VSS
A withered old woman reaches out and grasps a
battle-hardened knight by the arm. The knight
laughs at the crone’s gesture before collapsing in
mere seconds, desiccated and dead.
A scarred and grizzled warrior in breastplate
leads a charge through a detachment of soldiers,
swinging a glaive, shrouded in dark energies, at her
foes. A shambling, undead vanguard follows her
path, and her slain foes rise to join their ranks.
A grim, robed figure presides before his court,
all arranged in a marble hall of gothic construction.
Shambling corpses, abominations of flesh and bone,
and dead-eyed charmed nobles wait in attendance,
forming perfect lines in silent obedience.
Necromancers are spellcasters that hold sway
over the forces of life and death, twisting them to
serve their own ambitions, and commanding small
armies of lifeless, animated thralls.
Morbid Curiosity
Necromancers must match their grand intellects
with an equal lack of scruples, the willingness to turn
to forbidden knowledge and unquestionably evil
methods. No matter their means, every necromancer
is driven by a deep fascination with the dark arts
and the power necromancy can afford them. Most
see themselves as outcast members of the academic
elite, braving new dark territories of magic that other
spellcasters are too cowardly to explore.
However, collecting knowledge expanding their
understanding is merely a means to an end for most
necromancers—they are almost always driven by a
deeper, darker impulse, a goal which pushes them
to the utter brink. This might be the perverted ideal
of a “greater good” or a goal to right the wrong
of mortality; in every case, necromancy is a grim
implement for their life’s work.
Masters of Undeath
Necromancers have learned through trial and error
how to puppet the flesh, bone, and spirits of the
dead, binding them to their will. Through their
terrible magic, they command the forms of lesser
undead, and demand respect from those powerful
enough to resist their thrall. All necromancers share
the capability of simply animating corpses, along
with the knowledge and foresight to create new and
terrible undead abominations to further their goals.
Beyond the basic command over the undead, each
necromancer specializes in a method to impart
their will upon the world. Some dive deeply into
the necromantic arts, whereas others focus on their
ability to assert control over others, while others still
master the art of both martial and magical combat.
While their skills might seem specialized, properly
prepared necromancers can dominate both on the
battlefield and at the round table.
Creating a Necromancer
As you create your necromancer, the most important
piece of information to consider is your character’s
ambition. What is their goal? How do they intend
to achieve it? How does necromancy fit into the
picture? Once you’ve decided on your ambition,
consider why they turned to necromancy to
accomplish it. Were they scorned by their previous
spellcasting master? Did they come across an old,
rotting tome filled with forgotten knowledge? Were
they the survivors of some great attack by another
necromancer?
Work with your GM to determine how
necromancy is viewed in the world. Is it just another
method of spellcasting, or is it an abominable tool,
used only by the most abhorred spellcaster? How do
commoners react when they see you? Must you hide
your thralls from public scrutiny, and if so, how?
Furthermore, do the other player characters know of
your sinister magic, and if so, how have they reacted
to seeing your puppeteered corpses? Work with
other players, especially those with cleric and paladin
characters, to find suitable reasons you might work
together.
QUICK BUILD
You can make a necromancer quickly by following
these suggestions. First, Intelligence should be your
highest ability score, followed by Constitution, and
then Strength or Dexterity if you plan to choose
to be the Death Knight ambition. Second, choose
a background of your choice, preferably one that
ties into your ambition. Third, choose chill touch,
hocuspocus, light, and spark of life for your cantrips,
and then choose detect magic, expeditious retreat,
Gahoul’s gruesome garrote, and inflict wounds as your
1st level spells.
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per necromancer level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons
tools:
None
saving throws:
Constitution, Intelligence
skills:
Choose two from Arcana, Deception, History, Investigation, Intimidation, Medicine,
Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition
to the equipment granted by your background:
- A dagger and any simple weapon
- (a) a component pouch or (b) an arcane focus
- A shovel and (a) a dungeoneer’s pack or (b) a scholar’s pack
spellcasting:
Your connection to the realm of negative energy
allows you to cast powerful necromantic spells.
CANTRIPS
At 1st level, you know four cantrips of your choice
from the necromancer spell list. You learn additional
necromancer 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 spells of the 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 spell slots when
you finish a long rest.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st-level spells of your choice from
the necromancer spell list.
You learn an additional necromancer spell of
your choice at each level except 12th, 14th, 16th,
19th, and 20th. 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
Intelligence is your spellcasting ability for your
necromancer spells, since your power is rooted
in the fine manipulation of negative energy
and research into magical secrets. You use your
Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your
Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency
bonus + your Intelligence modifier
RITUAL CASTING
You can cast a necromancer spell as a ritual if that
spell has the ritual tag.
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus.
For a necromancer, these are typically objects with
sentimental value, such as a locket, childhood toy,
prison shackle, or wedding ring, that are altered with
magically conductive materials.
class features:
Charnel Touch
Your connection to the negative energy realm grants
you an inner nexus of dangerous power, ready to
be unleashed at a moment’s notice. At 1st level, you
have a pool of Charnel Touch points equal to your
necromancer level × 5 that replenishes when you
finish a long rest.
As an action, declare the number of points
you wish to expend, up to a maximum of 5 × your
proficiency bonus, and make a melee spell attack
against one target within reach. On a hit, you expend
the declared amount of points and deal necrotic
damage equal to the points expended. If you miss the
attack, you do not expend any points. The damage
dealt by your Charnel Touch is doubled when you
score a critical hit, expending no additional points.
This attack deals no damage to constructs
and instead heals undead for the amount of points
expended. You can target a willing creature with this
ability without making a spell attack roll.
Thralls
While lesser spellcasters can only animate flesh and
bone in a rudimentary fashion, and must expend
valuable energy to maintain their undead’s loyalty,
true necromancers can provide their undead with a
portion of their own life force, ensuring long term
obedience. Beginning at the 2nd level, you learn an
ancient and powerful ritual which allows you to raise
and command your own army of the undead.
