Necromancer (5e Class)

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Necromancer

A Necromancer is one who seeks to wield magic in order to gain mastery over life and death. Much like a wizard, a Necromancer must learn their spells through study, although instead of pulling power directly from the weave, Necromancers manipulate the life force of themselves and others in order to fuel their spells and abilities. Many an inexperienced necromancer has been reduced to a lifeless husk after trying to cast a spell they were unprepared for. Although they are powerful, Necromancers are almost universally shunned by wider society, for the dark magic they wield comes at a terrible cost. Some Necromancers choose to go down this path because they seek the power that mastery over death provides. Others are serious and unashamed scholars who reject the barriers that others have put in their way. Rarely, a Necromancer is accepted as a valuable member of a community and is allowed to continue their studies in peace. Whatever the case, Necromancers are universally fueled by their unyielding ambition.

Creating a Necromancer

A Necromancer is a spellcaster that draws upon positive and negative energies found within themselves or others. Necromancers cast spells in a similar manner to sorcerers, but are most adept with the schools of Necromancy, Enchantment, and Illusion. Most of the spells that Necromancers use can control the bodies, minds, and souls of the living or the dead. The most notable way that Necromancers do this is by creating Undead minions; a skill at which they are nigh unparalleled. Necromancers also have power over magic that manipulates poison, disease, fear, exhaustion, and pain. Whether surrounded by an Undead hoard or a cabal of livelier followers, a Necromancer is rarely encountered alone.

Although powerful spellcasters, a Necromancer's inherent frailty encourages them to minimize risks by operating from the shadows. When forced into direct combat, a Necromancer often chooses to remain behind the front line where they can command their minion hoard while harrying their adversaries with spells designed to kill and maim.

Quick Build

You can make a necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the charlatan background.

Class Features

As a Necromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Necromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Necromancer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Necromancer

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Life Tap 2 2 2
2nd +2 Necromancer Occult 2 3 3
3rd +2 Soul Harvest 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 Spontaneous Unburial 3 6 4 3 2
6th +3 Occult feature 3 7 4 3 3
7th +3 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Occult feature 4 11 4 3 3 3 2
11th +4 Animate Major Undead 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Occult feature 4 13 4 3 3 3 2 1 1
15th +5 Animate Major Undead Improvement 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 4 15 4 3 3 3 2 1 1 1 1
18th +6 Animate Major Undead Improvement 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Macabre 4 15 4 3 3 3 3 2 2 1 1

Spellcasting

You draw on the negative energy in the world to fuel your spells.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Necromancer Spell List. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Necromancer Spell List.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the Necromancer Spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a Necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your necromancer spells.

Life Tap

Starting at 1st level, you learn a simple incantation that allows you to wield negative energy.
As an action, you touch one other creature within 5 feet of you. If that target is an undead under your control, they regain hit points equal to 1d8 plus your Charisma modifier. Otherwise, the target must succeed a Constitution saving throw or take necrotic damage equal to 1d8 plus your Charisma modifier. You may use this feature a number of times equal to your Charisma modifier (min. 1) and you regain all uses of this feature when you complete a long rest.
The damage and healing of this feature increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Necromancer Occult

At 2nd level, you choose an Occult subclass which specializes you in your dealings with death: Keeper, Reaper, Undertaker, or Witch Doctor. Each of these Occult subclasses is detailed below. Your occult grants you feature(s) when you choose it at 2nd level and additional features at 6th, 10th, and 14th level.

Soul Harvest

Starting at 3rd level, you learn to siphon the life from those unfortunate souls that you fell in battle. Whenever you or an undead under your control reduces a hostile creature that you can see to 0 hit points, you can use your reaction to catch the dying breath of that creature and use it to fortify your spirit. You gain temporary hit points equal to that creature's Constitution modifier plus your Necromancer Level (minimum of 1 temporary hit point).

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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 using this feature.

Spontaneous Unburial

Starting at 5th level, you gain an understanding of positive and negative energies that allows you to raise the dead with ease. You learn the spell animate dead, which does not count against your number of spells known. When you cast animate dead, you may do so as an action and you do not necessarily require a corpse or pile of bones to do so; instead you can target a location where such remains are plentiful, such as a graveyard or battlefield. The spell then animates the cadaver nearest to you, which immediately digs its way out of the ground if necessary.

