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Necromancer - GM Binder
Necromancer - GM Binder
Necromancer - GM Binder
Art By | RaydenChen
Necromancer
A lone figure, cloaked in tattered back robes stands at the
campsite of a known bandit group, his shadow dancing in the
moonlight. No one has noticed him and in that solace he
begins speaking quietly in ancient tongues. With odd
gestures and an interwoven sigil the spell is released.
Groans, not that of a human nor an animal, escape from the
darkest corners of the wooded area around him. Soon come
the cries of death, undead swarming like locusts upon the
unsuspecting bandits.
A group of ill-prepared adventurers delve into dungeon’s
deep and are greeted by a malignity of Goblins. Moments
later all torchlight is extinguished and for what feels like
minutes only the sound of incoherent groaning, flesh tearing,
and goblins screaming in terror can be heard. Almost as soon
as it started it ended, and there in the newfound torchlight a
half-giant surrounded by scores of undead seeming to wait
for his command stands in the bloody aftermath.
In cloths of
black, lined in white silk, a lone blond haired figure sends a
maelstrom of spells hurtling towards a mass of darkness.
Upon impact a bright light shoots outwards and with a flick
and twist of the wrists the light is redirected to one of their
allies, all wounds vanishing in an instant.
Many people are under the delusion that necromancers can by another spellcaster? Or perhaps you're seeking to test
simply bring back the dead, and others say they’re simply a your mettle outside of the safety of your sanctum?
scam. Necromancers do not delve into these forbidden arts
simply on a whim, but because they seek power, extended Quick Build
life, or the ability to preserve the lives of the ones they love You can make a Necromancer quickly by following these
even at the cost of their own. suggestions. First, Wisdom should be your highest ability
Even so, the call of power and knowledge coaxes even the score, followed by Constitution. Second, choose either the
most separated of necromancers out of the safety of their Inheritor or Charlatan background as featured in the Sword
cemeteries and laboratories and into crumbling ruins, lost Coast Adventurer's Guide. Third, choose the component
cities, and decaying woodlands. pouch and the light crossbow.
Creating A Necromancer Multiclassing Prerequisite
When creating a necromancer it is important to think about Wisdom 13 or higher.
what drew your character to the necromantic arts.
How did
your character come into contact with the first callings? Class Features
What event lead you to realize you had the faculty for As a necromancer, you gain the following class features.
commanding the more taboo of magical arts? Is your talent
one that came naturally or one that took years of training, of Hit Points
incessantly checking your notes and perfecting each of your Hit Dice: 1d8 per necromancer level
spells until they were ingrained in your memories. Maybe Hit Points at 1st Level: 8 + your Constitution modifier
you had a mentor, or perhaps you taught yourself in Hit Points at Higher Levels: 1d8 (or 4) + your Constitution
seclusion? What event lead you from your life of seclusion? modifier per necromancer level after 1st
Did your curiosity leave you thirsty for more knowledge? Did
your research reveal the location of a font of magical power Necromancer | Class Features 2
not yet found
Proficiencies
Armor: Light Armor
need to record it. Once you have spent this time and
Weapons: Simple Weapons
money, you can prepare the spell just like your other
Tools: Disguise Kit
spells.
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Investigation, Nature, Replacing the Book. You can copy a spell from your
Deception, Medicine, Perception, Religion, Survival, and own spellbook into another book—for example, if you
want to make a backup copy of your spellbook. This
Stealth is just like copying a new spell into your spellbook,
Equipment but faster and easier, since you understand your own
You start with the following equipment, in addition to the notation and already know how to cast the spell. You
equipment granted by your background: need spend only 1 hour and 10 gp for each level of
the copied spell.
(a) a component pouch or (b) an arcane focus
(a) a light crossbow and 20 bolts or (b) any simple weapon If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have
(a) a scholar's pack or (b) an explorer’s pack prepared into a new spellbook. Filling out the
Leather Armor, any simple weapon, and two daggers remainder of your spellbook requires you to find new
A spellbook spells to do so, as normal. For this reason, many
*If you are using starting wealth, you have 2d4x10 gp in wizards keep backup spellbooks in a safe place.
funds. The Book’s Appearance. Your spellbook is a unique
compilation of spells, with its own decorative
Spellcasting flourishes and margin notes. It might be a plain,
functional leather volume that you received as a gift
As a practitioner of arcane arts, you have a spellbook from your master, a finely bound gilt-edged tome you
containing spells that show the first emergence of your grim found in an ancient library, or even a loose collection
power. See chapter 10 for the general rules of spellcasting of notes scrounged together after you lost your
and chapter 11 for the wizard spell list. previous spellbook in a mishap.