VARIANT RULE:
NECROMANCY UNLEASHED
This class imposes limitations on animate deadstyle spells, as well as the number and types of
thralls a player can use in order to ensure timely,
balanced play. If you’d like to throw caution
to the wind and embrace the undead horde
experience, use this variant rule. Ignore the
“Animate Dead” header in the Thralls feature.
Animated undead from spells are separate
from your thralls for the purposes of your
class features, but have no other class-based
limitations.
ANIMATE THRALLS
By spending 10 uninterrupted minutes performing
this ritual with a spellcasting focus or component
pouch, you can raise the remains of one or more
Small or Medium humanoids into undead creatures.
Undead created in this way become your thralls. You
maintain control over your thralls indefinitely. Stat
blocks for zombies, skeletons, and other thralls can
be found in the Undead Thralls section at the end of
the class description.
COMMANDING THRALLS
If you are conscious, you can mentally control all of
your thralls, without using any actions. If you are
unconscious, your thralls will move to protect your
body from harm, but will not attack.
In combat, your thralls share your initiative
count, but take their turns immediately after yours.
All thralls collectively share one reaction and bonus
action, which a single thrall can use each round.
Thralls use your spellcasting modifier to make
their attacks.
MAXIMUM THRALLS
You can animate and control a thrall of challenge
rating (CR) 1/4. As you gain levels in this class, you
can animate more thralls. The combined CR of all
your thralls can’t exceed the number shown in the
Thrall CR Total column of the Necromancer table,
and the total number of thralls under your control
can never exceed your proficiency bonus.
At any time, you can use your action to sever
your connection to one or more thralls, releasing
them. Corporeal undead crumple into a heap and
incorporeal undead flee to the Ethereal Plane.
ANIMATE DEAD
Beginning at 5th level, a necromancer can learn
the animate dead spell, a staple of the school of
necromancy. Necromancers can cast this spell as an
action, instead of in one minute. All undead created
by the animate dead spell (as well as any other magic,
such as the create undead spell, which allows you
to control undead) count as your thralls and can
be commanded as such. If your new thralls granted
to you by a spell cause you to exceed your total CR
or number of thralls, you can immediately sever
your connection to any of your existing thralls so
as to stay within these limits. Your thralls can never
command or create other undead.
As always, you can’t reanimate your undead
which have been reduced to 0 hit points. Your
Animate Thralls ritual, the animate dead spell,
and similar magic only affects humanoid corpses,
whereas your thralls are undead creatures.
VARIANT THRALLS
With the GM’s permission, undead raised using
the Animate Thralls ritual can be of types other
than humanoids. Such thralls might use existing
undead statistics (such as various skeletons,
zombies, or spirits) when appropriate, or might
use thrall statistics with variant weapons, AC, or
traits.
Bag of Bones
Also at 2nd level, you learn how to create a
necromantic magic item, a bag of bones. The bag
connects to a vast extradimensional space which can
only hold Medium or smaller corpses, bones, and
undead creatures; it violently expels anything else
placed within it. You can use an action to place a
corpse or willing undead creature into the bag, up to
a maximum of 10 corpses or undead creatures, or use
your action to dump the contents of the bag, which
land in spaces within 5 feet of you.
You can transform any container you can carry
into a bag of bones by performing a special ritual over
the course of 1 hour while you hold it. This container
ceases to be magical if you perform this ritual again
to create a new bag of bones. The container always
connects to the same extradimensional space. If the
bag is placed inside an extradimensional space, such
as that created by a bag of holding, it is destroyed. Its
contents remain in the same extradimensional space
until you create a new bag.
Grave Ambition
When you reach 3rd level, you decide on a proper
path of research into the dark arts in order to carve
a path leading your ultimate goal. Choose one Grave
Ambition, detailed at the end of the class. Your
choice grants you features at 3rd level, and again at
6th, 10th, and 20th level.
Black Arcana
Also beginning at 3rd level, as a bonus action, you
can expend a spell slot to replenish your Charnel
Touch point pool. Your pool regains 1d8 expended
points, plus 1d8 for each level of the spell slot
expended, up a maximum of your pool’s total.
Ability Score Improvement
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.
Critical Spellcasting
At 5th level, your potent necrotic powers punish
your enemy at the first sign of weakness. When a
creature rolls a 1 on a saving throw against one of
your spells, it automatically fails the save and takes
twice the number of damage dice dealt by the spell.
The additional damage only applies to the creature
that rolled a 1.
Additionally, your spell attacks score a critical
hit on a roll of 19 or 20.
Starting at 14th level, creatures automatically
fail their saving throws against your spells and
take additional damage when they roll a 1 or a 2.
Additionally, your spell attacks score a critical hit on
a roll of 18–20.
Enthralling Presence
At 7th level, the negative energy that flows through
you reinforces your thralls against those who would
seek to destroy or control your servants. Your thralls
and other undead you control can’t be turned or
forcefully controlled by another creature while you
are conscious.
Undying Servitude
When you reach 18th level, your connection to
your thralls can pull them back from the brink of
destruction. When a thrall under your control is
reduced to 0 hit points and not destroyed outright,
you can use your reaction to restore it to half of its
maximum hit points. Once you use this ability, you
can’t use it again until you finish a long rest.
Lichdom
By 20th level, you have unlocked the pinnacle of
necromantic prowess, through which you will
conquer death itself: The Rite of Lichdom. When
you reach this level, you have completed your
phylactery and are ready to undergo the rite. To do
so, you shut yourself away for 30 days in an isolated
location of your choice, and emerge as an immortal
lich, an undead of unsurpassed power. Once the rite
is complete, you gain the following benefits as well
as those dictated by your choice of Grave Ambition.