Animate Major Undead

Beginning at 11th level, your power over life and death has grown, and you are now capable of mastering Undead of all sizes.
When you cast animate dead, you can choose a set of remains from a Huge or smaller humanoid, beast, or monstrosity with a CR of 5 or lower. Those remains rise to become your Major Undead. Your Major Undead uses the game statistics of the creature whose remains you targeted, except it is an Undead, it loses any legendary actions, legendary resistances, or spellcasting features that it had, and it gains one of the following sets of changes depending on if you raised a skeleton (skeletal) or a corpse (Zombified).

Skeletal: The Major Undead has its Intelligence, Wisdom, and Charisma scores reduced to 7 if they would be higher and gains vulnerability to bludgeoning damage, Darkvision out to a range of 60 feet, one language you know (but it cannot speak), immunity to poison damage, and immunity to the following conditions: exhaustion and poisoned.
Zombified: The Major Undead has its Intelligence, Wisdom, and Charisma scores reduced to 5 if they would be higher and gains Darkvision out to a range of 60 feet, one language you know (but it cannot speak), immunity to poison damage, immunity to the following conditions: exhaustion and poisoned, and the Undead Fortitude trait:
  • Undead Fortitude. If damage would reduce the Major Undead to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is radiant or from a critical hit. On a successful save, the Major Undead drops to 1 hit point instead.

You can only control one Major Undead at a time, however you can use this feature again on an existing Major Undead you control to reassert your control over it. This feature functions as the spell animate dead except where otherwise noted. Once you use this feature, you must complete a long rest before you can use it again.

Starting at level 15, you can now use this feature to animate the remains of a giant, monstrosity, humanoid, or beast with a challenge rating of 8 or lower.

Starting at level 18, you can now use this feature to animate the remains of an aberration, dragon, giant, monstrosity, humanoid, or beast with a challenge rating of 12 or lower. Additionally, you now retain control over your Major Undead until it is reduced to 0 hit points, or until you use this feature again.

Macabre

Starting at 20th level, the incredible negative energies flowing through your body have given you the appearance and disposition of a Lich. Your flesh becomes pale, your skin become hollow, and your eyes take on a yellow tint. Some liches, especially Keepers, instead gain the waxy complexion of a doll, but otherwise retain their normal appearance. Whatever the case, you gain the following benefits:

  • You gain immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, and poisoned.
  • You don't age naturally, however Magical aging still affects you.
  • You have advantage on all charisma checks to influence Undead, and Undead have disadvantage on all saving throws against your Necromancer spells and abilities. Additionally, mindless Undead are indifferent to you and you companions, unless you harm or threaten them.

Occults

Keeper

An eager doctor's assistant stays late after a failed surgery to stitch the cadaver closed and prepare it for transport to the undertaker, as they have many times before. However, this case was an odd one and this body might still contain many secrets yet unknown. Could analysis of this body hold the answer that saves countless lives? Deciding to conduct a quick experiment, this prospective Keeper murmurs to the body, "Let's see where it all went wrong..."

Necromancers of this Occult study death in order to keep it at bay, whether it be for their own benefit or for the benefit of others. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.

Keeper Spells

Beginning at 2nd level, your intense studies of life and death have opened up new possibilities for you. Whenever you reach a Necromancer level specified in the following list, you always have the listed spells prepared, and they do not count against your number of spells known.

2nd Level

spare the dying, cure wounds, life sap

3rd Level

lesser restoration, aid

5th Level

aura of vitality, beacon of hope

7th Level

aura of life, aura of purity

9th Level

greater restoration, mass cure wounds

Life on Demand

Also at 2nd level, you learn to accelerate the body's natural healing when it is needed the most. As an action, you touch one willing creature within your reach. That creature expends one of its Hit Dice, rolls that die, and adds your Charisma modifier to the result. The target regains a number of hit points equal to the total (minimum of 1).

You can use this feature a number of times equal to your Charisma modifier (min 1), and you regain all expended uses when you complete a long rest.

Deliverer

Starting at 6th level, you gain the ability to ward off death in crucial moments. As a reaction when you or a creature you can see within 30 feet of you is hit by a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (min 1), and you regain all expended uses when you complete a long rest.

Aura of Wellbeing

Beginning at 10th level, you emanate an aura that bolsters creatures by drawing on negative energy. Whenever an undead creature begins its turn within 10 feet of you, you can choose to grant it temporary hit points equal to 1d6 plus your Charisma modifier. You can also grant temporary hit points in this way to any creature within 10 feet of you that starts its turn with half or fewer of its Hit Points remaining.

