Complete Necromancer
Complete Necromancer
NECROMANCER
The Definitive
Unethical, Undead Class
by Mage Hand Press
Credits
Designers Michael Holik, Alexander J Garcia,
Alexander Binns
Cover Illustrator Agustín Marceillac
Graphic Designer Michael Holik
Interior Illustrations Kirby Jackson, Agustín
Marceillac, Lucas Ferreira CM
On the Cover
Agustín Marceillac illustrates a necromancer
commanding her undead horde under the watchful
gaze of a full moon.
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 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 that pushes them to
the utter brink. This might be the distorted 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. Creating a Necromancer
All necromancers share the capability of simply animating
As you create your necromancer, the most important
corpses, along with the knowledge and foresight to create
piece of information to consider is your character’s
new and terrible undead abominations to further their
ambition. What is your goal? How do you intend to
goals. Beyond the basic command over the undead, each
achieve it? How does necromancy fit into the picture?
necromancer specializes in a method to impart their will
Once you’ve decided on your ambition, consider why
upon the world. Some dive deeply into the necromantic
you turned to necromancy to accomplish it. Were you
arts, and some focus on their ability to assert control
scorned by your previous spellcasting master? Did you
over the weak, while others still master the art of both
come across an old, rotting tome filled with forgotten
martial and magical combat. While their skills might
knowledge? Were you the survivor of some great attack by
seem specialized, properly prepared necromancers can
another necromancer?
dominate both on the battlefield and at the round table.
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The Necromancer
Total
Proficiency Thrall Cantrips Spells
Level Bonus CR Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Charnel Touch 4 2 2 — — — — — — — —
2nd +2 1/4 Thralls, Bag of Bones 4 3 3 — — — — — — — —
3rd +2 1/2 Grave Ambition, Black Arcana 4 4 4 2 — — — — — — —
4th +2 1/2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 1 Critical Spellcasting 5 6 4 3 2 — — — — — —
6th +3 1 Grave Ambition Feature 5 7 4 3 3 — — — — — —
7th +3 1 Enthralling Presence 5 8 4 3 3 1 — — — — —
8th +3 1 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 2 — 5 10 4 3 3 3 1 — — — —
10th +4 2 Grave Ambition feature 6 11 4 3 3 3 2 — — — —
11th +4 2 — 6 12 4 3 3 3 2 1 — — —
12th +4 2 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 3 — 6 13 4 3 3 3 2 1 1 — —
14th +5 3 Critical Spellcasting improvement 6 13 4 3 3 3 2 1 1 — —
15th +5 3 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 3 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 4 — 6 15 4 3 3 3 2 1 1 1 1
18th +6 4 Undying Servitude 6 15 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 4 Lichdom 6 15 4 3 3 3 3 2 2 1 1
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Complete Necromancer
Spellcasting Charnel Touch
Your connection to the realm of negative energy allows Your connection to the negative energy realm grants you
you to cast powerful necromantic spells. an inner nexus of dangerous power, ready to be unleashed
at a moment’s notice. Starting at 1st level, you have a pool
Cantrips of Charnel Touch points equal to your necromancer level
At 1st level, you know four cantrips of your choice × 5 that replenishes when you finish a long rest.
from the necromancer spell list. You learn additional As an action, declare the number of points you wish
necromancer cantrips of your choice at higher levels, to expend, up to a maximum of 5 × your proficiency
as shown in the Cantrips Known column of the bonus, and make a melee spell attack against one target
Necromancer table. within your reach. On a hit, you expend the declared
amount of points and deal necrotic damage equal to the
Spell Slots points expended. If you miss the attack, you don’t expend
The Necromancer table shows how many spell slots you any points. The damage dealt by your Charnel Touch
have to cast spells of the 1st level and higher. To cast one is doubled when you score a critical hit, expending no
of these spells, you must expend a slot of the spell’s level additional points.
or higher. You regain all spell slots when you finish a long This attack deals no damage to Constructs and
rest. instead heals Undead for the amount of points expended.
