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DD 5E - Homebrew - Tamriel - Unofficial Elder Scrolls - Necromancer Class
DD 5E - Homebrew - Tamriel - Unofficial Elder Scrolls - Necromancer Class
Practiced in Secret
The practice of necromancy is frowned upon in most
cultures and is often seen as a taboo subject
throughout much of Tamriel. Certain cultures view
necromancy as the ultimate blasphemy, especially the
Redguard, who find the entire practice to be utterly
abhorrent. The Dunmer see necromancy as profane,
Necromancer yet their tradition of ancestral conjuration might be
seen as hypocritical by outsiders. Even those that are
Dressed in his distinctive black robes, an Imperial willing to embrace it, often do so with trepidation.
soldier crouches down low on the battlefield, Necromantic acts are illegal in many places, and
surrounded by fallen enemies. Sliding a lithe finger there might be repercussions if the wrong person
across a nearby blade, he collects a drop of blood and discovers the truth behind a necromancers magic.
combines it with dust from one of his many grim While there are many spells from this school of magic
pouches. After completing his dark ritual, an army of that are indiscernible from restoration, there are also
fallen soldiers rises around him as he sets his eyes on many acts that are blatantly necromantic, such as
the invaders ahead. raising bodies out of the ground. Unless a
Calling out in pain, an adventurer clenches his necromancer is certain that the people they are
chest and shoulder after taking a barrage of arrows around will accept their magical gift, they are likely to
from the goblin attackers. A tall Breton woman places keep the true nature of their magic hidden.
Creating a Necromancer level spells detect evil and good, false life, hex, and
inflict wounds.
Creating a necromancer requires you to consider your
characters moral outlook on necromancy. How does
your character view necromancy as a school of magic? Class Features
Do you have any objections to reanimating the dead
or do you view a corpse simply as a vessel that can be As a necromancer, you gain the following class
utilized? Do you prefer to avoid the more controversial features.
magic or do you embrace the school fully?
What was the lure that brought you into the dark Hit Points
arts? Did you have a teacher in your college that Hit Dice: 1d8 per necromancer level
introduced you to the prohibited magic, or was its Hit Points at 1st level: 8 + your Endurance modifier
banned nature what led you to seek out the Hit Points at Higher Levels: 1d8 (or 5) + your
knowledge in secret? Perhaps you felt wronged by the Endurance modifier per necromancer level after 1st
relentless circle of life and you have sought out the
means to defy it. Proficiencies
Armor: Light armor
Quick Build Weapons: short swords, marksman, polearms, and
You can make a necromancer quickly by following staves
these suggestions. First, Intelligence should be your Tools: none
highest attribute score, followed by Endurance or
Agility. If you plan on learning the necromantic art of Saving throws: Endurance, Intelligence
the undying warrior, make Strength your next-best Skills: Choose two from Arcana, Deception, History,
score. Second, choose the acolyte or sage Intimidation, Medicine, Nature, and Religion.
background. Third, choose the flame skull, spare the
dying, and thaumaturgy cantrips, along with the 1st
2
Equipment Spell save DC = 8 + your proficiency bonus +
You start with the following equipment, in addition to your Intelligence modifier
the equipment granted by your background: Spell attack modifier = your proficiency bonus +
leather armor your Intelligence modifier
At 20th level, you are able to bring your allies back 5th animate dead, speak with dead
from the brink of death. When an ally that you can 7th animate skeletal mage*, blastbones*
see dies, you can use your reaction to return their 9th danse macbre, antilfe shell
soul back to their bodies and undo any damage dealt
to them from their killing blow. The ally is returned to
life with 1 hit point. Additionally, you can expend Soul
Grim Harvest
At 2nd level, you gain the ability to reap life energy
Points as part of this reaction to restore an additional
from creatures you kill with your spells. Once per
amount of hit points to the ally equal to 1d6 for each
turn when you kill one or more creatures with a spell
Soul Point used.
of 1st level or higher, you regain hit points equal to
Once you use this feature, you can't use it again
twice the spell's level, or three times its level if the
until you finish a long rest.
spell belongs to the School of Necromancy. You don't
gain this benefit for killing constructs or undead.
