Quick Build: You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score as your spell casting and class feature highly dependent on Intelligence, followed by your Constitution or Dexterity.
hit dice:
1d6
hit points at 1st level:
6 + Constitution modifier
hit points at higher levels:
1d6 + Constitution modifier
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons
tools:
None
saving throws:
Intelligence and Wisdom
skills:
Choose two from Arcana, History, Insight, Medicine, Perception, Persuasion and Religion
starting equipment:
- (A) a Quarterstaff, or (B) any simple weapon
- (A) a Light Crossbow with 20 bolts, or (B) any simple weapon
- (A) Leather Armor, or (B) Scale Armor
- (A) a Priest’s Pack, or (B) a Dungeoneer’s Pack
- A Necromantic Focus, a spellbook and two Daggers
spellcasting:
Level |
Cantrips Known |
1st level slot |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
1 |
3 |
2 |
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2 |
3 |
3 |
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3 |
3 |
4 |
2 |
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4 |
4 |
4 |
3 |
|
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|
|
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|
|
5 |
4 |
4 |
3 |
2 |
|
|
|
|
|
|
6 |
4 |
4 |
3 |
3 |
|
|
|
|
|
|
7 |
4 |
4 |
3 |
3 |
1 |
|
|
|
|
|
8 |
4 |
4 |
3 |
3 |
2 |
|
|
|
|
|
9 |
4 |
4 |
3 |
3 |
2 |
1 |
|
|
|
|
10 |
5 |
4 |
3 |
3 |
2 |
1 |
|
|
|
|
11 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
|
|
|
12 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
|
|
|
13 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
|
|
|
14 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
|
|
|
15 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
1 |
|
|
16 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
|
17 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
|
18 |
5 |
4 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
|
19 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
20 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
Following Wizard available spells. Spells can only be added if it is written on the spell book. You can prepare spells after every long rest, will require at least 1 hour of preparation time. You can prepared as many spells = Intelligence Modifier + Necromancer Level. Prepared spell must be spells that is equal or lower than your available spell slot.
class features:
Charnel Marks
You have an internal reservoir of necromantic energy that you use to fuel various abilities. This energy is represented as Charnel Marks. Each ability that uses Charnel Marks describes effects that you can create when spending your Marks.
The number of Charnel Marks you have is based on your Necromancer Level, as shown on the Charnel Mark column on the Necromancer Table. The number shown for your level is our Mark maximum. Your Charnel Mark total returns to its maximum number after you finish a short or long rest. The number of Marks you posses cannot go below 0 or above your maximum.
Mark Limit
Though your power is vast and your mastery over death is absolute, it takes proper training in order to fully tap into your well of dark energy. There is a set limit to how many Charnel Marks you can spend on an ability. This limit is based on your Necromancer Level in the Mark Maximum column on the Necromancer table. For example, a 4th Level Necromancer can spend no more than 3 Charnel Marks on an ability each time you use it; now matter how many Charnel Marks they have.
Mark Ability
Intelligence is your ability score for your abilities that use your Charnel Marks. You use your intelligence modifier when setting the Saving Throw DC for an ability or when making an attack roll with one
Mark Save DC: 8 + your proficiency bonus + your Intelligence modifier
Mark Attack Modifier: your proficiency bonus + your Intelligence modifier
Skeletal Minion
Starting when you choose the Necromancer Class at 1st level, you have learned to breathe life anew into a fallen enemy.
You may spend a Charnel Mark and target a dead humanoid, when you do so, the skeleton of the creature bursts from its meaty shell and rises to serve you, its new master as Skeletal Minion.
Reaper’s Grip
When your reach level 2 in the Necromancer class, you have learned to siphon life from your foes to fuel yourself and your allies.
As an action, you may spend one Charnel mark and target one creature you can see within 60 feet. That creature must make a Constitution saving throw or take 1d4 + your Intelligence modifier in Necrotic damage. If the attack deals damage, you may then select a friendly creature within the ability’s range and restore hit points to them equal to the damage dealt. Undead creatures created by you that are healed are instead healed as if you dealt maximum damage against your original target.
You may spend additional Charnel Marks on this ability to increase its power. For each additional Mark channeled into the casting of this ability, the damage you deal is increases by an additional 1d4.
Undying Path
As a Necromancer gains in power, they attune themselves to a certain aspect of the dark art. This attunement leads to one of three possible specializations. At 3rd Level, you choose an Undying Path from the Dark Summoner, the Vile Apothecary, or the Hex Knight. Your Path gives you additional abilities at 3rd, 6th, 11th, 16th, and 20th levels.
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.
Extra Attack
When you reach 5th level, you may make an additional attack when taking the Attack Action.