Spells Known of 1st Level And Higher You can target a willing creature with this ability without
You know two 1st-level spells of your choice from the making a spell attack roll.
necromancer spell list.
You learn an additional necromancer spell of your Thralls
choice at each level except 12th, 14th, 16th, 18th, 19th, While lesser spellcasters can only animate flesh and
and 20th. Each of these spells must be of a level for which bone in a rudimentary fashion, and must expend
you have spell slots. For instance, when you reach 3rd valuable energy to maintain their undead’s loyalty, true
level in this class, you can learn one new spell of 1st or necromancers can provide their undead with a portion
2nd level. of their own life force, ensuring long-term obedience.
Additionally, when you gain a level in this class, you Beginning at 2nd level, you learn an ancient and powerful
can choose one of the necromancer spells you know and ritual that allows you to raise and command your own
replace it with another spell from the necromancer spell army of the undead.
list, which also must be of a level for which you have spell
slots. Animate Thralls
By spending 10 uninterrupted minutes performing this
Spellcasting Ability ritual with a spellcasting focus or component pouch, you
Intelligence is your spellcasting ability for your can raise the remains of one or more Small or Medium
necromancer spells, since your power is rooted in the Humanoids within 30 feet of you into Undead creatures.
fine manipulation of negative energy and research into Undead created in this way become your thralls. You
magical secrets. You use your Intelligence whenever a maintain control over your thralls indefinitely. Stat blocks
spell refers to your spellcasting ability. In addition, you for skeletons, zombies, and other thralls can be found
use your Intelligence modifier when setting the saving in the Undead Thralls section at the end of the class
throw DC for a necromancer spell you cast and when description.
making an attack roll with one.
Commanding Thralls
Spell save DC = 8 + your proficiency bonus + If you are conscious, you can mentally control all of your
your Intelligence modifier thralls, without using any actions. If you are unconscious,
your thralls will move to protect your body from harm,
Spell attack modifier = your proficiency bonus + but will not attack.
your Intelligence modifier In combat, your thralls take their turns immediately
before or after your turn each round (your choice) All
Ritual Casting thralls collectively share one reaction and bonus action,
You can cast a necromancer spell you know as a ritual if which a single thrall can use each round.
that spell has the ritual tag. Thralls use your spell attack modifier to make their
attacks.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for Maximum Thralls
your necromancer spells. For a necromancer, these are You can animate and control one thrall of challenge rating
typically objects with sentimental value, such as a locket, (CR) 1/4. As you gain levels in this class, you can animate
childhood toy, prison shackle, or wedding ring, that are more thralls. The combined CR of all your thralls can’t
altered with magically conductive materials. 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.
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At any time, you can use your action to sever your
connection to one or more thralls, releasing them.
Grave Ambition
Corporeal Undead crumple into a heap and incorporeal When you reach 3rd level, you decide on a proper path of
Undead flee to the Ethereal Plane. research into the dark arts in order to carve a path leading
toward your ultimate goal. Choose a Grave Ambition,
Animate Dead detailed at the end of the class. Your choice grants you
Beginning at 5th level, a necromancer can learn the features at 3rd level, and again at 6th, 10th, and 20th level.
animate dead spell, a staple of the school of necromancy.
Necromancers can cast this spell as an action, instead of Black Arcana
over the course of 1 minute. Also beginning at 3rd level, as a bonus action, you can
All Undead created by the animate dead spell (as expend a spell slot to replenish your Charnel Touch pool.
well as any other magic, such as the create undead spell, Your pool regains 1d8 expended points, plus 1d8 for each
that allows you to control Undead) count as your thralls level of the spell slot expended, up to a maximum of your
and can be commanded as such. If your new thralls pool’s total.
granted to you by a spell cause you to exceed your total
CR or number of thralls, you can immediately sever your Ability Score Improvement
connection to any of your existing thralls so as to stay
within these limits. Your thralls can never command or When you reach 4th level, and again at 8th, 12th, 16th,
create other Undead. and 19th level, you can increase one ability score of your
As always, you can’t reanimate Undead that have choice by 2, or you can increase two ability scores of your
been reduced to 0 hit points. Your Animate Thralls ritual, choice by 1. As normal, you can’t increase an ability score
the animate dead spell, and similar magic only affects above 20 using this feature.