Necromantic Arts Undead Thralls
Necromancy is often referred to as a dark art, as it is At 6th level, when you cast a spell that animates the
centered around the manipulation of souls, soul dead, you can target one additional corpse or pile of
energies, or corpses. How a necromancer chooses to bones, creating another zombie or skeleton, as
claim power over such forces is highly personalized appropriate.
and often based on their cultures understanding and Whenever you create an undead using a
outlook on this particular school of magic. The way necromancy spell, it has additional benefits:
you choose to wield your art is a reflection on your
• The creature's hit point maximum is increased by
sense of morality and your views on soul magic.
an amount equal to your necromancer level.
• The creature adds your proficiency bonus to its
Baleful Summoner weapon damage rolls.
With a strong focus on conjuration, reanimation, and
controlling the undead, necromancers who study the
4
Command Undead Deathbringer
Starting at 14th level, you can use magic to bring
Deathbringers are those who have surrounded
undead under your control, even those created by
themselves with the effects of sickness and death.
other necromancers. As an action, you can choose
They spread disease to those around them and have
one undead that you can see within 60 feet of you.
mastered the consequences of decay. Necromancers
That creature must make a Personality saving throw
who study this art become so accomplished with their
against your necromancer spell save DC. If it
understanding of decomposition that they are capable
succeeds, you can't use this feature on it again. If it
of forcing the effects of death onto living flesh.
fails, it becomes friendly to you and obeys your
A necromancer that seeks the art of the
commands until you use this feature again.
deathbringer becomes accustomed to persisting
Intelligent undead are harder to control in this way.
around illness and learns how to manifest diseases of
If the target has an Intelligence of 8 or higher, it has
their own creation. They see epidemics as a form of
advantage on the saving throw. If it fails the saving
macabre beauty that can be harnessed to create a
throw and has an Intelligence of 12 or higher, it can
balance in the cycle of life.
repeat the saving throw at the end of every hour until
it succeeds and breaks free.
Deathbringer Features
Conjure Flesh Colossus Necromancer
When you reach 18th level, you can momentarily Level Feature
summon a gigantic flesh colossus from Oblivion. As 2nd Art Spells, Plague Bearer
an action on your turn, a huge flesh colossus appear
6th Rapid Rot
out of 15-foot square portal that you can place on a
surface large enough to hold it within 60 feet of you. 14th Manipulator of Death
Any creature in the same space as the portal, or 18th Plague Spreader
within 10 feet of the portal must make an Agility
saving throw. On a failed save, a creature takes 5d8
Art Spells
You gain art spells at the necromancer levels listed.
necrotic damage and 5d8 bludgeoning damage and is
knocked prone. A creature takes half as much
damage on a successful save and remains upright. Deathbringer Art Spells
Once you use this feature, you can't use it again Necromancer
until you finish a short rest or long rest. Level Spells
3rd gentle repose, ray of enfeeblement
5th feign death, stinking cloud
7th blight, confusion
9th cloudkill, contagion
6
exhaustion. At the start of each of the creatures restored to you in any way is reduced by half for an
turns, it must make an Endurance saving throw. On a amount of rounds equal to the Soul Points expended.
failed save, the creature gains one additional level of
exhaustion. On a successful save, the creatures Life amid Death
exhaustion level is reduced by one, but it can't be At 6th level, you can cause a burst of restorative
reduced below one. energy when a creature dies. When you use your Soul
Harvest feature, you can use a reaction to instantly
Wound Rot restore hit points to each ally within 10 feet of the
The creature is temporarily infected with the wound corpse. The amount of hit points restored is equal to
rot disease, which slowly erodes the creatures health. the creatures CR rating.
