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her pale hand on the gaping wounds and begins

to recite a somber melody. She feels a part of her


life force momentarily withdraw as the grievous
wounds magically stitch closed.
Moving through the gloomy alley, a cloud of
pestilence follows an Orc as he approaches an
unmarked door. Checking over his shoulder, he
knocks with a unique pattern until the door opens.
As the shop keep recognizes his guest, the Orc
smiles as the man before him keels over in pain.
Necromancers have a unique outlook regarding
life, as their specific power comes from exploiting the
life energies that exist in all mortal beings. These
magic-users are dedicated to the study of the dark
arts, learning their spells through focused study,
ensuring they've selected the right tools to hone their
craft.

The Balance of Life and Death


Necromancy is about the creative manipulation of the
soul, or animus, one of the basic building blocks of
life in Tamriel. Necromancers use this power to cast
spells, bind souls into service, and use lesser Daedric
spirits to reanimate corpses. While the Mage's Guild
may consider necromancy to be its own distinct
school of magic, other scholars have put into question
this categorization.
Many necromancers will argue that the magic they
practice is nearly indistinguishable from other
schools, arguing that it's just an offshoot of
mysticism, conjuration, and enchantment—no more
dangerous than fireballs and scrying spells. How a
necromancer chooses to wield their power over the
animus makes a significant different in how their
individual art is perceived. In some cases, the magic
is nearly a mirror of the restoration spells used by
priests in a temple.

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.

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


1
The Necromancer
Proficiency Cantrips Spells
Level Features Magicka Spell Level
Bonus Known Known
1 +2 Spellcasting, Death Gleaning 3 4 4 1st
2 +2 Necromantic Art, Soul Harvest 3 5 6 1st
3 +2 Soul Strike 3 6 14 2nd
4 +2 Attribute Score Improvement 4 7 17 2nd
5 +3 — 4 8 27 3rd
6 +3 Necromantic Art Feature 4 9 32 3rd
7 +3 — 4 10 38 4th
8 +3 Attribute Score Improvement 4 11 44 4th
9 +4 — 5 12 57 5th
10 +4 Inured to Undeath 5 13 64 5th
11 +4 — 5 14 73 6th
12 +4 Attribute Score Improvement 5 15 73 6th
13 +5 — 5 15 83 7th
14 +5 Necromantic Art Feature 5 16 83 7th
15 +5 — 5 16 94 8th
16 +5 Attribute Score Improvement 5 17 94 8th
17 +6 — 5 17 107 9th
18 +6 Necromantic Art Feature 5 18 114 9th
19 +6 Attribute Score Improvement 5 18 123 9th
20 +6 Reanimate 5 19 133 9th

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

• (a) 2 daggers or (b) a scythe Ritual Casting


• (a) a component pouch or (b) an arcane focus You can cast any necromancer spell you know as a
• (a) a dungeoneer's pack or (b) a priest's pack ritual if that spell has the ritual tag.