Master of Mending

Beginning at 14th level, whenever you would normally roll one or more dice to restore hit points to a creature with a spell or Necromancer feature, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 1d8 Hit Points to a creature with a spell, you restore 8.

Reaper

The village quiets as a stranger walks down the dusty road. The chirping of the birds has fallen silent, the children have stopped playing, even the sound of the wind has departed. The cloaked figure looks down to admire a lone flower. They reach for it, but the flower withers even before it is touched. Death consumes this man, just as Death has consumed this village.

Necromancers of this Occult wield negative energy just a master musician wields their instrument. A Reaper doesn't reveal their intentions until the very moment they plan to strike, whether by Undead minions or by magic causing instant necrosis. Some Reapers see themselves as artists and carefully sculpt the moment of death into a dramatic culmination of their work. Although this intense passion is far from common, it is well known that Reapers have an obsession with death.

Inevitability

Beginning at 2nd level, you have learned to damage the souls of the living without fail.
Whenever you target a creature with a Necromancy cantrip and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Additionally, whenever you cast a Necromancy spell of 1st level or higher, you can add your proficiency bonus to one damage roll of that spell.

Improved Soul Harvest

Starting at 6th level, you've gained the knowledge to channel the souls you harvest into your spells.
When you cast a Necromancy spell while you have temporary hit points, you can choose to reduce your Temporary Hit Points by a number up to twice your Charisma modifier. You then increase one damage roll of that spell by the number of Temporary hit points you lost.

Necrosis Spellcasting

Starting at 10th level, your Necromancy spells begin to easily eat straight through flesh and bone.
Whenever you deal damage to a one or more creatures with a Necromancy spell, choose one of the creatures. That target takes an additional 1d8 necrotic damage, or an additional 2d8 damage if the target is an undead.

Grim Aura

Starting at 14th level, you constantly emanate an aura of pure death while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Non-magical plants in this aura immediately wither and die.

While within this aura, creatures of your choice cannot regain hit points or become stable.

Once per turn, you can use your bonus action to focus the negative energy of your Aura onto a single creature within 30 feet of you that you can see. The target must succeed a Constitution saving throw, or else become wreathed in miasma. Until the end of the current turn, the first time you deal damage to the wreathed creature with a Necromancy spell, they have vulnerability to all of the damage inflicted by that spell.
Once you focus your aura on a single creature, you cannot do so again until you complete a long rest, unless you expend a spell slot of 4th level or higher to restore your use of it.

Witch Doctor

A man walks through a dark swamp, mist swirling around his every step. In his arms, he holds the bleeding body of his wife, not knowing if she still breathes. Desperate times ask for desperate measures, and while the gods may have ignored his plight, he knows of one who will not. Plunging further into the swamp, the man nears the silhouette of a small wooden hut. After climbing the uneven steps to the door of the hut, the man collapses to his knees. He gently lays his wife onto the floorboards, then knocks a single time on the door in front of him. With a long creek, the witch doctor opens the door. Begging for the life of his wife, the man offers to pay the ultimate price. The doctor smiles and hands the man a small dagger. Taking one last look at his wife, the man he kisses her a farewell. The knife is sharp, and the cut is clean. The man falls on his side and breathes his last. A second later, the woman opens her eyes, shocked as life floods her veins. She bursts out in tears at the sight of her dead husband as the witch doctor carefully collects the knife, and closes the door.

Necromancers of this Occult study the old teachings: oral histories, natural remedies, and practices that have been developed, improved, and passed down by of generations of hermits, sages, and gurus. Witch Doctors can often be found on the fringes of society, offering their magic to those in desperate need. In exchange, the work of the Witch Doctors is tolerated by society, at least for a time...

Spirit Well

Beginning at 2nd level, you've discovered how to fashion a corpse into a temporary gateway for negative energy.
As an action, you can touch a corpse, turning it into a Spirit Well. You choose the type of Spirit Well when you create it, and gain access to more powerful wells as your Necromancer level increases. A Spirit Well radiates a negative energy Aura in a 10 foot radius. After a Spirit Well is made, it can be moved by moving the corpse. If you carry the corpse, the negative energy Aura to travels with you as you move.

You can create the following types of Spirit Wells:

Well of Blindness

When a creature enters the Aura of a Well of Blindness or starts its turn there, that creature must succeed a Constitution saving throw or become blinded until the end of the current turn.