Whenever the infected creature takes poison or
necrotic damage, their maximum hit points are Spirit Guardian
reduced by an equal amount to the damage done, and At 14th level, you can call forth a supernatural
they are unable to restore hit points until the end of guardian to defend you and your allies. When you or
their next turn. an ally is hit by an attack, you can use a reaction to
summon an intangible spirit guardian to take part of
Flesh Sculptor the damage. The spirit guardian is medium in size
and appears in an unoccupied space within 5 feet of
Not all necromancers use their art for the destruction the creature that has been hit by the attack, and the
of life and the creation of undeath. Flesh sculptors damage is reduced by half.
use the residual soul energies of the dead to restore The spirit remains for the next minute and as a
the living. Blending restoration magic with bonus action on your turn, you can move the spirit
necromancy, these necromancers often have up to 30 feet to a space you can see. On subsequent
experience working alongside healers and clerics in turns, if the spirit is within 5 feet of yourself or an
temples and on battlefields. ally that takes damage from an attack, you can use
your reaction to halve the damage done.
Flesh Sculptor Features Once you use this feature, you can't use it again
Necromancer until you finish a short rest.
Level Feature
2nd Art Spells, Render Flesh
Blood sacrifice
At 18th level, you can exploit the lingering soul
6th Life amid Death energy of the recently dead to empower your
14th Spirit Guardian restorative spells.
Whenever you cast a spell of 1st level or higher to
18th Blood Sacrifice
restore hit points to a single creature, you can use a
nearby corpse to steal soul energy to cast the same
Art Spells spell on a second creature without expending
You gain art spells at the necromancer levels listed.
magicka. The corpse must be of a creature that has
Spells marked with an asterisk can be found at the
died within the last 10 minutes and be within 30 feet
end of the necromancer class description.
of you and the initial target and is instantly turned
into dust once the sacrifice is complete.
Flesh Sculptor Art Spells You can expend two Soul Points to cast the spell on
Necromancer one a third creature, and four Soul Points to cast the
Level Spells spell on a fourth creature.
Once you use this feature, you can't use it again
3rd curative curse*, prayer of healing
until you finish a long rest.
5th aura of vitality, restoring tether*
7th aura of life, freedom of movement
9th mass cure wounds, greater restoration
Render Flesh
Starting at 2nd level, you learn how to alter
necromantic magic to heal the living. You learn the
cure wounds spell, which does not count against your
spells know and it becomes a necromancer spell for
you. Additionally, whenever you cast a spell of 1st
level or higher to restore hit points to a creature, you
can expend one or more Soul Points to restore
additional hit points equal to 1d6 for each Soul Point
used. After using this ability, the amount of hit points
8
Necromancer Spells
Cantrips (0 Level) Ray of Sickness Life Transference (XG) 6th Level
Acid Splash Sleep Magic Circle Boneyard (EoE)
Blade Ward Tasha's Hideous Laughter Nondetection Circle of Death
Chill Touch Unseen Servant Remove Curse Contingency
Flame Skull (EoE) Witch Bolt Restoring Tether (EoE) Create Undead
Mage Hand Speak with Dead Disintigrate
Mending 2nd Level Stinking Cloud Eyebite
Poison Spray Blindness / Deafness Vampiric Touch Harm
Ray of Frost Bone Armor (EoE) Magic Jar
Resistance Curative Curse (EoE) 4th Level Soul Cage (XG)
Spare the Dying Darkness Animate Skeletal Mage (EoE) True Seeing
Thaumaturgy Enhance Ability Banishment
Toll the Dead (XG) Expunge (EoE) Blastbones (EoE) 7th Level
Gentle Repose Blight Etherealness
1st Level Grave Grasp (EoE) Confusion Finger of Death
Alarm Hold Person Phantasmal Killer Forcecage
Bane Misty Step Sickening Radiance (XG)
Cause Fear (XG) Phantasmal Force Shadow of Moil (XG) 8th Level
Comprehend Languages Protection from Poison Abi-Dalzim's Horrid Wiliting
Death Scythe (EoE) Ray of Enfeeblement 5th Level (XG)
Detect Evil and Good See Invisibility Contagion Clone
Detect Magic Shocking Siphon (EoE) Cloudkill Dominate Monster
Detect Poison and Disease Cone of Cold Feeble Mind
False Life 3rd Level Danse Macabre (XG)
Fog Cloud Animate Dead Detonating Siphon (EoE) 9th Level
Hex Bestow Curse Dominate Person Imprisonment
Inflict Wound Counterspell Enervation (XG) Power Word Kill
Protection from Evil and Dispel Magic Hold Monster
Good Fear Negative Energy Flood (XG)
Feign Death
Spell Descriptions
These spells are presented in alphabetical order.