Humanoid corpses, whereas your thralls are Undead
creatures. Critical Spellcasting
At 5th level, your potent necrotic powers punish your
Bag of Bones enemy at the first sign of weakness. When a creature
Also at 2nd level, you learn how to create a necromantic rolls a 1 on a saving throw against one of your spells, it
magic item, a bag of bones. The bag connects to a vast automatically fails the save, and you can roll all the spell’s
extradimensional space that can only hold Medium or damage dice a second time, adding the total to the spell’s
smaller corpses, bones, and Undead creatures; it violently damage against that creature. The additional damage only
expels anything else placed within it. You can use an applies to the creature that rolled a 1.
action to place a corpse or willing Undead creature into Additionally, your spell attacks score a critical hit on a
the bag, up to a maximum of 10 corpses or Undead roll of 19 or 20.
creatures, or use your action to dump the contents of the Starting at 14th level, a creature automatically fails
bag, which land in spaces within 5 feet of you. its saving throw against your spells and takes additional
You can transform any container you can carry into damage when it rolls a 1 or a 2. Additionally, your spell
a bag of bones by performing a special ritual over the attacks score a critical hit on a roll of 18–20.
course of 1 hour while you hold it. This container ceases
to be magical if you perform this ritual again to create a Enthralling Presence
new bag of bones. The container always connects to the At 7th level, the negative energy that flows through you
same extradimensional space. If the bag is placed inside reinforces your thralls against those who would seek to
an extradimensional space, such as that created by a bag destroy or control your servants. Your thralls and other
of holding, it is destroyed. Its contents remain in the same Undead you control are immune to effects that turn
extradimensional space until you create a new bag. Undead and can’t be forcefully controlled by another
creature while you are conscious.
Undying Servitude
When you reach 18th level, your connection to your
Variant Rule: Necromancy Unleashed thralls can pull them back from the brink of destruction.
When a thrall under your control is reduced to 0 hit
This class imposes limitations on animate dead-style points but not destroyed outright, you can use your
spells, as well as the number and types of thralls a reaction to restore it to half of its maximum hit points.
player can use in order to ensure timely, balanced Once you use this feature, you can’t use it again until you
play. If you’d like to throw caution to the wind and finish a long rest.
embrace the undead horde experience, use this
variant rule.
Ignore the “Animate Dead” section 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.
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Complete Necromancer
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
its 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.
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 its 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 necrotic and poison damage.
Undead Traits
You are immune to the effects of exhaustion and you don’t
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 that specifically
affect Undead affect you as well. You are immune to any
effect that turns Undead.
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Additionally, when you perform your Animate Thralls
Grave Ambitions ritual, you can animate the skeleton of a horse or similar
animal as a warhorse skeleton.
Becoming a necromancer is seldom an accident. Almost
all who dive into the secrets of life and death do so with Charnel Shield
a purpose, a method to the madness. This ambition is At 3rd level, you can fortify yourself with necromantic
what drives them into the tenebrous corners of forgotten energy to lessen blows. As a reaction when you take
libraries, long-abandoned tombs, and the graveyards of damage from a creature you can see, you can expend a
simple commoners. Ambition drives them further into the number of points from your Charnel Touch pool, up to
dark, where only the light of their end goal can lead them half the damage dealt. Reduce the damage by the number
through the all-consuming shadows. A necromancer’s of points expended.
grave ambition represents the path to their ultimate goal,
to what lengths they’ll go to achieve it, and serves to Extra Attack
validate their actions, if only to themselves. Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Black Rider Additionally, your melee weapon attacks score a
The rhythmic drumbeat of galloping hooves and the critical hit on a roll of 19 or 20.