Well of Hate

The first time each turn that a creature within a Well of Hate takes damage, they must succeed a Constitution saving throw or take an additional 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Well of Restrict

The first time each turn that a creature attempts to move within a Well of Restrict, they must make a Dexterity saving throw. On a failure, that creature treats the area inside of the Aura of the Well of Restrict as Difficult Terrain until the end of the current turn.

Well of Succor

Creatures within the Aura created by a Well of Succor gain the benefits of Half Cover.

Well of Terror

When a creature enters the Aura of a Well of Terror or starts its turn there, that creature must succeed a Wisdom saving throw or become frightened of the Well until the end of the current turn.

Well of Darkness

Prerequisite: 6th level

The Aura created by a Well of Darkness is treated as being under the effects of the Darkness spell.

Well of Silence

Prerequisite: 6th level

The Aura created by a Well of Silence is treated as being under the effects of the Silence spell.

Well of Binding

Prerequisite: 10th level

When a creature attempts to leave the Aura of a Well of Binding using its action, bonus action, reaction, or one of its speeds, that creature must first succeed on a Charisma saving throw. On a failure, the creature fails to exit the Aura and cannot attempt to leave it again by any means until the end of the current turn.

Well of Fatigue

Prerequisite: 10th level

When a creature ends its turn within the Aura of a Well of Well of Fatigue, that creature must succeed a Constitution saving throw or gain a level of exhaustion that lasts until it exits the well's aura.

Well of Blood

Prerequisite: 14th level

When a creature ends its turn within the Aura created by a Well of Blood, you can choose to either grant that creature temporary hit points or inflict necrotic damage to that creature equal to 1d6 plus your Charisma modifier.

Well of Fortune

Prerequisite: 14th level

Creatures have advantage on saving throws against spells and other magical affects while within the Aura created by a Well of Fortune.

Well of Misfortune

Prerequisite: 14th level

Creatures have disadvantage on saving throws against spells and other magical affects while within the Aura created by a Well of Misfortune.


Spirit Wells turn to ash 1 minute after they are created, or when they are destroyed (whichever happens first). A Spirit Well that turns to ash becomes inert and no longer radiates an Aura. A corpse that has been turned into a Spirit Well has an AC of 8, 15 hit points, and immunity to psychic and poison damage.

A Spirit Well that requires a Saving Throw uses your Necromancer Spell save DC. If a Spirit Well would force you or an Undead under your control to make a saving throw, you can choose to have that creature automatically succeed on that saving throw (no action required).

You may use this feature to create a Spirit Well twice. You regain one of its expended uses when you finish a short rest, and you regain all expended uses when you finish a long rest.

Bloodbag Army

Beginning at 6th level, you learn how use your Undead as stores of life rather than mere soldiers.
As an action, choose one Undead under your control that you can see, and one willing creature within 30 feet of that Undead. The Undead under your control is immediately reduced to 0 hit points, while the willing target regains hit points equal to the amount of hit points lost by the Undead. Until the start of your next turn, the willing creature has advantage on the next attack roll, ability check, or saving throw that it makes.

Walking Wells

Starting at 10th level, you have learned how to turn Undead under your control into Spirit Wells. When using your Spirit Well feature, you can now touch one Undead under your control (such as one animated with the spell Animate Dead) in order to transform it into a Spirit Well of your choice. The chosen Undead now emits the negative energy Aura of the well while remaining animate.

An Undead you have turned into a Spirit Well projects the well's effect in an Aura like normal, and is still reduced to Ash after 1 minute or when they are reduced to 0 hit points.

Additionally, at 10th level, the maximum number of Spirit Wells you can create becomes equal to your proficiency bonus.

Necrotic Pulse

At 14th level, you learn to compromise the integrity of your Spirit Wells, causing them to release huge waves of necrotic energy.
As a bonus action, choose one of your active Spirit Wells that is within 120 feet of you. All creatures within 30 feet that Spirit Well must succeed a Constitution saving throw against your Spell Save DC or take 6d6 necrotic damage. A creature that succeeds on this save only takes half as much damage. Afterwards, that Spirit Well is reduced to ash and becomes inert.

Additionally, starting at 14th level, you can choose to increase the aura of any a Spirit Well that you create to a range of 30 feet.

Undertaker

In a cemetery, a woman reads a short service for a family grieving their loss of their loved one. She had spend the previous night preparing the corpse for today's wake. In spite of all her efforts, the culmination of her many hours of work is lower into the ground. What a waste. The following evening, as the Undertaker looks down at today's cadaver, she thinks aloud "Why let the dead rot?"