PHYLACTERY
A phylactery is a small object that houses a lich’s
soul, safeguarding their immortality. If you drop to
0 hit points, your body crumbles to dust, but your
will and mind escape to the phylactery. After 1d4 + 1
days, a new body coalesces as near to your phylactery
as possible and you return to life (or rather, unlife).
When your body reforms, you gain the benefits of a
long rest. The new body is identical in every way to
the one that was destroyed.
UNDEAD RESILIENCE
You gain immunity to poison and necrotic damage.
UNDEAD TRAITS
You are immune to the effects of exhaustion and you
do not need to eat, drink, sleep, or breathe. You must
still rest for 4 hours a day to gain the benefits of a
long rest. Though your type is Humanoid, spells and
effects which specifically affect undead affect you as
well. You are immune to any effect that turns undead.
PHYLACTERY
A lich’s phylactery is as much a memento as it
is their anchor to immortality, and as such, no
two are alike. Phylacteries are often constructed
from objects with sentimental value, such as
family heirlooms or prized possessions, but can
be fashioned from swords, pieces of armor, or
even entire castles.
Furthermore, every phylactery has a
weakness, a critical flaw by which it can be
destroyed, allowing their lich to be slain
permanently. These weaknesses, too, are unique
to each phylactery. One phylactery might require
a ritual to be performed around it for 24 hours,
while another might call for the phylactery to be
dipped in the lava of an active volcano. Discuss
with your GM the form your phylactery takes and
what weakness it possesses.
UNDEAD THRALLS
Necromancers use the following creatures as their
thralls: bonebeasts, gorgers, gravetouched ghouls,
skeletons, spirits, and zombies. Unless otherwise
stated, no other undead creatures can be animated
as thralls. A Small or Medium humanoid corpse can
be animated into any of these undead. Other than
having a different size, their statistics are unchanged.
A corpse can become a zombie, gorger, or
gravetouched ghoul. A pile of bones can become a
skeleton or bonebeast. The corpse of a creature that
has been dead for no more than an hour can become
a spirit or visage.
The Undead Thralls table can be used as quick
reference for thrall statistics.
[url:
Medium undead, any evil
Armor Class: 14 (natural armor)
Hit Points: 28 (5d8 + 5) 5d8+5
Speed:
40 ft
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 1
Keen Smell. The bonebeast has advantage on
Wisdom (Perception) checks that rely on smell.
Pack Tactics. The bonebeast has advantage on
attack rolls against a creature if at least one of the
bonebeast ’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) 2d6+2 piercing damage.
Constructed of haphazardly-assembled humanoid
bones, a bonebeast looks nothing like a man.
Lumbering about on four legs with great boney
fangs, the beast can run as fast as a bear and strike as
viciously as a lion.
]
[url:
Medium undead, any evil
Armor Class: 8
Hit Points: 36 (8d8) 8d8
Speed:
30 ft
Damage Immunities: poison
Condition Immunities: charmed, exhausted, poisoned
Senses: blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 1
Echolocation. The gorger can’t use its blindsight
while deafened.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) 2d8+3 piercing damage.
An unholy tangling of flesh, the gorger still vaguely
resembles a humanoid in profile, except for the
gaping, toothed maw in its chest. Its colossal teeth
are little more than sharpened ribs, but its monstrous
bite can easily decapitate.
]
[url:
VSS
Gravetouched Ghoul CR: 2
Medium undead, any evil
Armor Class: 12
Hit Points: 63 (14d8) 14d8
Speed:
30 ft
Damage Immunities: poison
Condition Immunities: charmed, exhausted, poisoned
Senses: blindsight 60 ft., passive Perception 10
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 2
Regeneration. The gravetouched ghoul
regains 5 hit points at the start of its turn. If the
gravetouched ghoul takes fire or radiant damage,
this trait doesn’t function at the start of the
gravetouched ghoul’s next turn. The gravetouched
ghoul dies only if it starts its turn with 0 hit points
and doesn’t regenerate.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 18 (4d6 + 4) 4d6+4 slashing damage.
Gravetouched ghouls, which are suffused with
terrible necromantic energies, manifest various
deformities on their undead bodies. Despite being
undead, their flesh knits itself back together nearly as
quick as a troll’s, with strength to match.
]
[url:
Medium undead, any evil
Armor Class: 13 (armor scraps)
Hit Points: 13 (2d8 + 4) 2d8+4
Speed:
30 ft
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 1/4
Actions
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing
damage.
Shortbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 5 (1d6 + 2) 1d6+2
piercing damage.
The renanimated remains of humanoids long since
dead, skeletons are puppets of bone held aloft by
strings of magic.
]
[url:
Medium undead, any evil
Armor Class: 15
Hit Points: 7 (2d8 – 2) 2d8-2
Speed:
25 ft
, can hover
Damage Vulnerabilities: radiant
Damage Immunities: cold, poison, necrotic
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 1/4
Incorporeal Movement. The spirit can move
through other creatures and objects as if they
were difficult terrain. The spirit takes 5 (1d10) 1d10 force
damage if it ends its turn inside an object.
Actions
Grave Touch. Melee Spell Attack: +4 to hit,
reach 5 ft., one creature. Hit: 4 (1d4 + 2) 1d4+2 necrotic
damage and the target’s hit point maximum is
reduced by an amount equal to the necrotic
damage taken.. This reduction lasts until the
creature finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
A spirit is the scarcely tangible echo of humanoid,
a soul bound to the mortal realm by necromantic
magic.
]
[url:
Medium undead, any evil
Armor Class: 17 (natural armor)
Hit Points: 41 (9d8) 9d8
Speed:
25 ft
, can hover
Damage Immunities: cold, poison, necrotic
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 2
Incorporeal Movement. The visage can move
through other creatures and objects as if they were
difficult terrain. The visage takes 5 (1d10) 1d10 force
damage if it ends its turn inside an object.