searing pinpoints of red eyes signal the arrival of a black
rider. Such necromancers embrace mounted combat, Gruesome Charge
commanding their thralls from the back of a skeletal steed Beginning at 10th level, your foes crumble beneath
and terrorizing countrysides with unparalleled swiftness. your steed’s hooves. If you make an attack while you are
Mastering this discipline means not only commanding mounted and 20 feet or further away from where you
an undead mount, but also requires sure mastery over began your turn, your mount can use its reaction to make
weapons while on horseback and on foot. However, the a melee weapon attack.
reward is immense: a black rider isn’t a plodding marshal Lichdom: Dullahan
of shambling masses, but a wind of death that blows At 20th level, you have reached the pinnacle of
across the battlefield at a moment’s notice. necromancy and transformed yourself into a lich.
Skeletal Steed Through a vile ritual and a guillotine, you have severed
Starting when you choose this ambition at 3rd level, your own head to act as your phylactery, allowing you
you’ve trained in the saddle as a mounted combatant. You to see without eyes. Liches of your kind are known as
gain proficiency with light armor, medium armor, shields, dullahans or headless horsemen. You gain the following
battleaxes, flails, lances, longsword, morningstars, war features in addition to the Lichdom feature:
picks, and warhammers.
Grave Ambitions
Name Description
Black Rider Riding atop a skeletal steed, battles foes and commands thralls from horseback
Blood Ascendent Granted power from the blood curse of vampirism, without the myriad vampiric weaknesses
Corpse Florist Cultivates a “garden” of shambling, flowering corpses
Crone A necromantic witch that lays curses and brews foul potions
Dead Mist Acolyte Consumes hit points for necromantic power, and vice-versa
Death Knight Clad in armor, a terrible warrior brandishing dark energies and martial weapons
Necrodancer Utilizes a horde of undead backup dancers to become the greatest performer ever
Overlord A sinister manipulator backed by powerful allies
Pale Master Emphasizes the purest form of necromancy and brandishes devastating spells
Pharaoh An echo of the god-kings of ancient civilizations, a priest and necromancer in equal measure
Plague Lord A necromantic disease carrier who commands vile, corpulent minions
Reanimator A mad scientist that stitches together new and terrible undead minions
Reaper A furtive shadow of death, who foretells and beckons demise
Toymaker Traps souls in handmade toys to create necromantic slaymates
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Complete Necromancer
Skull Phylactery. Your phylactery is your own
magically preserved head. Even without your head, your
senses aren’t inhibited. You can hear and smell from
where your head once was and your disembodied voice
booms from the stub of your neck. Additionally, you have
blindsight with a range of 120 feet. Within that range, you
can effectively see anything that isn’t behind total cover.
Moreover, you can see an invisible creature within that
range, unless the creature successfully hides from you.
If you are carrying your skull phylactery, you also
have truesight with a range of 30 feet.
Damage Resistance. You gain resistance to
bludgeoning, piercing, and slashing damage from
nonmagical attacks.
Nightmare. When you perform your Animate Thralls
ritual, you can summon a nightmare. You command this
creature as your thrall and it counts as Undead for the
purpose of your necromancer class features. When this
creature is reduced to 0 hit points or released by you, it
vanishes in a puff of flame
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
Ascendants. 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.
Ascendant Spells
When you choose this ambition at 3rd level, you learn
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t
count against the number of necromancer spells you Vampiric Transformation
know. Starting at 6th level, you can use your action and expend
15 Charnel Touch points to transform for up to 1 hour, or
Spell Level Spells
until you drop to 0 hit points or revert on your turn as an
1st charm person, sleep action. Anything you are wearing transforms with you,
2nd enthrall, suggestion but objects you are carrying fall to the ground in your
space. Choose one of the following transformations:
3rd hypnotic pattern, vampiric touch Bat. You transform into a Tiny bat. While in bat
4th phantasmal killer, private sanctum form, you can’t speak, your walking speed is 5 feet, and
5th dominate person, modify memory 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.