On the other hand, you can use your Reaper’s Grip ability to target 2 enemy or doing the same attack on the single enemy, and heal two allies or one ally two times, using one damage roll for both enemy targets, consuming only 1 Charnel mark.
Alternatively, you can make 1 attack and take the extra action to use your Reaper's Grip (vise versa) consuming only 1 Charnel mark.
Empowered Reaper's Grip will require additional Charnel Mark for each Reaper's Grip used and MUST Empowered all Reaper's Grip used in Extra Attack.
Example: If 1 normal attack with 1 Empowered Reaper's Grip increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 more for the empowered.
If using a single Reaper's Grip to target 2 enemy, and empowered it by increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 for each enemy target (including the same enemy target twice) to a total of 3 Charnel Mark.
Command Undead
When you reach 7th level, you gain the ability to exert your will over all undead that you see. As an action you may spend Charnel Marks equal to the Challenge Rating of the creature you are attempting to control (Minimum of 1). If you don not have enough Charnel Marks, the creature’s CR is too high for your level, or if that creature passes a Charisma Saving throw, this attempt will fail. You do not expend Marks used in a failed attempt. If this attempt succeeds, you may immediately command that creature to move and take an action.
At 7th level, you may command undead up to a CR of 1, that CR increasing to 3 at level 13. At 18th level, there is no CR limit; only the Mark Limit based on your level.
Bone Carapace
When you reach 9th level, you learn to enhance your defenses with a bulwark of bone. As a bonus action, target a dead creature within 30 feet of you and spend one Charnel Mark. The creature’s bones tear from its corpse and begin to circle around you, giving you 6 temporary hit points.
You may spend additional Marks to gain more temporary hit points. For each additional Mark spent, you may target another dead creature and gain an additional 6 temporary hit points.
If there are no dead creatures within range, you may instead destroy your Skeletal Minion to gain this benefit.
Grave Immunity
Starting at 10th Level, when you fall unconscious, you may spend one Charnel Mark on your turn to automatically pass a death saving throw.
When you reach 14th Level, you may use your bonus action to spend one Charnel mark and target an unconscious creature within 60 feet of you, erasing one of their failed death saving throws or causing them to pass a saving throw if they have no failures.
Skeletal Harvest
When you reach 14th level, you no longer need to have a dead creature in range to use your abilities; your materials are summoned forth directly from the Shadowfell. For example, your Skeletal Minion now bursts from the ground as if from an unmarked grave; and your Bone Carapace now tears holes in the fabric of reality to gather bones from the land of the dead.
subclass options:
Dark Summoner
Necromancer that choose to specialize into a Dark Summoner learn to create more powerful forms of undead and may control more undead creatures that the other Archetypes.
Army of Darkness
Starting when you choose this path at 3rd level, you may control two skeletal minions. When you use your bonus action to command your minion, you may command all your minions.
Summoning Mastery
Also, at 3rd level, undead creatures that you control gain extra hit points equal to your Proficiency Bonus when created.
Summoning Augment I
When you reach 6th level, choose two of the following modifiers to add to your skeletal minions.
Additional Servant: You may now control up to 3 Skeletal Minions
Armor Use: Skeletal minions may now wear light armor
Skeletal Mages: Summoning Skeletal Minions now costs 2 Charnel Marks and they may know the Acid Splash, Fire Bolt, Poison Spray, or Ray of Frost cantrip. They use your Mark Attack Modifier for attacks made with these spells. No matter your level, the damage dice for the cantrip never rises.
Summoning Resistance: Your Skeletal minions gain resistance to slashing and bludgeoning from non-magic weapons.
Weapon Use: Skeletal minions may now use Simple Weapons.
Summoning Augment II
When you reach 11th level, choose one of the following modifiers to your skeletal minions
Additional Servant: You may now control up to 3 Skeletal Minions (4 if you chose this modifier at 6th level)
Corpse Eruption: When you create your skeletal minion, creatures within 10 feet of the chosen corpse must make a Dexterity saving throw or take 4d6 necrotic damage from the corpse exploding as the skeleton comes forth
Skeletal Knight (Requires Armor or Weapon Use): Your Skeletal minions may now wield shields and martial weapons
Lich Body
At 17th level, you gain the following benefits:
Resistance to Bludgeoning, Slashing, and Piercing damage from non-magical sources.
Instead of being damaged by necrotic damage, you are instead healed by it.
Phylactery
When you reach 20th level; a portion of your soul has been torn from your body and placed in a place of honor in the lands of the dead. You no longer age and do not need to eat, drink, sleep, or breathe to survive; though you may do so if you wish. If you die, there is a 50% chance that you and your equipment will vanish and reappear anywhere on the material plane that you wish 1d10 days later.