Magic Resistance. The visage has advantage on
saving throws against spells and other magical
effects.
Actions
Horrify. Melee Spell Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 15 (5d4 + 3) 5d4+3 psychic damage.
Invisibility. The visage magically turns invisible
until it attacks or until its concentration ends (as
if concentrating on a spell). Any equipment the
visage wears or carries is invisible with it.
Mournfully longing for the world of the living, a
visage is the lingering soul of a departed humanoid.
Their yearning for a life once lived binds them to the
mortal realm, and drives mad those who see their
terrible countenance.
]
[url:
Medium undead, any evil
Armor Class: 8
Hit Points: 22 (3d8 + 9) 3d8+9
Speed:
20 ft
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands all languages it knew in life, as well as the languages of its creator, but can’t speak
Challenge Rating: 1/4
Undead Fortitude. If damage reduces the
zombie to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point
instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) 1d6+1 bludgeoning damage.
A zombie is the rotting remains of the once-living,
held together and driven by dark magic.
]
subclass options:
GRAVE AMBITIONS
Becoming a necromancer is seldom an accident.
Almost all who dive into the secrets of life and death
do so with a purpose, a method to the madness. This
ambition is what drives them into the tenebrous
corners of forgotten libraries, long abandoned tombs,
and the graveyards of simple commoners. This
ambition drives them further into the dark, with
only the light of their goal to lead them through the
all-consuming shadows. A necromancer’s ambition
represents the path to their ultimate goal, the length
they’ll go to achieve it, and serves to validate their
actions, if only to themselves.
Blood Ascendent
Necromantic might comes in many forms, but
a singular, ancient source is the blood curse of
vampirism. Though it promises much—immortality,
agility, charm—it comes paired with insidious
drawbacks, from the stinging burn of sunlight to a
perpetual thirst for blood. Necromancers that wish
to capture a measure of this power without suffering
its myriad weaknesses perform a special ritual with
vampiric blood in order to become blood ascendents.
In doing so, they fall deathly pale and lose their
reflection within mirrors, but learn to slowly pry out
vampiric powers without fully succumbing to the
all-devouring curse.
ENTHRALL HUMANOID
Starting when you choose this ambition at 3rd level,
you can use your action to touch an incapacitated
humanoid, bringing them under your necromantic
control. The creature becomes enthralled by you.
While enthralled, the creature is charmed by you
and follows your commands. It remains enthralled
until a remove curse spell is cast on it, the charmed
condition is removed from it, you use this feature
again, or you release the creature as an action.
An enthralled creature counts against the total
number of thralls under your control and the total
CR of thralls you can control. If the creature is of a
higher CR than the total CR of thralls you control,
you can’t enthrall it. You can release thralls under
your control as a part of the action used to enthrall a
creature.
CHARNEL DRAIN
At 3rd level, you drain the essence of those you
slay. When you reduce a hostile creature or an
enthralled humanoid to 0 hit points with your
Charnel Touch ability, you regain hit points equal to
your Intelligence modifier + your necromancer level
(minimum 3). Additionally, you can choose to knock
the target unconscious instead of killing it.
VAMPIRIC TRANSFORMATION
Starting at 6th level, you can use your action and
expend 15 Charnel Touch points to transform for up
to 1 hour, or until you drop to 0 hit points or revert
on your turn as an action. Anything you are wearing
transforms with you, but nothing you are carrying
does. Choose one of the following transformations:
Bat. You transform into a Tiny bat. While in bat
form, you can’t speak, your walking speed is 5 feet,
and you have a flying speed of 30 feet. Your statistics,
other than your size and speed, are unchanged.
Mist. You transform into a Medium cloud of
mist. While in mist form, you can’t take any actions,
speak, or manipulate objects. You are weightless,
have a flying speed of 20 feet, can hover, and can
enter a hostile creature’s space and stop there. In
addition, if air can pass through a space, you can do
so without squeezing, and you can’t pass through
water. You have advantage on Strength, Dexterity,
and Constitution saving throws, and you have
resistance to bludgeoning, piercing, and slashing
damage.
CHILDREN OF THE NIGHT
By 10th level, the hordes of the night answer to your
beck and call. When you perform your Animate
Thralls ritual, you can summon one or more swarms
of bats, swarms of rats, or wolves to serve as your
thralls. You command these creatures as your thralls.
When one of these creatures is reduced to 0 hit
points or released by you, it vanishes in a cloud of
mist.
LICHDOM: NOSFERATU
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
You have embraced the blood curse of vampirism to
become a vampire lord in all but name: a nosferatu.
Coffin Phylactery. Your phylactery is a
coffin filled with grave dirt. When you drop to 0 hit
points, you reform in your coffin after 1 hour. You
are permanently weakened until you spend 24 hours
resting in the coffin. During this time, your hit point
maximum is reduced to 1, and you drop to 0 hit
points if you begin your turn in sunlight.
Regeneration. At the start of each of your
turns, you regain 10 hit points. You don’t gain this
benefit if you have 0 hit points or you are in direct
sunlight.
Vampiric Agility. Your movement speed
doubles. Additionally, you can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Death Knight
Some necromancers are content to sit in dusty old
tombs with musty old tomes, privy to pick apart a
battlefield for fresh ingredients and new company.
The death knight is a predator among scavengers,
able to reap his own rewards through the melding
of magic and traditional combat. Death knights
are necromancers that chose to take a more direct
approach to solving their problems. Well-armed and
well-protected, the death knight brings a flurry of
steel with the might of death behind every strike.
INTENSIVE COMBAT RESEARCH
Starting when you choose this ambition at 3rd level,
you’ve honed your body and mind to the various
tools of war. You gain proficiency with medium
armor, shields, and martial weapons. Additionally,
you can perform the somatic components of spells
while wielding weapons or shields you are proficient
in, as long as you have your arcane focus on your
person.