Blastbones
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
Choose an undead creature that is under your
control within range. The target explodes in a blast
of fire. Each creature within a 20 foot radius of the
target must make an Agility saving throw. A target
takes 4d8 fire damage and 4d8 piercing damage on
a failed save, or half as much damage on a
successful one.
At Higher Levels. When you cast this spell at 5th
level or higher, the fire damage increases by 1d8 for
each level above 4th.
10
Boneyard Detonating Siphon
6th-level necromancy 5th-level necromancy
Casting Time: 1 action Casting Time: 1 reaction, which you take when a
Range: 60 feet creature you can see dies within range
Components: V, S Range: 30 feet
Duration: Concentration, up to 10 minutes Components: V, S
Duration: Instantaneous
You target a corpse or pile of bones within range.
The target is consumed by the spell and the ground The target erupts in violent explosion of disease and
surrounding it in a 20-foot radius becomes decay. Each creature within a 10-foot radius of the
desecrated. You and any of your allies that are target must make an Agility saving throw. A creature
within the desecrated ground become empowered, takes 4d8 necrotic damage on a failed save, and half
allowing weapon attacks to deal an additional 1d6 as much on a successful one.
cold damage. At Higher Levels. When you cast this spell at 6nd
Any enemy in the desecrated ground must make level or higher, the damage increases by 1d8 for each
an Endurance saving throw. A creature takes 2d6 level above 5th.
cold damage on a failed save, and half as much
damage on a successful one. A creature takes the Expunge
same damage when it enters the desecrated ground 2nd-level necromancy
for the first time on a turn or ends its turn there.
Casting Time: 1 bonus action
At Higher Levels. When you cast this spell at 7th
Range: Self
level or higher, the damage caused by the
Components: V, S
desecrated ground increases by 1d6 for each level
Duration: Instantaneous
above 6th.
You embrace the power of death to immediately end
Curative Curse either one disease, or end one spell or magical effect
2nd-level necromancy that has inflicted you with the blinded, deafened,
frightened, paralyzed, poisoned, or restrained
Casting Time: 1 bonus action
condition.
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour
Flame Skull
Necromancy cantrip
You place a curse on a willing creature. The
Casting Time: 1 action
creature can't regain hit points by any means other
Range: 120 feet
than by your abilities. If you cast a spell on the
Components: V, S
cursed creature that restores hit points, they gain
Duration: Instantaneous
an additional 1d8 hit points. The curse remains on
the creature until you use a bonus action to end it. You lob an explosive magical skull at a creature or
Additionally, you can use a bonus action to move object within range. Make a ranged spell attack
the curse to another willing creature. The spell ends against the target. On a hit, the target takes 1d10 fire
early if a remove curse spell or similar action is damage.
placed on the cursed creature. This spell creates more than one skull when you
reach higher levels: two skulls at 5th level, three
Death Scythe skulls at 11th level, and four skulls at 17th level. You
1st-level necromancy can direct the skulls at the same target or at different
ones. Make a separate attack roll for each skull.
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You summon a spectral scythe in front of you that
slices into your enemies life force. Each creature in
a 15-foot cone centered on you must make an
Agility saving throw. A creature takes 2d8 necrotic
damage on a failed save, or half as much on a
successful one. Additionally, you restore 2 hit points
for each creature that is a part of the attack.
At Higher Levels. When you cast this spell at 2nd
level or higher, the damage increases by 1d8 and
the hit points restored increases by 1 for each level
above 1st.
New Weapon
Popular among farmers and necromancers alike, the
scythe is an accessible tool sold at almost every
general store. Wielding a scythe effectively in battle
requires training that most common farm hands
might not seek to develop. For necromancers,
however, the scythe is as much a symbol of their craft
as it is a weapon used to reap souls and intimidate
their enemies.
New Weapon
Name Cost Damage Weight Properties
Polearm Weapons
Scythe 5 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
12