Spellcasting Spellcasting Focus


You can use an arcane focus (see chapter 5,
As a student of the dark arts, you have learned to “Equipment” of the Player's Handbook) as a
weave together lingering energies to cast necromantic spellcasting focus for your necromancer spells.
spells. See chapter 10 of the Player's Handbook for
the general rules of spellcasting and chapter 11 for
the necromancer spell list. Death Gleaning
You gain the ability to absorb some of the residual
Cantrips magical energy when a soul is released. Once per turn
You know three cantrips of your choice from the when one or more creatures die within 30 feet of you,
necromancer spell list. You learn additional you regain magicka points equal to the creatures
necromancer cantrips of your choice at higher levels, Challenge Rating (CR), to a maximum of one quarter
as shown in the Cantrips Known column of the of your necromancer level (rounded up). If more than
Necromancer table. one creature dies, you only regain magicka points
from the creature with the highest CR. If the creature
Magicka has a CR of less than 1, they do not produce enough
The Necromancer table shows how much magicka you magical energy to absorb. You don't gain this benefit
have to cast your necromancer spells of 1st level and for killing constructs or undead.
higher. To cast one of these spells, you must expend
magicka, as noted in the spell's description and the
Magicka Cost table found in chapter 10. You regain all
Necromantic Art
expended magicka when you finish a long rest. When you reach 2nd level, your continued pursuit of
For example, if you know the 1st-level spell false life the dark arts begins to express itself in a necromantic
and have a Spell Level of 2nd, you can use magicka to art of your choice: Baleful Summoner, Deathbringer,
cast false life at either level. Flesh Sculptor, or Undying Warrior. Your choice
grants you features at 2nd, 6th, 14th, and 18th level.
Spells Known of 1st Level and Higher
At first level, you know two 1st-level spells of your Art Spells
choice from the necromancer spell list. Each necromantic art has a list of associated spells.
The Spells Known column of the Necromancer table You learn these spells at the levels specified in the
shows when you learn more necromancer spells of necromatic art description. Art spells don't count
your choice. Each of these spells must be of a level for against the number of spells known.
which you can cast, as shown on the table's Spell If you gain an art spell that doesn't appear on the
Level column for your level. For instance, when you necromancer spell list, the spell is nonetheless a
reach 3rd level in this class, you can learn one new necromancer spell for you.
spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you Soul Harvest
can choose one of the necromancer spells you know
and replace it with another spell from the At 2nd level, whenever you gain magicka from your
necromancer spell list, which also must be of a level Death Gleaning feature, you also absorb a fragment of
that you can cast. the creatures soul, allowing you to power your spells.
Once per turn, when a creature with a Challenge
Spellcasting Attribute Rating of 1 or higher dies within 30 feet of you, you
Intelligence is your spellcasting attribute for your gain one Soul Point. You can collect a maximum
necromancer spells, as you learn your spells through amount of Soul Points equal to your Intelligence
an academic passion for the dark arts. You use your modifier.
Intelligence whenever a spell refers to your As an action on your turn, you can expend one or
spellcasting attribute. In addition, you use your more Soul Points to regain 1d8 hit points for each
Intelligence modifier when setting the saving throw Soul Point used.
DC for a necromancer spell you cast and when
making an attack roll with one.

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


3
Soul Strike art of the baleful summoner often find themselves
surrounded by undeath. These necromancers are
At 3rd level, you can use the soul energy you've often seen as outcasts, as most people view the act of
siphoned to assault your enemies. When you deal reanimating corpses or summoning spirits as
damage from a weapon attack or a spell you cast, you reprehensible.
can expend one Soul Point to deal an additional 1d6 Not all societies fear the manipulation of these
necrotic damage forces, however. Most cultures are generally amenable
to the reanimation of beasts, and calling upon ones
Attribute Score Improvement ancestors for protection is a valuable skill to many
Nords and Dunmer. In the call of battle, Imperial
When you reach 4th level, and again at 8th, 12th, armies are well known to utilize the corpses of fallen
16th, and 19th level, you can increase one attribute enemies, which can be used to intimidate the
score of your choice by 2, or you can increase two remaining adversaries and bolster their own assault.
attribute scores of your choice by 1. As normal, you
can't increase an attribute score above 20 using this
Baleful Summoner Features
feature.
Necromancer
Level Feature
Inured to Undeath
2nd Art Spells, Grim Harvest
Beginning at 10th level, you have resistance to
6th Undead Thralls
necrotic damage, and your hit point maximum can't
be reduced. You have spent so much time dealing 14th Command Undead
with undead and the forces that animate them that 18th Conjure Flesh Colossus
you have become inured to some of their worst effects.
Art Spells
Transcendence You gain art spells at the necromancer levels listed.
Spells marked with an asterisk can be found at the
At 17th level, you learn how to endure against the end of the necromancer class description.
slow embrace of death. You are immune to disease, as
well as poison and necrotic damage. Additionally, you
need to eat and drink only once each week, and for
Baleful Summoner Art Spells
every 20 years that pass, your body only ages 1 year. Necromancer
Level Spells
Reanimate 3rd grave grasp*, warding bond

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

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


5
Plague Bearer
Starting at 2nd level, you learn how to create and Diseases
spread disease in an instant. You learn two diseases The disease you can learn are presented in
of your choice, which are listed at the end of the alphabetical order.
deathbringer description. You learn one additional
disease of your choice when you reach 11th level, and Ataxia
one more when you reach 17th level. The creature is temporarily infected with the ataxia
Additionally, when you gain a level in this class, you disease, causing muscle stiffness and pain. The
can choose one of the diseases you know and replace infected creature's Strength and Agility attribute
it with another disease. scores are reduced by 2 and they have disadvantage
When a creature you can see moves into a space on Agility checks.
within 10 feet of you or starts its turn there, you can
use your reaction to spread a disease that you know, Brain Fever
forcing the creature to make an Endurance saving The creature is temporarily infected with the brain
throw. The DC for the saving throw is equal to your fever disease, which slowly decays their mental
spell save DC. On a failed save, the creature suffers strength. The infected creature's Intelligence attribute
the effects of the chosen disease for the next 10 score is reduced by 2. Additionally, their magicka is
minutes. If more than one creature starts its turn reduced by 2 at the start of each of their turns.
within 10 feet of you, you can choose which creature
to spread the disease to. A creature that succeeds on Chills
the saving throw is immune to this disease for the The creature is temporarily infected with the chills
next 24 hours. If the disease requires the infected disease, creating an unnatural fear in their mind. The
creature to make additional saving throws, the DC is infected creature has disadvantage on Willpower
equal to your spell save DC. saving throws. Additionally, each time the creature
Additionally, A creature that is infected by the takes damage from one of your attacks, it must
disease takes 1d6 necrotic damage on the start of succeed on a Willpower saving throw or be frightened
each of its turns. of you until the end of their next turn.