CHARNEL STRIKE
Also at 3rd level, when you take the Attack action
on your turn, you can channel your Charnel Touch
through a weapon strike as part of the attack. When
you do so, make an attack with a melee weapon
instead of a spell attack. On a hit, the target suffers
the weapon attack’s normal effects, in addition to the
necrotic damage of Charnel Touch. You can only deal
necrotic damage using this ability once per turn.
Additionally, whenever you deal damage using
this ability or a Charnel Touch attack, you gain
temporary hit points equal to the necrotic damage
dealt, up to a maximum of half your total hit points.
EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Additionally, your melee weapon attacks score a
critical hit on a roll of 19 or 20.
OVERCHARGED THRALLS
At the 10th level, your inner nexus of energy has
spread to your thralls, turning them into your own
personal pools of spare energy when the need arises.
When one of your thralls dies or you release it,
your Charnel Touch point pool regains a number of
expended points equal to your necromancer level.
LICHDOM: IMPERATOR
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Due to your martial capabilities and incredibly
potent inner nexus of necromantic power, you have
transformed into an imperator lich; an undead
creature unmatched in both arcane and combat
prowess. You gain the following features in addition
to the Lichdom feature:
Completed Combat Research. You gain
proficiency in heavy armor if you did not have it
already, and gain resistance to bludgeoning, piercing,
and slashing damage.
Peerless Charnel Strike. The necrotic
damage caused by Charnel Touch ignores resistance
and immunity to necrotic damage.
Additionally, you can gain any number of
temporary hit points from your Charnel Strike,
instead of a maximum of half your total hit points.
Overlord
There are few ambitions the common man fantasizes
about more than the power to rule. From the
ignoble peasant to the haughty nobility, many
dream of a world in which they are in charge. Some
necromancers, known as overlords, see their magic
as an opportunity to accomplish this common
dream. Overlords seek control both on and off the
battlefield, using dark magics to bolster their allies as
well as manipulate their enemies.
OVERLORD SPELLS
At 3rd level, 5th, 7th, and 9th level you learn the
following spells, which don’t count against your
number of spells known. If you gain access to a spell
that does not appear on the necromancer spell list,
the spell is nonetheless a necromancer spell for you.
Necromancer
level |
Spells |
3rd |
hold person, suggestion |
5th |
haste, slow |
7th |
compulsion, confusion |
9th |
dominate person, geas |
CHARNEL BOON
At 3rd level, you can grant a boon to minions by
empowering them with your own potency. As a
bonus action on your turn, you can expend any
number of points from your Charnel Touch pool to
empower each of your thralls within 30 feet. Until
the beginning of your next turn, the thrall gains a +1
bonus to attack rolls, damage rolls, and their AC for
every 5 points expended, up to a maximum of +3.
DESPOTIC DISCOURSE
When you reach the 6th level, your black magic has
granted you a silver tongue, which you can use to
manipulate those around you. You gain proficiency
in your choice of Deception, Intimidation, or
Persuasion.
Additionally, you can use your Intelligence
instead of Charisma for Charisma (Deception),
Charisma (Intimidation), and Charisma (Persuasion)
checks.
SACRIFICIAL THRALLS
At the 10th level, you can force your thralls to
sacrifice themselves to ensure your own safety.
When you are targeted by an attack, you can use
your reaction to force a thrall within 5 feet of you to
become the new target of the attack or spell. Once
you use this ability, you can’t do so until you finish a
short or long rest.
LICHDOM: TYRANT
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a
lich. Your desire for control has warped your
transformation, turning you into a tyrant lich. Your
flesh and bone rapidly decay, reducing your features
to nothing more than two glowing dots beneath your
hood. You gain the following features in addition to
the Lichdom feature:
Immortal Rule. If you drop to 0 hit points,
you can choose to possess a nearby body, instead
of beginning the process of reforming at your
phylactery. When you do so, choose an unconscious
humanoid or the corpse of one that has died within
the last minute that is within 100 feet of you to
possess (a creature warded by a protection from evil
and good or magic circle spell can’t be possessed).
Once you possess a body, you control it. Your
game statistics are replaced by the statistics of the
creature, though you retain your alignment and your
Intelligence, Wisdom, and Charisma scores. If the
body has 0 hit points when you possess it, its type
becomes undead and it regains 50 hit points, up to
its hit point maximum. You retain the benefit of your
own class features. If the target has any class levels,
you can’t use any of its class features.
If you possess the body of an unconscious
creature, the creature makes a Charisma saving
throw against your spellcasting DC every 8 hours.
On a success, you are ejected from the body and
begin the process of reforming at your phylactery.
You are also ejected if the body dies or you choose to
leave it as an action. You can only possess a creature
once using this ability.
Tyrant’s Influence. You can expend 25 points
from your Charnel Touch pool to cast the spell
dominate beast without using a spell slot or spell
components. You can spend 30 points to cast the
spell dominate person, or 60 points to cast the spell
dominate monster without using a spell slot or spell
components.
Pale Master
Necromancers are defined by their ambition. Some
wish to conquer, others to control, but all utilize their
necromantic powers as a means to an end, a way to
pave the way to their true ambitions. Pale masters
are no different, but few have grand plans to compete
with the overlords nor dedicate themselves to the art
of war as the death knights do. Rather, pale masters
dedicate themselves to self-improvement and the
growth of their powers. Pale masters range from the
curious mage’s college student to the power hungry
spellcaster harassing the local hamlets. With the
ability to embolden their spells, communicate with
the undead, reduce the bravest souls to quibbling
cowards, and effortlessly command their thralls in the
thick of battle; these seemingly aimless spellcasters
are no less a threat than any other necromancer.
CHARNEL EMPOWER
Starting when you choose this ambition at 3rd
level, you can empower your spells with potent
necromantic energy from your own well of magic.