Cantrips
At 1st level, you know three cantrips of your choice from the
wizard spell list. You learn additional wizard cantrips of your Spellbook
choice at higher levels, as shown in the Cantrips Known At 1st level, you have a spellbook containing six 1st-level
column of the Necromancer table. wizard spells of your choice. Your Spellbook is the repository
of the wizard spells you know, except your cantrips, which
are fixed in your mind.
Your Spellbook Preparing and Casting Spells
The spells that you add to your spellbook as you gain
The Necromancer table shows how many spell slots you
levels reflect the arcane research you conduct on your have to cast your spells of 1st level and higher. To cast one of
own, as well as intellectual breakthroughs you have these spells, you must expend a slot of the spell’s level or
had about the nature of the multiverse. You might higher. You regain all expended spell slots when you finish a
find other spells during your adventures. You could long rest.
discover a spell recorded on a scroll in an evil wizard’s You prepare the list of necromancer spells that are
chest, for example, or in a dusty tome in an ancient available for you to cast. To do so, choose a number of
library. necromancer spells from your spellbook equal to your
Wisdom modifier + your necromancer level (minimum of one
Copying a Spell into the Book. When you find a wizard
spell of 1st level or higher, you can add it to your
spell). The spells must be of a level for which you have spell
spellbook if it is of a spell level you can prepare and if
slots.
you can spare the time to decipher and copy it. For example, if you're a 3rd-level necromancer, you have
four 1st-level and two 2nd-level spell slots. With a Charisma
Copying that spell into your spellbook involves of 16, your list of prepared spells can include six spells of 1st
reproducing the basic form of the spell, then
deciphering the unique system of notation used by
or 2nd level, in any combination, chosen from your spellbook.
the wizard who wrote it. You must practice the spell
If you prepare the 1st-level spell magic missile, you can
until you understand the sounds or gestures required, cast it using a 1st-level or a 2nd-level slot. Casting the spell
then transcribe it into your spellbook using your own doesn't remove it from your list of prepared spells.
notation. You can change your list of prepared spells when you
finish a long rest. Preparing a new list of wizard spells
For each level of the spell, the process takes 2 hours
and costs 50 gp. The cost represents material
requires time spent studying your spellbook and memorizing
components you expend as you experiment with the
the incantations and gestures you must make to cast the
spell to master it, as well as the fine inks you spell: at least 1 minute per spell level for each spell on your
list.
Potent Agony
Beginning when you select this sect at 2nd level, when you
cast a spell that deals necrotic damage you can expend two
hit dice to have that spell deal an additional 1d8 necrotic
damage. This damage increases to 1d10 at 6th level, 1d12 at
10th level, and 2d8 at 14th level.
Scholar of Death
Starting at 2nd level, the necrotic damage you deal to others
can heal you or your allies. When you cast a spell of 1st level
or higher that deals necrotic damage to a creature, you or an
ally within 60 feet of you that you can see regain hit points
equal to your Wisdom modifier + the spell’s level.
Mighty Healing
At 6th level, when you use a spell that restores hit points you
add the spell’s level to the amount healed. For example, if you
cast healing word as a 2nd level spell, you restore 1d4 + your
Spellcasting Ability modifier + 2.
Necrotic Siphon
At 10th level, when you make an attack that deals necrotic
damage against a single creature, choose a creature within
60 feet of you that you can see. That creatures gains a
number of hit points equal to half of the necrotic damage the
first creature received. You can use this feature a number of
times equal to half your Proficiency Bonus, regaining all
expended uses when you finish a long rest.