Rapid Rot Helljoint


Starting at 6th level, when you cast a spell that deals The creature is temporarily infected with the helljoint
necrotic or poison damage, or when an infected disease, affecting the creatures mobility and
creature takes damage from a disease created by your coordination. The infected creature has disadvantage
plague bearer feature, you can add your Intelligence on Agility saving throws and their speed is reduced by
modifier to the damage. half.

Manipulator of Death Shakes


At 14th level, you can use fragments of soul energy to The creature is temporarily infected with the shakes
manipulate your spells and attacks to bring death disease, causing the creature to shake uncontrollably.
and decay. When you cast a spell that deals acid, Each time the infected creature makes a weapon
cold, fire, force, or lightning damage, or when you deal attack, it must make an Endurance saving throw. On
damage from a weapon attack, you can expend one a failed save, it has disadvantage on the attack.
Soul Point to replace that damage with your choice of Additionally, the creature has disadvantage on
either necrotic or poison damage. You can only Strength checks.
replace one type of damage from the attack.
Witbane
Plague Spreader The creature is temporarily infected with the witbane
At 18th level, you can expend one or more Soul Points disease, affecting the creatures ability to concentrate.
and use an action to choose a corpse you can see or a Each time the infected creature casts a spell that
creature infected by a disease. The corpse or creature requires a spell attack roll, it must make an
explodes in a burst of disease, forcing each creature Endurance saving throw. On a failed save, it has
within 10 feet of it to make an Endurance saving disadvantage on the attack roll. Additionally, if the
throw. On a failed save, each creature takes 2d8 creature is concentrating on spell, it must make an
necrotic damage for each Soul Point expended and Endurance saving throw equal to your spell save DC
they are infected with the same disease the creature at the start of each of its turns or the concentration
was infected with. If the target is a corpse, you can ends.
choose to spread a disease that you know. A creature
takes half as much damage on a successful save and Wither
is not infected by the disease. The creature is temporarily infected with the wither
disease, causing an acute loss of energy and
weakness. The infected creature gains one level of

