. D&D. Wizards of the Coast. Forgotten Realms. the dragon ampersand. and all other
Wizards o f the Coast product names. and their respective logos are trademarks o f Wizards of the Coast in the USA and other countrie-s.
This work contains material that is copyl"ight Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Don-Vincent Snell and published under the Community Content Agreement for Dungeon Masters Guild.
Preface
Being a short explanation on the origin of the Dead Arts
The Necromancer
Being a detailed account of the capabilties available to practitioners of the Dead Arts
Spell Lists
Being a listing of new magics available to those learned in the Arts
1 1
Spell Descriptions
Being thorough reports on the effects of the aforementioned new magics.
13
Magic Items
Being a catalog of new devices employed by practioners of the Dead Arts
14
Shade Vessels
Being a reference sheet f o r those who wish to utilize the capabilities of a bound Shade
17
Being of variable difficulty and having usually nebulous powers, Necromancers are constantly the foil of player activities. Many groups
strive to discover, struggle against. and eventually thwart enemies who command the powers of death.
Necromancer and its root necromancy can be chased through their !inguinal roots to a oompound of the Ancient Greek words nekr6s and
manteia, meaning "dead body" and "prophecy or divination" respectively. This points to the possiblity that the title of Necromancer is less
related to their control of undead and more to a particular relationship with the dead. The fact that necromancy as a method of
divination was common to the ancient world leads u s to believe that it was. at the very least, a publicly accepted practice. The ancient
Greeks in particular had many instances of heroes asking the dead for advice or aid, with varying degrees of success.
These stories portrayed heroic journeys to the underworld or bizarre rituals, though rarely were these actions considered outside normal
practices. As civilizations progressed these practices became only slightly more questionable than seeking out other diviners.
It wasn't until the Hellenistic period and the rise of the Abraha mic religions that necromancy started to shift from questionable, but
revered and apparently effective, to unholy and an avenue for evil. Eventually, necromancy was interpreted by religious leaders as
actually being consorting with demons. since, as the rising religions taught, mere humans were incapable of bringing the dead back to
life.
Throughout the Middle Ages it became common knowledge that ressurection required the intervention of God, forcing the entire practice
of necromancy to be declared demonic in nature. As most banned practices. necromancy quickly gathered students who performed
assorted secret rites, but its attachment to the dead seemed only tangentially related by this point. Most of the "new" practitioners
believed they were communicating with demons or devils. This form of necromancy continued through the Renaissance with practitioners
using exotic, foreign beliefs to supplement their own religious doctrines.
In modern times, necromancy was reattached to its original roots as communicating with the dead thanks to the revival of the seance.
Popular culture shifted the aspects of necromancy even further to mean. not just communication, but full-on control of the dead. The
long-held beliefs in the sanctity of the dead kept the popular view of the necromancer squarely in the role of villain, leading to the current
position held in tabletop gaming.
With all of this in mind, I set about to make a heroic Necromancer for our fair game. I thought such a class should contain a unique
casting mechanic to reflect their "forbidden" knowledge. Utilizing the soul essence of creatures seemed to mesh well, providing the
Necromancer with a power source that felt both thematically appropriate and slightly uneasy to observers.
I also thought the exhaustion mechanics of the core game allowed for some interesting effects and implemented them from the outset.
Tying it to their spellcasting allows this otherwise "dark" character to be quite heroic when pressed but at much personal risk. Giving the
Necromancer a slower overall spell progression but the potential for considerable bursts of power at the cost of their own lives felt proper.
Allowing for multiple playstyles permitted me to spread the other abilities across the board while the player could focus their efforts and
overall flair as they gained power.
The Shade mechanics allowed me to consolidate the "horde" mentality into a single. versatile entity. It also permitted me to reach back to
inspiration from the ancient Greeks and their contemporaries by having a quasi-mentor from the land of the dead to guide and aid the
Necromancer. One of the biggest bonuses in the design process of the Shade was allowing for progression in the class without directly
improving the Necromancer itself. This helped control its overall power without really leaving a place for stagnatio n.
