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Necromancer

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.

Necromancers, unlike those in the School of Necromancy,


study nothing other than the facts of death and the
machinations for which the umbral energy of the realm can
be used to their advantage. Where those within the School
simply dabble, Necromancers thrive on and, in some cases,
choose to succumb to the powers of necrotic energies wholly.
Mastery Over Life and Death
Scrutinized, sequestered, and most of all vilified,
necromancers are vastly misunderstood spellcasters due to
their association with beings such as liches and gods of
undeath. While many are drawn to this class by the allure of
immortality and other such self-serving means, many others
are persuaded by the prospects of helping the dead find
peace through retribution of wrongdoings or helping a loved
one move on. Though the casting of a typical spell requires
merely the utterance of a few strange words, fleeting
gestures, and sometimes a pinch or clump of exotic
materials, these surface components barely hint at the
expertise attained after years of apprenticeship and
countless hours of study.
Necromancers, like other casters of their caste, live and
die by their spells (in this case literally). Everything else is
secondary. They learn new spells as they experiment and
grow in experience. They can also learn them from other
necromancers, from ancient tomes or inscriptions, and from
ancient creatures (such as vampires) that are steeped in
magic.
The Lure of the Macabre
A necromancer's life is generally a bleak, lonesome existence.
Necromancers often face seclusion or rejection from society,
given the common rumor is that they bring death and decay
to those around them. They are usually alone, seldom within
any company other than their undead minions. It is because
of this that convening with a necromancer is often seen as
shady business.
1 Necromancer | Class Features
Necromancer
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Necrotic Recovery 3 2 – – – – – – – –
2nd +2 Necromantic Sects, Umbral Corruption 3 3 – – – – – – – –
3rd +2 Undead Affinity 3 4 2 – – – – – – –
4th +2 Ability Score Improvement 4 4 3 – – – – – – –
5th +3 – 4 4 3 2 – – – – – –
6th +3 Necromantic Sects Feature 4 4 3 3 – – – – – –
7th +3 – 4 4 3 3 1 – – – – –
8th +3 Ability Score Improvement 4 4 3 3 2 – – – – –
9th +4 – 4 4 3 3 3 1 – – – –
Necromantic Sects Feature, Undead Affinity
10th +4 5 4 3 3 3 2 – – – –
Improvement
11th +4 – 5 4 3 3 3 2 1 – – –
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 – – –
13th +5 – 5 4 3 3 3 2 1 1 – –
14th +5 Necromantic Sects Feature 5 4 3 3 3 2 1 1 – –
15th +5 – 5 4 3 3 3 2 1 1 1 –
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 –
17th +6 – 5 4 3 3 3 2 1 1 1 1
18th +6 Puppeteer of Death 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Necromantic Perfection 5 4 3 3 3 3 2 2 1 1

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.

Necromancer | Class Features


Spellcasting Ability Undead Affinity
Wisdom is your spellcasting ability for your necromancer Starting at 3rd level, undead with an Intelligence of 8 or
spells. You use your Wisdom whenever a spell refers to your lower see you as one of their own, and will not attack you
spellcasting ability. In addition, you use your Wisdom unless you’ve attacked them first. When you reach 10th level,
modifier when setting the saving throw DC for a your affinity with undead manifests physically, you gain
necromancer spell you cast and when making an attack roll resistance to poison damage.
with one.
Ability Score Increase
Spell save DC = 8 + your proficiency bonus +
When you reach 4th level, and again at 8th, 12th, 16th and
your Wisdom modifier 19th level, you can increase one ability score of your choice
Spell attack modifier = your proficiency bonus +
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
your Wisdom modifier using this feature.
Ritual Casting Puppeteer of Undeath
You can cast a necromancer spell as a ritual if that spell has At 18th level, you manipulate undeath like a marionette. You
the ritual tag and you have the spell in your list of spells for can now cast animate dead as a ritual and create undead no
the day. You don’t need to have the spell prepared. longer counts against your number of spells known, but still
Spellcasting Focus requires a spell slot to cast. Additionally, undead you control
You can use an arcane focus as a spellcasting focus for your have advantage on saving throws against mind altering
necromancer spells. effects, such as the wizard's Command Undead feature.
Expanded Spell List Necromantic Perfection
Each subclass comes with a predetermined set of spells, this When you reach 20th level, you have resistance to necrotic
is your expanded spell list. Even if the spells in your and poison damage, your hit point maximum can't be
expanded spell list are not necromancer spells according to reduced, you do not age, you are immune to diseases,
the original spell list, they are for you. exhaustion, and the poisoned condition. In addition, you no
longer need to eat or drink, and you gain the Undead
Learning Spells of 1st Level and Higher Fortitude feature.
Each time you gain a necromancer level, you can add two
necromancer spells of your choice to your spellbook. Each of
these spells must be of a level for which you have spell slots,
as shown on the Necromancer table. On your adventures,
you might find other spells that you can add to your
spellbook.
Necrotic Recovery
You have learned to regain some of your magical energy by
studying your spellbook. Once per day when you finish a
short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or
less than half your necromancer level (rounded up), and
none of the slots can be 6th level or higher.
For example, if you’re a 4th-level necromancer, you can
recover up to two levels worth of spell slots. You can recover
either a 2nd-level spell slot or two 1st-level spell slots.
Umbral Corruption
Beginning at 2nd level, spells that would deal radiant damage
now instead deal necrotic damage.
Necromantic Sect
When you reach 2nd level, you choose a sect. Choose
between the War Liege, the Death Magnate, the Ghoulish
Beckoner, or the Soul Lord. Your choice grants you features
at 2nd level and again at 6th level, 10th level, and 14th level.