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

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


7
Undying Warrior Grasping Totem. Whenever a creature moves into a
space within a 30-foot radius of the totem for the first
Unlike other necromancers who focus on control over time on a turn or starts its turn there, it must
undeath or the destruction of life's vitality, the succeed on an Agility saving throw or become
undying warrior chooses to concentrate on ones own restrained. The restrained creature can make this
resilience. This art takes a specific interest in the saving throw again on the start of each of its turns.
tenacity and durability of bone and expanding the
individuals survivability. The totem has 20 hit points and an AC of 12 and
remains for 1 hour or until its hit points are reduced
Undying Warrior Features to 0 or a new totem is created.
Necromancer
Level Feature Bone Goliath
At 6th level, you gain the ability to temporarily turn
2nd Art Spells, Grisly Totems
yourself into a guardian of bone. As a bonus action,
6th Bone Goliath you transform into a bone goliath, which lasts for the
14th Disdain Harm next minute, you use a bonus action to end it, or
until you are incapacitated.
18th Last Gasp
You undergo the following changes while you are in
your bone goliath form:
Art Spells
You gain art spells at the necromancer levels listed. • Your size becomes large, unless you were larger.
Spells marked with an asterisk can be found at the • Your reach increases by 5 feet.
end of the necromancer class description. • You gain a number of temporary hit points equal to
twice your necromancer level. When your
Undying Warrior Art Spells transformation ends, you lose any temporary hit
points you have from it.
Necromancer
• You deal an extra die of damage when you make a
Level Spells
melee weapon attack.
3rd bone armor*, expunge*
Once you use this feature, you can't use it again
5th dispel magic, remove curse
until you finish a long rest.
7th death ward, freedom of movement
9th dominate person, hold monster Disdain Harm
At 14th level, you become more resilient to bodily
devastation. You gain a damage threshold of 5, which
Bonus Proficiencies grants you immunity to all damage unless you take
When you choose the Undying Warrior necromantic
an amount of damage from a single attack or effect
art at 2nd level, you gain proficiency with medium
equal to or greater than your damage threshold, in
armor and blunt weapons.
which case you take damage as normal. Any damage
that fails to meet or exceed your damage threshold is
Grisly Totems considered superficial and doesn't reduce your hit
At 2nd level, you are able to use the corpses of the
points.
fallen to create grisly magical totems made of bone
Your damage threshold increases to 8 when you
that can bolster your allies or harm your foes. As an
reach 17th level, and increases to 10 when you reach
action on your turn, you can use a corpse that you
20th level.
can see and transform it into a totem of your choice.
Additionally, when you take damage from an attack
The totem is created in a location that you can see
you can see, you can use your reaction and expend
within 30 feet of you. The corpse that is used to
one or more Soul Points to reduce the damage taken
create the totem is destroyed and can't be used again.
by 1d8 for each Soul Point used.
Agony Totem. Whenever a creature moves into a
space within a 30-foot radius of the totem for the first Last Gasp
time on a turn or starts its turn there, it takes 1d6 At 18th level, when you are reduced to 0 hit points,
necrotic damage. any Soul Points that you have are immediately
Bone Totem. You and your allies within a 30-foot expended and you regain 10 hit points for each soul
radius of the totem gains a +1 bonus to their AC. point expended. If you do not have any Soul Points,
Fear Totem. One creature of your choice within a you are reduced to 1 hit point instead.
30-foot radius of the totem becomes frightened of you Once you use this feature, you can't use it again
or an ally of your choice. At the start of each of your until you finish a long rest.
turns, you can use a bonus action to choose to end
the effect on the creature and choose a new creature
to become frightened.

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.

Animate Skeletal Mage


4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pile of bones)
Duration: Concentration, up to 1 minute
The spell creates a temporary undead minion.
Choose a pile of bones of a Medium or Small
humanoid within range. Your spell knits the bones
back together to create a skeletal mage. You can
find the creature's game statistics in Chapter 5 of
this book.
On each of your turns, while you can see the
creature you can direct its actions, no action
required by you. If you issue no commands, the
creature only defends itself against hostile
creatures.
When the spell ends, or its hit points are reduced
to 0, the magic leaves the skeleton and it collapses
into a pile of bones again.

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


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Bone Armor
2nd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small fragment of bone)
Duration: Concentration, up to 1 hour
You wrap yourself in magical hardened bone. Until
the spell ends, you gain a +1 bonus to your AC.
At Higher Levels. When you cast this spell at 4th
level, the bonus increases to +2. When you cast this
spell at 6th level, the bonus increases to +3.

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.

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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.

ENEMIES OF ELSWEYR | NECROMANCER PLAYTEST


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Grave Grasp
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a finger bone, or a claw)
Duration: Instantaneous
Skeletal arms and claws burst from the ground,
grabbing at every creature of your choice in a 10-foot
radius, centered on a solid surface of your choice
within range. Each creature must make a Strength
saving throw. A creature takes 2d6 bludgeoning
damage on a failed save and is restrained. A creature
takes half as much damage on a successful save and
is not restrained. A Large or larger creature has
advantage on the saving throw.
While restrained by this spell, a creature takes 2d6
bludgeoning damage at the start of each of its turns.
A creature restrained by the spell or one who can
touch the creature can use their action to make a
Strength check against your spell save DC. On a
success, the creature is freed.
Shocking Siphon
Restoring Tether 2nd-level necromancy
3rd-level necromancy
Casting Time: 1 reaction, which you take when a
Casting Time: 1 action creature you can see dies within range
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You siphon the last remnants of life from a corpse of a You violently drain the last spark of life from a corpse
creature that has died in the last 10 minutes that is creating a line of lightning that flows in a 5-foot line
within range, creating a 10-foot line of healing energy from the corpse to yourself. Each creature in this line
between you and the corpse. You and every creature must make an agility saving throw. The creature takes
of your choice in the line regains hit points equal to 3d8 lightning damage on a failed save, or half as
1d8 + your spellcasting modifier. much on a successful one.
At Higher Levels. When you cast this spell at 4th At Higher Levels. When you cast this spell at 3rd
level or higher, the healing increases by 1d8 for each level or higher, the damage increases by 1d8 for each
level above 3rd. level above 2nd.

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

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