Having laid out this framework, I added some thematically appropriate spells, though in my research I found many of the pre-existing
spells performed admirably. The magic items created mainly key off the new essence mechanic with some fun, old thematic stand-bys
with some fresh artifacts on the side.
Anyway, that is how we got to where we are now, even if it was a bit rambly and winding. I sincerely hope you enjoy this little booklet and
humbly request that if you don't. you reach out to me for corrections, clarifications. and constructive recommendations.
Have funf
-DVS
A tiefling wreathed in shadow scatters herbs on a campfire thanks to the tireless actions of necromancers.
and asks questions about the tomb her companions seek Knowing the fact that even creatures who have yet to
from the spirit who answers her call, checking its lore develop even the most rudimentary religious framework
against the vast amount of legends she knows. still experience death, necromancers acknowledge the
Bringing his sword down in a shadowy arc. a human existance of something that oversees this process. They
with eyes filled with an unnatural light recites last rites for simply refer to it as Death and see themselves as its
the dragon at his feet. sending its soul to its final resting servants. maintaining the veil and ensuring that the
place and ending its reign of terror. proper rites to keep the dead in their final rest are followed.
Pointing to the wanted man, a halfling mutters an an Rumor has it that the oldest of the order. either long
cient command and her decaying thralls hurl themselves deceased or still hidden in the world have even
forward as she unleashes a terrible wave of darkness at encountered Death who has given its blessing or at least
UNCARING GUARDIANS
While every pantheon has their designated agent
of death. necromancers know that they perform
little more than a perfunctory duty. Shepherding
souls to their final resting place is a noble task. but
the deities who do this have shown a surprising lack
of interest in keeping those souls from returning.
History does not lack its undead tyrants and
maruading hordes of death and decay. But the
THE NECROMANCER
Profic i en c y Cantrips Highest
Level Bonus Features Known Spell Level
Harvest
1st +2 Harvest, Soul Casting 1d6 2 1
As to the world as a whole, most necromancers really necromancer? How do others of the order see you? have
don't care for it. They tend to follow the local laws and you even met another of your order? Has Death itself ever
keep their noses out of the business of the living, unless it communicated with you? Why have you decided to break
overlaps with their own. This is not done out of aiTogance, with tradition and work with outsiders?
but necessity. When one is skulking around graveyards
and can use a persons very soul as fuel for dangerous
magics. one tends to not make waves. Those � ICK B UILD
necromancers who have foolishly flaunted their power have To make a necromancer quickly, make Wisdom your
discovered that they are usually no match for a horde of highest ability score followed by Constitution and take the
angry villagers. And so most go about thier secret sage background.
business. guarding the veil and learning from the
deceased.
Breaking with the tradition of sticking to thier own C LA S S FEATU R E S
kind, most adventuring necromancers only look for As a necromancer, you gain the following class fealures.
companionship outside the order as a professional
necessity when they bite off more than they can chew.
HLT POINTS
Hit Dice: l d 12 per Necromancer Level
S ouL CAS TING another two exhaustion levels putting them at Exhaustion
Level 4. They can cast an 8th-level or 9th-level spell with
Soul Casting allows lhe necromancer to consume Essence little ill effect, but if they cast another 6th or 7th-level
to cast spells. spell they will gain another two exhaustion levels causing
them to die.
CANT RIPS The normal rules for removing exhaustion apply.
A t 1st level you know t w o cantr,ps o f your choice from the though the Soul Fatigue clears after taking a long rest, so
necromancer spell list. You learn additional necromancer even at 4 levels of exhaustion, after a long rest, the
cantrips of your choice at higher levels. as shown in the Necromancer may cast a 6th and 7th-level spell once each
Cantrips Known column of lhe necromancer table. without worry.