                                                                                                                                                                                                                                                  Art By: | Adam Paquette 4


At 10th level, you can animate or reassert control over two
Necromantic Sects additional undead creatures, and three undead creatures at
14th level. Each of the creatures must come from a different
War Liege corpse or pile of bones.
War Lieges seek to rule the undead under their command Undead Militia
with an iron fist, turning even the most common zombie into After an immense amount of training and experimenting your
a capable fighter. War Lieges are one of the most infamous mastery of resurrecting the undead is nearly unparalleled.
sects of Necromancy, using brute force and a never-ending Beginning at 10th level, animate dead no longer requires
army to swarm enemies when the light of day is no more. As components to cast and undead under your control gain a +2
a War Liege, you keep the undead you summon on a much to their Strength, Dexterity, and Constitution ability
tighter leash than an average necromancer would. You strive modifiers. This bonus increases to a +3 at level 14. In
to not only properly arm yourself to be on the battlefield with addition, you impart your own knowledge unto the undead
your legion, but to learn new spells and acquire the under your control. Undead you reanimate gain the following
knowledge to make your underlings a formidable force to be features:
reckoned with.
War Liege Expanded Spells
Multiattack. The undead makes two melee attacks or two
ranged attacks. This feature has no effect if the creature
Necromancer Level Spells already has a Multiattack action.
2nd hellish rebuke, searing smite Zombies you control gain proficiency in a one-handed
weapon and armor type of your choice, shields, and gain
3rd branding smite, find steed the fighting style Protection.
5th blinding smite, crusader's mantle Skeletons you control gain proficiency in longbows, one
armor type of your choice, and gain the fighting style
7th find greater steed, staggering smite Archery.
9th banishing smite, destructive wave
Undead lose these benefits if they are no longer under your
control.
War Sage
Beginning when you select this sect at 2nd level, the Liege’s Presence
maximum hit points of zombies and skeletons under your At 14th level, you can use your magic to bring undead under
control is increased by your necromancer level times 2. All your control, even those created by other spellcasters. As an
other undead you control have their hit point maximum action, choose one undead that you can see within 60 feet of
increased by your necromancer level times 5 and undead you. That creature must make a Charisma saving throw
creatures you control add your Proficiency Bonus to their against your spell save DC. On a success, the undead is
attack and damage rolls. Additionally, at level 6 zombies immune to this effect forever. On a failed save, it becomes
under your command increase their speed by 10 feet. friendly to you and obeys your commands until you use this
feature again. An undead that is immune to being charmed or
Hellish Training frightened automatically succeeds on its saving throw.
Starting at 2nd level, you acquire the training necessary to Intelligent undead are harder to control in this way. If it
effectively arm yourself for battle. You gain proficiency with fails the saving throw and has an Intelligence of 12 or higher,
medium armor, shields, and martial weapons. The influence it can repeat the saving throw at the end of every 4 hours for
of your sect also allows you to mystically channel your will the first 24 hours. On a success it breaks free of your control
through a particular weapon. Whenever you finish a long and it is permanently immune to this feature. On a failure, it
rest, you can touch one weapon that you are proficient with remains friendly to you and obeys your commands until you
and that lacks the two-handed weapon property. When you use this feature again.
attack with that weapon, you can use your Wisdom modifier,
instead of Strength or Dexterity, for the attack and damage
rolls. This benefit lasts until you finish a long rest.
Amass the Legion
When you reach 6th level, any medium or small humanoid
creature you reduce to 0 hp with necrotic damage must
succeed on a Constitution saving throw against your spell
save DC, or rise at the start of your next turn as a zombie
that is under your control. On a successful save, the creature
is immune to this effect for 24 hours. You can raise a number
of creatures this way equal to your proficiency modifier.
In addition, you add the animate dead spell to your
spellbook if it is not there already. This spell no longer counts
against your number of spells known but still requires a spell
slot to cast. When you cast the animate dead spell, you can
animate or reassert control over one additional undead
creatures.
5                                                                                                                                                                                                                                       Art By: | Algido
Death Reverend This feature can restore a creature to no more than half of its
A Death Reverend seeks to balance their usage of life and hit point maximum. Once this feature has been used, you
death, choosing to use the pain of another to heal themselves must finish a long rest before you can use it again. Undead
or their allies. Often times Death Reverends are found on the can be healed by this feature. You can’t use this feature on
frontlines of battle, using the injuries of the enemy to keep constructs.
their allies alive. You have chosen a path that uses the
suffering around you to heal, effectively becoming a Cleric of
Death towards foe and a Cleric of Life towards friend. Your
research and knowledge has shown you to new spells and
powers to expand yourself in this dark medical field you
seek.
Death Reverend Expanded Spells
Necromancer Level Spells
2nd cure wounds, arms of hadar
3rd aid, lesser restoration
5th beacon of hope, mass healing word
7th aura of life, death ward
9th mass cure wounds, raise dead