Necromancers of this Occult specialize in raising the dead. While some Undertakers prefer to legally purchase bodies from the family of the recently departed, many graveyards have been cleaned out by less scrupulous Undertakers in need of servants. Thanks to their skills in raising Undead, Undertakers are known for wielding Undead forces larger than any other Necromancer can muster. Rarely does an Undertaker fear death, as death fights for them.

Unholy Resistance

Beginning at 2nd level, the time you've spent wielding negative energy has made you resistant to degeneration.
You gain resistance to necrotic damage and you become immune to spells and effects that would reduce your hit point maximum or ability scores.

Improved Animation

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them.
When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. This benefit does not apply when you cast Animate Dead to use your Animate Major Undead feature.

Additionally, whenever you create an Undead with a Necromancy spell, you can choose to grant it the following benefits:

  • The creature has its hit point maximum increased by an amount equal to your Charisma modifier.
  • The creature adds your proficiency bonus to its attack and damage rolls.
  • The creature gains resistance to necrotic damage and is immune to spells and features that would reduce its hit point maximum or ability scores.

Aura of Resolve

Beginning at 10th level, you begin to emit an Aura which strengthens the resolve of your Undead minions.
While an Undead under your control is within 30 feet of you, it gains the following benefits:

  • The creature is immune to effects that would Turn Undead or cause it to become frightened.
  • The creature's attacks count as magical for the purposes of overcoming damage immunities and resistances.
  • The creature gains a bonus to saving throws equal to your Charisma modifier.

Lord of the Undead

Beginning at 14th level, you've reached the epitome of raising undead.
When you cast Animate Dead, you can now raise a Ghoul in place of a Zombie, or a Toxotai in place of a Skeleton.

Necromancer Spell List

You can prepare spells from the following spell list:

Cantrips

Blade Ward, Chill Touch, Curse, Dancing Lights, Death Bolt, Friends, Frostbite, Green-Flame Blade, Mending, Mind Sliver, Minor Illusion, Mold Earth, Ray of Frost, Thaumaturgy, Toll the Dead, True Strike, Weave Shadows

1st Level

Absorb Elements, Bane, Catapult, Cause Fear, Charm Person, Death Coil, Deathwatch, Detect Evil and Good, Detect Magic, Disguise Self, False Life, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Sculpt Corpse, Silent Image, Sleep, Witch Bolt

2nd Level

Augurgy, Blindness/Deafness, Blood Boil, Borrowed Knowledge, Crown of Madness, Darkness, Enhance Ability, Hold Person, Mind Spike, Misty Step, Ray of Enfeeblement, Raise Mount, Shadow Blade, Wither and Bloom, Withering Ray

3rd Level

Animate Dead, Bestow Curse, Dispel Magic, Enemies Abound, Fear, Feign Death, Gaseous Form, Life Transference, Magic Circle, Nondetection, Revivify, Sending, Speak with Dead, Spirit Shroud, Summon Undead, Vampiric Touch, Wall of Sand

4th Level

Banishment, Become Fear, Blight, Consume the Fallen, Death March, Death Ward, Dimension Door, Shadow of Moil, Sickening Radiance, Tides of Blood, Virulent Plague, Vitriolic Sphere

5th Level

Contagion, Danse Macabre, Dispel Evil and Good, Dream, Enlighten Undead, Enervation, Geas, Insect Plague, Legend Lore, Modify Memory, Negative Energy Flood, Raise Dead, Scrying, Teleporation Circle, Wall of Stone

6th Level

Arcane Gate, Circle of Death, Contingency, Create Undead, Dark World, Disintegrate, Essence Siphon, Forbiddance, Harm, Magic Jar, Mental Prison, Soul Cage, True Seeing

7th Level

Dream of the Blue Veil, Etherealness, Finger of Death, Mass Death Ward, Plane Shift, Power Word Pain, Resurrection, Sequester, Symbol, Teleport, Wall of Souls

8h Level

Horrid Wilting, Blood Manipulation, Clone, Demiplane, Eviscerate, Feeblemind, Maddening Darkness, Mind Blank, Power Word Stun

9th Level

Animate Dead Legion, Astral Projection, Gate, Invulnerability, Power Word Kill, Psychic Scream, Swansong, Time Stop, True Resurrection

Multiclassing

Prerequisites. To qualify for multiclassing into the necromancer class, you must meet these prerequisites: Charisma of 13 or higher.

Proficiencies. When you multiclass into the necromancer class, you gain the following proficiencies: light armor.

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