Gangrenous Wave
When you reach 14th level, you can use your dark power to
maim foe and heal friend. As an action, you can expend one
spell slot to emanate a wave of necrotic energy in a 60 ft.
radius around you. Choose one or more creatures within the
radius. Each target must make a Constitution saving throw
against your spell save DC. On a failed save, a target takes
necrotic damage equal to the expended spell slot's level times
1d8 + your necromancer level. On a successful save, a target
takes half of the necrotic damage. Additionally, yourself and
allies in the radius are healed for a total amount of hit points
equal to the necrotic damage dealt to the first targets, divided
as you see fit. Art By: | Sebastian Horoszko 6
control with this feature. At 10th level, you can control one
ghoul and one ghast. Raising another ghoul or ghast beyond
Ghoulish Beckoner your limit using this feature releases your control over the
Ghoulish Beckoners call to the more rancid and powerful of previous one.
undead. If there could be a sect more infamous than the War Ghastly Battalion
Liege then the Ghoulish Beckoner would be next in line. When you reach 10th level, your necrotic potency influences
Ghoulish Beckoners are not known for the sheer numbers the undead you control. Ghouls and ghasts under your
they command but rather the strength of the few they have control gain a +2 to their Strength, Dexterity, and
under their control. As a Ghoulish Beckoner you have sought Constitution ability modifiers. This bonus increases to a +3
to summon an army whose strength is built on skill and at level 14. In addition, you impart your own knowledge unto
strength, not numbers. Your studies and training have lead the undead under your control. Undead you reanimate gain
you to control and manifest the might of ghouls and ghasts, the following features:
undead not known to be easily summoned.
Multiattack. The undead makes two melee attacks. This
Ghoulish Beckoner Expanded Spells feature has no effect if the creature already has a
Necromancer Level Spells Multiattack action.
2nd bane, chaos bolt Undead Fortitude. If damage reduces the ghoul or ghast
3rd find traps, moonbeam to 0 Hit Points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage is
5th meld into stone, hunger of hadar radiant or from a critical hit. On a success, the creature
7th freedom of movement, shadow of moil drops to 1 hit point instead.
9th contagion, insect plague Corpse Feast. The ghoul or ghast feeds on a corpse. A
medium or smaller creature is consumed whole, leaving a
Ghoulish Sage pile of bones. A large or huge creature takes 30 seconds,
Beginning when you select this sect at 2nd level, the and a gargantuan creature takes 60 seconds or more. For
maximum hit points of undead under your control is each round it feeds on the corpse, it heals for an amount
increased by your necromancer level times 5 and undead equal to double the creature's challenge rating.
you control add your Proficiency Bonus to their attack and Undead lose these benefits if they are no longer under your
damage rolls. In addition, at level 10 ghasts under your control.
control gain the following feature that they may use in place
of their Claws attack: Master's Calling
Corrupting Claws. Melee Weapon Attack: +5 to hit, reach Starting at 14th level, you can resurrect four ghouls or one
5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage. The ghast within unoccupied spaces in a 60 foot circle around
target must succeed on a DC 14 Constitution saving you. Creatures summoned this way share your initiative, are
throw or its hit point maximum is reduced by an amount friendly to you and your companions, and remain under your
equal to the damage taken. This reduction lasts until the control for 5 minutes. After 5 minutes you must use any
target finishes a long rest. The target dies if this effect other feature or spell that allows you to control the undead if
reduces its hit point maximum to 0. A humanoid slain by you wish to continue controlling the undead created by this
this attack rises 24 hours later as a ghoul under the feature, at which point they count normally for those
ghast's control, unless the humanoid is restored to life or features. Once used, you can't use this feature again until
its body is destroyed. The ghast can have no more than 2 you finish a long rest.
ghouls under its control at one time.
Ghouls lose this benefits if they are no longer under your
control. At level 14, the ghast can control two ghouls.
Nostalgic Scent
At 2nd level, your nose becomes attuned to the disgusting
stench of ghouls and ghasts. You now automatically succeed
on saving throws against the Stench feature of ghouls and
ghasts.
Howl of the Damned
Starting at 6th level, when you kill a medium or small
humanoid with necrotic damage you can choose to have it
rise at the start of your next turn as a ghoul, unless the
humanoid you killed is CR 8 or higher at which point it rises
as a ghast. You can keep one ghoul or ghast under your
Necromancer
Art By: | JohnathanChong
| Class Features 8
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