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

7                                                                                                                                                                                                                                                   Art By: | Straban


Soul Lord Raising more specters or wraiths than you can control using
this feature releases your control over the previous one(s)
Soul Lords convey the spirits of the dead, using the (oldest to newest).
incorporeal to fuel their dark magics. Unknown to most
common folk, mediums are more often than not a Soul Food
necromancer that chose the path of the Soul Lord. Much like When you reach 10th level, you've discovered that the
the Death Reverend, these necromancers are well known for essence of a creature holds knowledge and vitality from prior
assisting people through grief and pain. Through séances a to death. As an action, you can consume the soul of a
Soul Lord is able to assist the grief-stricken by allowing the creature within 5 feet of you that has died within the last
deceased to speak their final piece with their loved ones. minute. Upon consumption of a creature's soul, you gain
While mostly helpful to the mourning they are not without advantage on the next attack roll you make, and you gain a
their danger. As a Soul Lord you command the spirits of the number of temporary hit points equal to three times the
dead, a much more potent form of necromancy than the other number of hit dice the target creature had. Once you use this
sects. Your path has lead you to not only seek new ways to feature, you can't use it again until you finish a long rest.
practice your arts and build your battalion but how to Additionally, undead under your control gain a +3 to their
separate spirit from body. Strength, Dexterity, and Constitution ability modifiers. This
bonus increases to a +4 at level 14.
Soul Lord Expanded Spells
Necromancer Level Spells Unquieted Spirit
2nd healing word, dissonant whispers
Beginning at 14th level, you've learned how to leave your
flesh behind and call upon the spirits of the dead. You can
3rd silence, zone of truth use an action to summon one spectral guardian that you
5th wind wall, spirit guardians
project your soul into, leaving your body behind. The spectral
guardian uses the wraith stat block, except that it does not
7th compulsion, guardian of faith have the produce specter action, its hit point maximum is
9th commune, reincarnate affected by your Soul Sage feature, and the Constitution
saving throw of the Life Drain action is instead against your
spell save DC. Your body is considered unconscious while
Soul Sage your soul remains in the guardian and it gains 67 temporary
Beginning when you select this sect at 2nd level, the hit points.
maximum hit points of undead under your control is The spirit guardian remains for 1 minute, until you use an
increased by your necromancer level times 5. In addition, action to return to your body, or if your body's temporary hit
undead you control add your Proficiency Bonus to their points are reduced to 0. You can use this feature a number of
attack and damage rolls. times equal to your Wisdom modifier, regaining all expended
Incorporeal Supremacy
uses after finishing a long rest.
Starting at 2nd level, you can use an action to turn yourself
incorporeal for a number of minutes equal to your
necromancer level, regaining all used minutes daily at dawn.
While incorporeal, you gain the following effects:
You can move through other creatures or objects as if
they were difficult terrain
Other incorporeal creatures cannot pass through you;
You have advantage on attack rolls against undead spirits
You take 1d10 force damage if you end your turn inside
an object.
You can see undead spirits that can't normally be seen by
the naked eye. If an undead spirit would be invisible you
can still see it unless it successfully hides from you.
Once you reach 14th level, you gain resistance to nonmagical
bludgeoning, piercing, and slashing damage whenever you
are in your incorporeal form.
Forceful Manifestation
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 specter, unless the humanoid you killed
is CR 14 or higher at which point it rises as a wraith. You
can keep two specters or one wraith under your control with
this feature. At 10th level you can control three specters or
one wraith, and four specters or one wraith at 14th level.

Necromancer
Art By: | JohnathanChong
| Class Features 8
 
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