When you cast a necromancy spell of 1st level
or higher which deals damage, you can expend a
number of points up to your level + your Intelligence
modifier from your Charnel Touch point pool. When
you do so, you add necrotic damage equal to the
number of points spent to one of the spell’s targets.
UNDEAD EMPATHY
Also at 3rd level, your command of the undead
affects the will of those who aren’t under your
control. Whenever an undead creature tries to attack
you, it must make a Wisdom saving throw against
your spell save DC. On a failed save, its attack misses
and, if its Intelligence is 4 or lower, it becomes
friendly to you and your allies.
Additionally, you have advantage on Charisma
checks you make against undead with Intelligence of
5 or higher.
FRIGHTENING GAZE
Beginning at 6th level, you gain proficiency in the
Intimidation skill, if you did not have it already.
Additionally, you can expend 10 Charnel Touch
points as a bonus action to fix your horrific gaze on
a creature you can see within 60 feet. This creature
must make a Wisdom saving throw against your spell
save DC or be frightened of you for 1 minute. The
frightened target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
a success.
THRALL RUSH
Beginning at 10th level, whenever you roll initiative
and are not surprised, you can command each of
your thralls to either move up to their movement
speed or attack once.
LICHDOM: PALE ASCENDANT
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Your skin clings tightly to your bones, your muscles
wither, and your eyes turn milky and dull. Yet,
through the veil of weakness your body exudes
unbelievable arcane power. You gain the following
features in addition to the Lichdom feature:
Devour Soul. When you reduce an hostile
creature to 0 hit points, you can immediately devour
the creature’s soul to refuel your horrific powers (no
action required). Roll 1d8, and regain a number of
expended spell slots whose combined level is no
greater than the number rolled. You can’t use this
feature again until you finish a long rest.
A creature whose soul is devoured cannot
be restored to life by means other than a true
resurrection or wish spell.
Paralyzing Touch. When you expend 20 or
more points when making a Charnel Touch attack,
the target must succeed on a Constitution saving
throw against your spell save DC or be paralyzed for
1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
Pharaoh
The god-kings of ancient kingdoms practiced a
unique style of necromancy, forgotten to time.
Through the extraction of organs, the desiccation of
flesh, and innumerable enchantments, those ancient
kings were able to rule their subjects as divine,
undead beings, long past their mortal deaths. While
those kingdoms have been lost to the shifting sands
and wild jungles of the world, their methods have
been preserved in the carvings of colossal temples,
and have been revived by modern necromancers,
who take on the guise of the erstwhile pharaohs.
Their magic is a hybrid of divine and arcane
influences, the legacy of god-kings from a forgotten
age.
PHARAOH SPELLS
At 3rd level, 5th, 7th, and 9th level you learn the
following spells, which don’t count against your
number of spells known. If you gain access to a spell
that does not appear on the necromancer spell list,
the spell is nonetheless a necromancer spell for you.
New spells are marked with an asterisk.
Additionally, you learn the thaumaturgy cantrip,
which is a necromancer spell for you and does not
count against your total number of cantrips known.
Necromancer
level |
Spells |
3rd |
halo of flame, lesser restoration |
5th |
snakestaff, revivify |
7th |
death ward, divination |
9th |
insect plague, greater restoration |
CHANNEL DIVINITY
Starting at 3rd level, you can channel your pseudodivinity to fuel magical effects. You start with one
effect: Ankh of Radiance. When you use your
Channel Divinity, you choose which effect to create.
You must then finish a short or long rest to use your
Channel Divinity again. Additionally, if you expend
15 Charnel Touch points as an action, you can regain
your Channel Divinity.
Ankh of Radiance. As an action, you can
brandish your holy symbol and wreath each creature
you choose within 60 feet in a holy radiance, which
lasts for one minute. Whenever a creature with a
holy radiance makes an attack roll or saving throw,
it can roll a d4 and add the number rolled to the
attack roll or saving throw. The first time a creature
with a holy radiance takes damage, it has resistance
to that damage. The holy radiance then ends for this
creature.
HOLY SYMBOL
Also at 3rd level, you can use a holy symbol as a spell
focus for your necromancy spells.
MOCK DIVINITY
Beginning at 6th level, you can convincingly reflect
the trappings of a demigod walking the earth. You
can create the following additional effects when
using the thaumaturgy cantrip:
- You can brighten or darken the sun or moon, affecting a 100-foot radius, for up to 1 minute. You can change darkness to dim light, or dim light to bright light, or vice-versa. Additionally, you can heighten bright light to a blazing radiance which causes disadvantage on Wisdom (Perception) checks which rely on sight, or deepen darkness to a pitch black which limits darkvision to a 30-foot radius. This deeper darkness has no effect on creatures which can see in magical darkness.
- At a point you can see within 100 feet, you manifest a Huge illusory avatar of a deity which mimics your movements and projects your speech in a booming voice for 1 minute.
CHANNEL DIVINITY:
SCARAB OF JUDGEMENT
Starting at 10th level, you can use your Channel
Divinity to transfer life from the undead to the living.
As an action, you can touch an undead creature you
control and choose a willing humanoid you can see
within 60 feet. The undead is destroyed and reduced
to dust, and the humanoid regains hit points equal to
the undead’s hit points. Once a creature regains hit
points in this way, it can’t do so again until it finishes
a short or long rest.
LICHDOM: GOD-KING
At 20th level, you undergo the ancient funeral rites of
the pharaohs, removing your organs and entombing
your body in a sarcophagus amongst your worldly
possessions. You become the oldest and most exalted
type of lich: a god-king. You gain the following
features in addition to the Lichdom feature:
Canopic Phylacteries. Your phylactery
has also changed with your transformation. Your
stomach, lungs, intestines, and liver have been
removed and placed into canopic jars. Each one has
a specific weakness, which you will need to discuss
with your GM, and your regeneration is only stopped
when all four canopic jars are destroyed. When you
are destroyed, you reform at your sarcophagus.