Charnel Drain While in mist form, you can’t speak, manipulate objects
At 3rd level, you drain the essence of those you slay. or take any actions, other than to revert to your true
When you reduce a hostile creature to 0 hit points with form. You are weightless, have a flying speed of 20 feet,
your Charnel Touch, you regain hit points equal to can hover, and can enter and occupy the space of another
your Intelligence modifier + your necromancer level creature. In addition, if air can pass through a space, you
(minimum 3). Additionally, you can choose to knock the can do so without squeezing, and you can’t pass through
target unconscious instead of killing it. water. You have advantage on Strength, Dexterity, and
Constitution saving throws, and you have resistance to
bludgeoning, piercing, and slashing damage.
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Children of the Night Garden of the Grave
By 10th level, the hordes of the night answer to your beck Also at 3rd level, you cultivate corpse flowers,
and call. When you perform your Animate Thralls ritual, necromantic plants that root in corpses. When you
you can summon one or more wolves, swarms of bats, perform your Animate Thralls ritual following a long rest,
or swarms of rats. You command these creatures as your you can choose to plant corpse flowers in any of your
thralls and they count as Undead for the purpose of your thralls, causing each such thrall to have the following
necromancer class features. When one of these creatures is changes:
reduced to 0 hit points or released by you, it vanishes in a • The thrall is a Plant instead of an Undead, but counts
cloud of mist. as Undead for the purpose of your necromancer class
Lichdom: Nosferatu features.
At 20th level, you have reached the pinnacle of • Whenever you take a short or long rest, the thrall takes
necromancy and transformed yourself into a lich. You root in the ground and regains hit points equal to 1d8
have embraced the blood curse of vampirism to become a + your Intelligence modifier.
vampire lord in all but name: a nosferatu. Charnel Entangle
Coffin Phylactery. Your phylactery is a coffin filled At 3rd level, weeds and brambles sprout at your touch.
with grave dirt. When you drop to 0 hit points, you When you hit with a Charnel Touch attack and expend
reform in your coffin after 1 hour. You are permanently 5 or more points, the target must succeed on a Strength
weakened until you spend 24 hours resting in the coffin. saving throw against your spell save DC or be restrained
During this time, your hit point maximum is reduced to by weeds until the end of your next turn.
1, and you drop to 0 hit points if you begin your turn in
sunlight. Rotten Seed
Regeneration. At the start of each of your turns, you Beginning at 6th level, you can plant your budding corpse
regain 10 hit points. You don’t gain this benefit if you have flowers in the living as well as the dead. You can use your
0 hit points or you are in direct sunlight. bonus action to toss a seed at a hostile creature that isn’t
Vampiric Agility. Your speed is doubled. Additionally, Undead that you can see within 15 feet of you, which must
you can climb difficult surfaces, including upside down on make a Dexterity saving throw. On a failed save, a corpse
ceilings, without needing to make an ability check. flower seedling sprouts and burrows into the creature’s
flesh. At the start of each of the creature’s turns, it takes
Corpse Florist 1d8 necrotic damage and you gain temporary hit points
Some necromancers arrive at the realization that equal to the necrotic damage dealt.
necromancy is the gateway to new life flourishing in the The seedling withers after 1 minute, when the target
rot and waste of the recently dead. Perhaps unsurprisingly, dies, or when you use this feature again.
horticulture is their main inspiration. When you reach 11th level, the damage increases to
Instead of animating corpses normally, corpse florists 1d10, and at 17th level, the damage increases to 1d12.
plant seeds of the corpse flower in recently deceased
bodies, which rapidly sprout and send creeping vines to Death in Bloom
every joint and muscle group. Within minutes, the corpse At 10th level, you can sow the seeds of undeath in
rises under the florist’s control, but as a blossoming plant your foes. Once on each of your turns when a hostile
instead of a mindless undead. A corpse florist travels with Humanoid under the effect of your Rotten Seed feature
their shambling garden wherever they go, planting new dies, you can animate that creature’s corpse as a skeleton
corpse flowers and revitalizing the earth whenever the or zombie (your choice) under your control. This Undead
opportunity presents itself. counts as one of your thralls and gains the benefit of your
Garden of the Grave feature.