A Necromancer who dies due to the effects of Soul
PREPAR ING AND CASTI NG SPELLS Fatigue may only be returned to life with magic equivalent
The necromancer tale shows the highest level spells you to a wish spell.
SHADE On a failure, the Shade is returned to the afterlife until the Necromancer
ACTIONS
Armor Class 10
Hit Points 8 (1d8) Etherealness. The Shade enters the Ethereal Plane from the Material Plane, or vice
Speed o �. fly 30 ft. (hover) versa. It is visible on the Material Plane while it is in the Border Ethereal and vice
versa, yet it can't affect or be affected by anything on the other plane. If it has been
STR DEX CON INT WIS CHA forced out of a possessed body, it may not use Etherealness to re·enter the Material
3 (-4} 11 (+O) 10 (+O) 12 (+1) 13(+1) 14(+2) Plane for 1 minute.
Skills History +1 Limited Possession (3/day). One corpse that the Shade must touch of the Beast,
Senses darkvision 60 ft., passive Perception 13 Construct, Giant, Humanoid, Monstrosity, or Undead type may be possessed by the
Languages understands the languages it knew in life but can't speak Shade. The Shade can only possess a creature whose Challenge Rating or level is
Challenge o (1o XP) less than or equal to half the Necromancer's level.
The Shade must make a Charisma check equal to 14 plus the carget's
Undead Nature. Challenge Rating or level, rounding up. On a success the Shade gains control of the
Incorporeal Movement. spellcasting abilities, or proficiencies though if the target was capable of speech,
The shade can move through other creatures and objects as if they were difficult the Shade can communicate in any language the Shade knows.
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object The corpse appears as it did a moment before it died with any wounds being
closed or healed over and it stops decaying. This effectively extends the time limit
Limited Telepathy. on raising the corpse so long as the ongmal death is also within the time limit.
The shade can magically communicate simple ideas, emotions, and images The possessed corpse requires air, food, drink. or sleep if it normally
telepathically with their bound Necromancer at a range of 100 ft. If they are required these while living. If the target is raised or resurrected by any means the
possessing a body that has no telepathic abilities, the Shade can no longer use Shade is forced from the body and may not possess it again.
Limited Telepathy. The possession lasts until the possessed corpse drops too hit points, the
Shade ends it as an action, or the Shade is turned or forced out by an effect like the
Honored Dead.
dispel evil and good spell. When the possession ends the Shade reappears in an
Unlike other undead spirits, a Shade has voluntarily returned from the afterlife
unoccupied space within 5 feet of the body and is forced into the Ethereal Plane for
and, as such, can never truly be destroyed. lf it is reduced to o hit points while not
1 minute during which it may not use Etherealness.
possessing a body, it is shunted to the Ethereal Plane where it will remain for 10
Ifthe Shade is removed from the body by any affect other than leaving
minutes. During this time, the Shade's Etherealness ability can not be used to move
voluntarily or if it fails its Possession Check, the body becomes immune to the
it back into the Material Plane. If it is attacked by a weapon or effect that affects
Shade's Lesser Possession ability for 24 hours.
Ethereal creatures. it must make a Death Saving Throw. On a success. the Shade
cakes no damage, though it remains Ethereal.
IMPLEMENT SPELLS
Each Implement has a lisl of spells that you
gain when you become capable of casting spells
of that level as noted in the Implement
description. Once you gain these spells you
always have them prepared, and they don't
count against the number of spells you can
prepare each day. Spells on your Implement
Spell list are considered necromancer spells for
you.
REAV I NG HARVEST
Starting at level 3 you learn how to pull
Essence from someone by force. As an
action. you may now Harvest from
unwilling creatures, though doing so
from people who thought you were
their ally will probably have
repercussions.
To use Reaving Harvest. make a
ranged spell attack against your target.
On a hit, you deal damage as detailed
under the Harvest column in the
Necromancer table. You may use
Reaving Harvest a number of times
equal to your Wisdom modifier. On a
miss, there is no effecl to your target,
but a use of Reaving
Harvest is still expended.