Mummy Rot. When you expend 20 or more
points when making a Charnel Touch attack, the
target must succeed on a Constitution saving throw
against your spell save DC or be cursed with mummy
rot. The cursed target can’t regain hit points, and its
hit point maximum decreases by 10 (3d6) for every
24 hours that elapse. If the curse reduces the target’s
hit point maximum to 0, the target dies, and its body
turns to dust. The curse lasts until removed by the
remove curse spell or other magic.
Whirlwind of Sand. As an action, you can
magically transform into a whirlwind of sand,
move up to 60 feet, and revert to your normal form.
While in whirlwind form, you are immune to all
damage, can’t be grappled, petrified, knocked prone,
restrained, or stunned. Equipment you are wearing
or carrying remain in your possession.
Plague Lord
The power of plagues can’t be denied. A single
disease can single handedly overwhelm a nation,
or even an empire. Necromancers that realize the
potential within sickness will often seek to wield that
power themselves. These are known as plague lords,
commanders of vermin and disease alike. A plague
lord’s touch is toxic, vermin protect them from harm,
can transfer their spells through unconventional
means, and spread their filth to their thralls.
CHARNEL TOXIN
At 3rd level, even your touch can cause sickness.
When you expend 10 or more points when making
a Charnel Touch attack, the target must succeed on a
Constitution saving throw against your spell save DC
or be poisoned until the beginning of your next turn.
VILE CONGREGATION
Starting at 3rd level, leagues of vermin cling to your
skin and swarm over others nearby. Whenever a
creature within 5 feet of you makes an attack roll or
saving throw, you can roll 1d4 and subtract the result
from its attack roll or saving throw. This ability has
no effect on constructs and undead.
PROJECTILE SPEW
Beginning at 6th level, your own inner nexus of
power has become a volatile cocktail of disease,
allowing your spells to have a far greater reach. You
can reach creatures out to 15 feet with your Charnel
Touch feature and spells with a range of Touch, as
you use magically imbued projectile vomit to deliver
your payload.
BLOATED THRALLS
At the 10th level, your thralls have become hives of
vermin and disease, ready to burst at any moment.
When a thrall drops to 0 hit points or you release
it, you can choose to cause it to explode in a shower
of poison, gore, and vermin. Each creature within 5
feet of the thrall, other than yourself and your other
thralls, must make a Dexterity saving throw against
your spell save DC. On a failed save, a creature takes
4d6 poison damage and is poisoned until the start of
your next turn. A creature is not poisoned and takes
half as much on a successful save.
LICHDOM: CORPULENT LICH
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Your obsession with disease and rot has affected
your transformation: your body engorges, much like
a waterlogged corpse, and your skin turns a sickly
green. You gain the following features in addition to
the Lichdom feature:
Gore Burst. When you drop to 0 hit points,
your body explodes in a shower of plague and
necromantic energy. Each creature in a 20-foot
sphere centered on you must make a Dexterity
saving throw against your spell save DC. On a failed
save, a creature takes 5d10 necrotic damage and 5d10
poison damage and is poisoned until the start of your
next turn. A creature is not poisoned and takes half
as much damage on a successful save.
Master of Disease. When you use your
Charnel Toxin ability and expend 25 or more points
from your Charnel Touch pool, the target creature
is poisoned for up to 1 minute on a failed save.
Additionally, you can also apply two of the following
effects of your choice which affect the creature while
it is poisoned:
- Choose one ability score. The target has disadvantage on ability checks and saving throws made with that ability score.
- The creature can only see out to a radius of 10 feet.
- The creature falls prone at the end of each of its turns.
- The creature loses an additional 1d6 hit points whenever it takes damage.
- The creature can speak only in a babbling nonsense language while poisoned, and can’t perform the verbal components of spells. At the end of each of its turns, the creature can make a Constitution saving throw against your spell save DC, ending this effect on a success.
Reanimator
Through bubbling test tubes and sparking electrodes,
you have discovered the true heart of necromancy:
mad science. You’ve experimented in far-reaching
disciplines of surgery, alchemy, and physics, using
your animated minions as gruesome test subjects and
walking surgical dummies. Most crucially, you have
discovered that lightning can imbue almost anything
with a semblance of life, from the smallest severed
muscle to the most towering and soulless golems.
SKILLED SURGEON
Beginning when you choose this ambition at 3rd
level, you gain proficiency in the Medicine skill,
if you did not already have it. You can use your
Intelligence, instead of Wisdom, for Wisdom
(Medicine) checks.
MAD SCIENCE
At 3rd level, you can spend 10 minutes installing a
monstrous graft on one of your thralls that does not
have the Incorporeal Movement trait. Additionally,
your thralls don’t lose hit points or hit dice from
installing or removing grafts, and it takes them no
time to recover after the attachment of a new graft.
CHARNEL VOLTAGE
At 3rd level, you supplement your necromantic
energies with arcing bolts of electricity. You can
choose to deal lightning damage with your Charnel
Touch. When you expend 5 or more points when
making a Charnel Touch attack and deal lightning
damage, you can cause the energy to arc to a second
creature within 5 feet of the target. The creature
must make a Dexterity saving throw against your
spell save DC, taking lightning damage equal to half
the number of Charnel Touch points expended on a
failure.
LAZARUS BOLT
Starting at 6th level, as an action, you can drive a
bolt into the torso of a creature within 5 feet of you
that has died within the last minute and shock it
back to life. That creature returns to life with 1 hit
point. This feature can’t return to life a creature that
lacks a heart, a creature that has died of old age, or
a creature that is missing vital organs. Once this
creature returns to life, you can restore hit points to
it using your Charnel Touch ability for 1 minute, as if
the creature were one of your thralls.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
ARCANE STITCHING
Starting at 10th level, you’ve learned how to inscribe
magical effects on your thralls using gruesome
arcane stitches. You can expend 10 points from your
Charnel Touch pool to apply an arcane stitch to one
of your thralls in a process requiring 1 minute of
work with a needle and thread. The arcane stitch
lasts until your thrall uses it, your thrall is killed, or
you use this feature again. You can apply any of the
following arcane stitches:
Augmented Incision. The thrall gains
advantage on attack rolls and ability checks until the
end of its turn (no action required).