Vile Apothecary
The Vile Apothecary focuses on the utilization of the plague and other horrid diseases. They may also summon zombie minions to serve them and act as vessels for their concoctions.
Poisoner’s Arsenal
Starting when you take this archetype at 3rd level, you gain proficiency with Martial Weapons and the Poisoner’s Kit. In addition, you gain resistance to poison damage.
Envenomed Weapon
Also, at 3rd level, you learn how to coat your arsenal with wicked poisons. When you hit with a melee or ranged weapon attack, you may spend Charnel Marks to deal an additional xd4 poison damage with the attack; where ‘x’ stands for how many Marks you spent.
Rotting Servant
At 6th level, you have learned to gently coax the dead to life, allowing your minion to retain the meat on its bones. You now raise Zombie Minion instead of skeletal ones. When your zombie hits with an attack, you may use your Envenomed Weapon ability on that damage as well.
Defile
At 11th level, you gain the ability to desecrate the corpses of the recently fallen with the power of your plague. As an action, you may spend Charnel Marks to target a corpse within 60 feet that has been dead for no more than a week and cause it to erupt in rot. All creatures within 20 feet of the creature must make a Constitution saving throw or take xd12 poison damage; where ‘x’ stands for the number of Marks you spent. If they pass, they take half damage.
Create Abomination
When you reach 17th level, you learn a dark formula for modifying your already disgusting zombie companion. Over the course of a week, you may transform your Zombie Servant into an Abomination of blood and bone. This Abomination counts as your zombie servant and it cannot be healed by any means. Once it is destroyed, you must take the time to create another.
Plague Carrier
At 20th Level, you have adapted to the strains of decay you cultivate and have learned to rend the measures taken by some creatures to shield themselves for rot. You are now immune to poison damage and all disease. In addition, poison damage you deal ignores resistances.
Hex Knight
Unlike other necromancers, the Hex Knight prefers to wade into the frontlines of combat, hacking and slashing with heavier weapons and armor. To augment these martial skills, they also posses an arsenal of curses to lay upon those they fight.
Bonus Proficiencies
Starting when you choose this archetype at 3rd level, you gain proficiency with Heavy Armor, Martial Weapons, and Shields.
Hexing Touch
Also, at 3rd level, you may spend one Charnel Mark to cast the Hex spell at 1st level. Your damage die for this spell is increased to 1d8.
Undying Shield
When you reach 6th level, you can divert fatal blows to your undead servants. When you take damage, you may spend 5 Charnel marks to instead divert the damage to your Skeletal minion.
Cursed Existence
At 11th level, your presence on the field of battle heralds the doom of your foes. As an action you may spend Marks and target a number of creatures within 20 feet equal to the number of Marks Spent. Targeted creatures must make a Wisdom Saving throw or take an extra 2d8 necrotic damage when they next take damage from any source.
Sustained by Death
At 17th level, you become a machine of war, the blood of your cursed enemies fueling your rampages. When a creature takes damage from your Hexing Touch or Cursed Existence features, you regain hit points equal to the damage dealt
Ossuary Avatar
At 20th level, the Hex Knight become an unstoppable force, tearing bones from his enemies as he wades into battle. When you have temporary hit points from the Bone Carapace ability, you gain resistance to all types of damage except for Psychic and Non-Magical Slashing, Piercing, and Bludgeoning damage. Also, when you reduce a creature to zero hit points, you may immediately target that creature with Bone Carapace.
Level | Proficiency Bonus | Charnel Marks | Mark Limit | Features |
---|
1 | +2 | 1 | 1 | Charnel Marks, Skeletal Minion |
2 | +2 | 2 | 2 | Reaper's Grip |
3 | +2 | 3 | 3 | Undying Path |
4 | +2 | 4 | 3 | Ability Score Improvement |
5 | +3 | 5 | 5 | Extra Attack |
6 | +3 | 6 | 5 | Path Feature |
7 | +3 | 7 | 6 | Command Undead (CR 1) |
8 | +3 | 8 | 6 | Ability Score Improvement |
9 | +4 | 9 | 7 | Bone Carapace |
10 | +4 | 10 | 7 | Grave Immunity (Self) |
11 | +4 | 10 | 7 | Path Feature |
12 | +4 | 12 | 8 | Ability Score Improvement |
13 | +5 | 13 | 8 | Command Undead (CR 3) |
14 | +6 | 14 | 8 | Skeletal Harvest |
15 | +5 | 15 | 9 | Grave Immunity (Others) |
16 | +5 | 16 | 9 | Ability Score Improvement |
17 | +6 | 17 | 9 | Path Feature |
18 | +6 | 18 | 10 | Command Mastery |
19 | +6 | 19 | 10 | Ability Score Improvement |
20 | +6 | 20 | 10 | Path Feature |