All uses of Reaving Harvest
return to you after a
long rest.
S oul TRAIN
At level 9 you can bolster any ability or skill check you
S HADOWY APOTH EOSIS
- -
make with Essence. drawing on the experience of those At Level 18, the Shade has become a master of possessing
who have passed before. Every 5 points of essence you the dead. It is able to use all of the abilities of its host
spend as a bonus action while making an ability or skill body including any class features, spellcasting, and
check gives you a + 1 bonus to that roll up to a maximum proficiencies though the Possession check DC becomes 18
of +3. You can spend this essence after you have seen your plus the target's Challenge Rating with failure making the
die result but before you know if you have succeeded or targel permanently immune to this Shade's Possession.
failed. You may use this ability once and regain this use The Shade may only attempt this kind of possession
after taking a short or long rest. once every 7 days. The Shade chooses which form of
possession it would like to use after making its Possession
Starting al level 13, When a creature within 30 feet of you Choosing to become Death's Eyes expands your knowledge
dies you may Harvest its Essence as a reaction. This does and permits you to better connect with the dead. This
no additional damage to lhe target, bul you gain Essence honing of skill opens up new paths of divination to you.
as if you had Harvested as normal. The target is Usually acting as a seer or oracle. Death's Eyes are
considered a willing creature when this occurs. consulted by the lowborn and high. fypical Order
NEAR DEATH EXPER.IENCE martial prowess bolstered by their magical ability. Many
Scythe Order members typically choose spells that hinder
Starting a t level 3 . you may petition the denizens o f the
their foes as this allows them to use secret techniques to
afterlife to aid you with certain skills. Choose two from the
reave their opponents Essence with each blow. This makes
follm"ing list: Arcana, History, Nature, Religion, Medicine,
them feared even by thier fellow necromancers.
Survival. or Performance.
You gain proficiency with that skill. Additionally, when
making a skill check with the chosen skills, after the die is I M P LEMENT SPELLS
cast but before the results are revealed, you may choose to Death's Scythe spells focus o n either increasing combat
reroll the die at the cost of 5 Essence points. You must capability or on hindering an opponent. These spells allow
use the second roll. tese implements to choose to either continue this trend or
You may use this ability once and it recharges after prepare spells that provide them with more flexibility.
you take a short or long rest. You gain the ability lo cast these spells al the
At level 11. you may pick two more skills from the list. necromancer level listed below.
9 mass cure wounds, reincarnate who repeatedly attempt to encroach on the world of the
living. Many necromancers. usually working in secret,
11 heal
move about Toril trying to keep a lid on things. While not
13 regenerate overly impacted by the Spellplague, the reappearance of
15 holy aura Shadovar is of considerable concern to the Order.
Currently. the necromancers are still attempting to gather
17 mass heal
information on these bizarre, living anachronisms, though
they are spread thin dealing with other threats.
PANACEA
Beginning at 3rd level, at the cost of 5 Essence. you may N ECROMANCERS I N RAY E N LOFT
use an action to end a negative effect on yourself. You may The Baron's machinations keep the few necromancers
do this a number of times equal to your Wisdom modifier contstantly busy. His influence has decreased the
and it recharges after you take a short or long rest. expected lifespan of Order members by a considerable
amount, though the survivers are exceptionally tough.
Soul M E N D The unique properties of the Demiplane of Dread increase
Starting a t 7th level , as a n action. your Soul Patch ability the powers of the necromancers who have avoided an
can target any creature in range and heals for double the untimely death, which in turn, alows them to survive
amount of Essence consumed. longer. Unfortunately. this tends to draw even more
negative altention. Those few scions of Dealh thal remain
POSSESSED FERVOUR are truly a force to be reckoned with.
BARD S P E LLS
WARLOCK S PE L LS
CANTRIPS ( 0 LEVEL)
CANTRIPS ( 0 LEVEL)
Grave Repercussions
Ghost Lights
2 N D LEVEL Grave Repercussions
Death Shroud
1 ST LEVEL
Flay
CLERIC S PE LLS
3 R D LEVEL
CANTRIPS ( 0 LEVEL) Bone Spur
Grave Repercussions
W I ZARD S P E LLS
1 ST LEVEL
Flay CANTRIPS ( 0 LEVEL)
Ghost Lights
SPELLS DESCRIPTIONS At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher you may designate an
The spells are presented in alphabetical order. additional 200 square fool area and call an extra single
BONE SPUR veteran spirit in command of three guard spirits for each
slot level above 4th. Each group summoned in this way
3rd-level necromancy
can be commanded to perform a different defensive action.
Casting time: 1 action
Range: 120 feet FLAY
Components: V, S , M (a bone splinter ·with a jagged tip) 1st-level necromancy (ritual)
Duration: Instantaneous
Casting Time: 1 action
You fling a bone splinter at a point you designate in range Range: Touch
where it explodes in a shower of necrotically-infused Components: V, S
shards. Each creature in a 10-foot-radius of the point of Duration: Instantaneous
impact takes 5d8 piercing damage and must make a
Dexterity saving throw. A common spell amongst those who raise the undead. flay
Those who fail must make a Constitution saving throw is primarily used to remove the flesh from a corpse in
at the start of each of their turns or have their speed order to raise it as a skeleton. A single corpse may be
halved and suffer an additional ld6 necrotic damage as targeted by this spell. Corpses prepared in this way gain
the shrapnel moves inside their bodies seeking out vital an additional 5 hit points added to their current and base
organs. If they succeed on two of these saving throws, values.
they are no longer affected by bone spur. This spell may also be used as an attack. Make a
At Higher Levels. Increase the initial damage by ld8 melee spell attack against a creature within your reach.
and the lingering damage by ld6 for each level above 3rd On a hit. deal l d l O slashing damage and, if the target took
that bone spur is cast at. damage from this spell, have the target make a
Constitution saving throw. On a failure. they take 1 point
DEATH S H ROUD of damage at the start of their turn due to blood loss as
2nd-level necromancy magically rent wounds tear themselves open on the target.
This additional damage does not stack with other
Casting Time: l action sources of bleeding and may be stopped if any healing spell
Range: Self is cast on the target.
Components: V, S , M (a pinch of bone dust or drop of At Higher Levels. When you cast this spell using a
ectoplasm) spell slot of 2nd level or higher, you may target an
Duration: Concentration, up to 1 hour additional corpse to be prepared in this way. If used as an
attack, casting at 2nd level or higher f,fUarantees an
An aura of cold radiates out from your person, hiding your addtional point of damage from blood loss per spell slot
nature as a living creature and making you and each level.
creature you choose in a 30-foot radius appear to be
CHALLENGING DEATH
I M PL E M E NTS OF D EATH If a person altuned to three Implements and possesing the
These powerful items were gifted to the first necromancers fourth decides to chance it, they may attempt to attune to
and have been lost to the ages. Though powerful items in the fourth. summoning Death to bend the rules of the
their own right, when combined, they become truly multiverse. Death appears when called to challenge the
awakened and make their bearer an extension of Death. wielder of the Implements lo a game or competition of the
wielder's choosing. This can be any game the wielder is
DEATH'S EYES aware of. The DM should provide options and rules for
Wonderous item, Artifact (requires attumnent) these games.
Upon acceptance, Dealh spirits the wielder to a pocket
This simple looking black hood fits loosely and never demiplane of his own creation. There is no way of escaping
seems to be dust-free. When pulled over the wearer's eyes. lhis demiplane without Death's permission. Death also
the hood lengthens into a full length blue-black cloak that takes on the attributes of the wielder of the three
provides + 1 to your AC and saving throws. You also gain Implements, complete with access lo magic ilems and any