Bulwark Backstitch. The thrall casts shield
when an attack would hit it.
Fleet Threads. The thrall’s movement speed is
tripled until the end of its turn (no action required).
Searing Suture. On a hit, the thrall deals an
additional 3d6 necrotic or lightning damage (your
choice).
LICHDOM: PATCHWORK GOLEM
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Through abominable works of alchemy and surgery,
you have constructed yourself an artificial body to
act as the vessel for your soul.
Golem Form. Your Strength, Dexterity, and
Constitution scores become 20 if they weren’t already
higher, and you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons that aren’t adamantine. Additionally, you
don’t lose hit points or hit dice from installing or
removing grafts, and it takes you no time to recover
after the attachment of a new graft.
Magic Resistance. You have advantage on
saving throws against spells and other magical
effects.
Reaper
The oblivion of death is the sure wellspring
of all necromancy, a dark abyss into which all
necromancers stare, and which sometimes stares
back. Those rare necromancers that gamble
with their own souls might become intertwined
with death, becoming reapers, figures of shadow
and demise that beckon others to the afterlife.
For performing this deed, they strengthen their
connection to the distant oblivion, until they are but
tenebrous shadows, harbingers of an inevitable end.
SHROUD OF DEATH
Starting when you choose this ambition at 3rd level,
you manifest a wispy cloak of darkness about your
person, which you can hide or reveal as a bonus
action. While cloaked, you levitate one inch off the
ground and ignore nonmagical difficult terrain.
Additionally, you can walk across fluid surfaces, such
as water and quicksand.
CHARNEL VEIL
At 3rd level, you can fade from view like a specter of
death. Whenever you expend 5 or more points when
making a Charnel Touch attack, you can become
invisible until the start of your next turn. During this
time, you make no sound while you move.
UMBRAL FORM
Beginning at 6th level, as an action, you can sink into
a surface, flattening until only a shadow remains.
As a shadow, you can only move along the surfaces
to which you are attached, but you gain a climbing
speed equal to your movement speed.
Additionally, while in the form of a shadow,
you can move across difficult surfaces, including
ceilings, without needing to make an ability check.
You can’t talk or manipulate objects, and any objects
you are carrying or holding can’t be dropped, used,
or otherwise interacted with. You can’t attack or cast
spells.
Opportunity attacks have disadvantage against
you while you are in the form of a shadow.
If you are in darkness as a shadow, you are
effectively invisible to creatures without darkvision
or the ability to see in darkness.
You can end this ability as a bonus action on
your turn.
WRAITH FLIGHT
Beginning at 10th level, spirits you command move
with an unearthly speed. The flying speeds of your
thralls are doubled. Additionally, when one of your
thralls flies out of an enemy’s reach, opportunity
attacks against it have disadvantage.
LICHDOM: HARBINGER
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
You have become an embodiment of death itself,
a harbinger of the ultimate end. Clad in shadows,
you seem little more than a grim skeletal presence
in a foreboding robe, a sight which all men fear to
behold.
Death’s Touch. When you use Charnel Touch
against a creature you can see and roll an 11 or
higher on the d20 for the spell attack roll, you hit the
target, regardless of its AC.
Fell Flight. You gain a 50-foot flying speed.
Grim Harvest. When you kill a humanoid
using Charnel Touch, you rip their soul from their
body, which animates as a visage under your control.
LEVEL | PROF. BONUS | TOTAL THRALLCR | FEATURES | CANTRIPS KNOWN | SPELLS KNOWN |
---|
1st | +2 | — | Spellcasting, Charnel Touch | 4 | 2 |
2nd | +2 | 1/4 | Thralls, Bag of Bones | 4 | 3 |
3rd | +2 | 1/2 | Grave Ambition, Black Arcana | 4 | 4 |
4th | +2 | 1/2 | Ability Score Improvement | 5 | 5 |
5th | +3 | 1 | Critical Spellcasting | 5 | 6 |
6th | +3 | 1 | Grave Ambition Feature | 5 | 7 |
7th | +3 | 1 | Enthralling Presence | 5 | 8 |
8th | +3 | 1 | Ability Score Improvement | 5 | 9 |
9th | +4 | 2 | — | 5 | 10 |
10th | +4 | 2 | Grave Ambition feature | 6 | 11 |
11th | +4 | 2 | — | 6 | 12 |
12th | +4 | 2 | Ability Score Improvement | 6 | 12 |
13th | +5 | 3 | — | 6 | 13 |
14th | +5 | 3 | Critical Spellcasting improvement | 6 | 13 |
15th | +5 | 3 | — | 6 | 14 |
16th | +5 | 3 | Ability Score Improvement | 6 | 14 |
17th | +6 | 4 | — | 6 | 15 |
18th | +6 | 4 | Undying Servitude | 6 | 15 |
19th | +6 | 4 | Ability Score Improvement | 6 | 15 |
20th | +6 | 4 | Lichdom | 6 | 15 |
Spell slots |
Necromancer level | 1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9TH |
1st | 2 | — | — | — | — | — | — | — | — |
2nd | 3 | — | — | — | — | — | — | — | — |
3rd | 4 | 2 | — | — | — | — | — | — | — |
4th | 4 | 3 | — | — | — | — | — | — | — |
5th | 4 | 3 | 2 | — | — | — | — | — | — |
6th | 4 | 3 | 3 | — | — | — | — | — | — |
7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |