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Dread Necromancer

The document provides details on the Dread Necromancer class, including its class features and progression. As a Dread Necromancer levels up, they gain additional uses of Fell Power which allows them to cast certain spells. They also gain features like Tainted Vitality, Charnel Touch, Dread Calling, and Sepulchral Husk. The document also introduces several new diseases that a Dread Necromancer could spread through undead creatures or rituals.

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Danger Dan
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0% found this document useful (0 votes)
412 views16 pages

Dread Necromancer

The document provides details on the Dread Necromancer class, including its class features and progression. As a Dread Necromancer levels up, they gain additional uses of Fell Power which allows them to cast certain spells. They also gain features like Tainted Vitality, Charnel Touch, Dread Calling, and Sepulchral Husk. The document also introduces several new diseases that a Dread Necromancer could spread through undead creatures or rituals.

Uploaded by

Danger Dan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DREAD NECROMANCER

The Dread Necromancer


Proficiency Fell Power Dark Arcana
Level Bonus Features Uses/Day Spell Level
1st +2 Tainted Vitality, Charnel Touch - -
2nd +2 Fell Power (Dark Arcana, Profane Lifeleech) 3 1
3rd +2 Dread Calling 3 1
4th +2 Ability Score Improvement 4 1
5th +3 Fell Power (Rebuke Undead) 4 2
6th +3 Dread Calling Feature 5 2
7th +3 Sepulchral Husk 5 2
8th +3 Ability Score Improvement 6 3
9th +4 6 3
10th +4 Dread Calling Feature 7 3
11th +4 7 4
12th +4 Ability Score Improvement 7 4
13th +5 8 4
14th +5 Vile Recovery 8 4
15th +5 8 5
16th +5 Ability Score Improvement 9 5
17th +6 9 5
18th +6 Dread Calling Feature 9 5
19th +6 Ability Score Improvement 10 6
20th +6 Undead Apotheosis 10 6

Dread Necromancer


 



 

 













RAY OF FATIGUE New Spell


2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration, up to 1 minute
An iridescent violet beam flashes out from your hand towards
a creature within range. Make a ranged spell attack against the
target. On a hit, the target is exhausted. Multiple instances of
this spell against the same target do not stack.
At the end of each of the target’s turns, it can make a
Constitution saving throw against the spell. On a success, the
spell ends.



Dark Arcana Spells


Level Spells Known
2nd Bane, False Life, Hellish Rebuke, Hex
6th Blindness/Deafness, Darkness, Gentle Repose, Ray of
Enfeeblement
10th Bestow Curse, Feign Death, Speak with Dead, Vampiric
Touch
14th Blight, Death Ward, Evard’s Black Tentacles, Phantasmal
Killer ½
18th Contagion, Geas, Hallow, Insect Plague

 




Mindfire New Disease
Mindfire is an insidious disease feared by wizards everywhere.
Once stricken by this ailment, victims suffer periodic
delusions that increase in frequency and severity until their
sanity is left in tatters.
This disease is typically spread by ingesting contaminated
brain matter from an afflicted creature, as frequently happens
in the creation of dark rituals and vile poultices. Once
exposed, the victim has 2d6 hours before the first symptoms
manifest. After that time, the victim must make a DC 13
Constitution save. On a failure, the victim experiences
periodic flashes of sensory information: sounds and voices,
crawling sensations over their skin or from inside their
bodies, and flashes of light and figments of visions that aren’t
actually present. An afflicted victim cannot maintain
concentration on spells and other effects that require
dedicated mental focus.
Once every 2d20 minutes thereafter, the victim must make
another DC 13 Will save. On a failure, they suffer as though
under the effects of the spell confusion for one minute. Each
time they fail the save, the DC of their next saving throw is
increased by 1. On a successful save, the DC resets to 13.
After 3d8 days of affliction, the target must make a DC 17
Will save. On a successful save they maintain their sanity for
another 24 hours, when they must make the saving throw
again. On a failure, the victim is driven mad and suffers from
long-term madness (see Chapter 8 of the Dungeon Master’s
Guide).






 



RED ACHE New Disease


Accompanied by fever and severe muscle cramping, red ache
is the bane of adventurers everywhere. The disease is not
particularly fatal if treated, but the constant body aches
caused by this disease make moving difficult and painful.
Once exposed, this illness has an incubation period of 2d6
hours before the victim exhibits symptoms. Each hour
thereafter, the victim must make a DC 13 Constitution saving
throw. On a failure, the victim is struck by intense muscle
cramps that cut their speed in half and impose disadvantage
on Dexterity saves and ability checks.
Should a victim successfully make four consecutive
Constitution saves, their body successfully overcomes the
infection. A successful DC 15 Wisdom (Medicine) checks
also cures the disease.






SLIMY DOOM New Disease
Victims of this disease suffer terrible pain as their bodies are
slowly liquefied. This frightening disease is typically only
encountered in areas fouled by the blood of demons or other
evil outsiders. Contact with the contaminant is not enough to
catch the disease however. Exposure to open wounds
transmits the infection.
After 1d4 days of incubation, the symptoms of the disease
manifest and the victim suffers occasional vomiting and
bloody boils at the site of infection. The victim must then
make a DC 15 Constitution saving throw. Success staves off
the worst effects of the disease for the next 24 hours, but the
victim deals only half damage with all melee attacks and any 
Strength or Dexterity save or check is treated as though it
were only half of its actual result.
Any creature that fails its Constitution saving throw on four
consecutive days begins to turn to goo from the inside out.
From this point forward the creature is paralyzed and dies
within 2d4 days, leaving behind only a wet pile of liquefied
viscera. Magic remains the only known way of curing this
ailment.
















The Shakes New Disease


The shakes derives its name from the uncontrollable spasms
 and constant twitching that victims in the grip of the disease
exhibit. Typically spread by biting insects breeding in stagnant
night soil, the disease is easily curable and noticeably prolific
in larger settlements and towns.
Once bitten by an insect, the hallmark twitching caused by
this disease begins after 1d4 hours. The victim must make a
DC 11 Constitution save every hour. On a success, the illness
lies dormant for the next hour. Otherwise their twitching is
violent enough that they must make a DC 15 Dexterity save
 every time they pick up or hold an object. On a failure, the
object slips through their grasp.
There is a 40% chance that the victim is cured naturally of
the shakes within 1d4 days. Otherwise, 24 hours of bed rest
and a DC 11 Wisdom (Medicine) check cures the illness.


 










DREAD NECROMANCER VARIANTS







Vile Sacrament Spells


Level Spells Known
2nd Command, Create or Destroy Water, False Life,
Wrathful Smite 
6th Blindness/Deafness, Darkness, Dust Devil, Silence
10th Bestow Curse, Blinding Smite, Tongues, Wall of Sand
14th Blight, Confusion, Death Ward, Scrying
18th Contagion, Commune, Destructive Smite, Hallow






|
Variant: Create Mythal
High magic is instrumental in the creation of powerful
sustained effects of magic known as Mythals. Should your
Dungeon Master allow it, your knowledge of the
Arselu’Tel’Quess allows you to cooperate with other elven
mages to create a Mythal.
Creating a Mythal requires the sacrifice of an elven life and
no fewer than twelve participating elves. For each participant,
you can select a spell to contribute to the Mythal. The spell
 must either affect an area or a single, specific creature. The
Mythal covers one square mile for each hit die that is
contributed during the ritual. No elf may contribute more hit
dice than you. Any elf within the area of the Mythal gains the
benefits of the spells from which it is created. At the time of
its creation, you can also imbue the Mythal with the effects of
N’Maernthor

Elven Arcana Spells


Level Spells Known
2nd Detect Magic, Tasha’s Hideous Laughter, Unseen Servant,
Magic Missile
6th Animal Messenger, Arcane Lock, Crown of Madness,
Moonbeam
10th Bestow Curse, Call Lightning, Dispel Magic, Plant Growth
14th Confusion, Dominate Beast, Grasping Vine, Polymorph
18th Awaken, Legend Lore, Mislead, Tree Stride



|














|


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