Corpse Florist Spells
When you choose this ambition at 3rd level, you learn Lichdom: Botanical Lich
additional spells as noted in the table below. Each of these At 20th level, you have reached the pinnacle of
spells counts as a necromancer spell for you, but doesn’t necromancy and transformed yourself into a lich. Your
count against the number of necromancer spells you body becomes a fertile garden of flowers that bloom from
know. every inch of your skin, and exotic flowers bloom in your
wake. You gain the following features in addition to the
Spell Level Spells Lichdom feature:
1st false life, goodberry Flowering Phylactery. Your phylactery has also
changed with your transformation. Your soul has been
2nd barkskin, spike growth transferred into thirteen immortal flowers of different
3rd plant growth, speak with plants types located in places important to you. Each one has
4th blight, freedom of movement a specific weakness, which you will need to discuss with
your GM, and your regeneration is only stopped when
5th reincarnate, tree stride all thirteen flowers are destroyed. When you drop to
0 hit points, you regenerate in the soil at your nearest
phylactery flower.
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Complete Necromancer
Petal Stride. As you move, flowers sprout from the The potions available for you to brew are given on the
ground around you in a 30-foot radius. You can use Cauldron Potions table below.
a bonus action on your turn to step into a flower and Cauldron Potions
teleport to any other flower you can see within 30 feet,
magically planting your body at the origin and sprouting Potion Charnel Touch Points
at the destination. When you do so, you can choose any Potion of Animal Friendship 10
number of friendly Plants within 30 feet of you and cause
them to teleport in a similar manner to flowers you can Potion of Climbing 10
see within range. Potion of Growth 10
Regeneration. At the start of each of your turns, you
Potion of Healing 10
regain 10 hit points. You don’t gain this benefit if you have
0 hit points or you are in darkness Philter of Love 20
Potion of Heroism 20
Crone
Potion of Poison 20
The oldest and most insidious necromantic secrets are
remembered by hag’s covens. Their curses have plagued Potion of Resistance 20
the likes of elves and humans since before the dawn of
history, becoming more malicious and complex with the Walking Hut
passing centuries. By 10th level, you enchant a structure to grow legs and
Necromancers that consort with hags or join a hag’s follow your commands. When you perform your Animate
coven to learn their necromantic secrets are known as Thralls ritual, you can summon a single walking hut. You
“crones” by their peers and “haglings” by others. For their command this creature as one of your thralls.
devotion to the hag’s ancient arts, these necromancers Additionally, you can use your action to temporarily
learn to spin terrible curses, brew potions in a cauldron, dismiss the walking hut to a pocket dimension, or cause it
and even access the mythical Baba Yaga’s arcane secrets to reappear in any unoccupied space within 60 feet of you.
Crone Spells Lichdom: Baba Yaga
When you choose this ambition at 3rd level, you learn At 20th level, you have reached the pinnacle of
additional spells as noted in the table below. Each of these necromancy and transformed yourself into a lich. By
spells counts as a necromancer spell for you, but doesn’t mastering the subtle magic of hags and witches, you can
count against the number of necromancer spells you wield the full power of a coven and curse others with
know. unparalleled foulness. You gain the following features in
addition to the Lichdom feature:
Spell Level Spells
Athame. By enchanting a dagger or similar weapon
1st find familiar, hideous laughter over the course of a short or long rest you create a
2nd blindness/deafness, invisibility ritualistic knife called an athame. You can use your
athame as a spellcasting focus.
3rd bestow curse, fly As an action, you can expend 25 points from your
4th banishment, polymorph Charnel Touch pool to target a creature that you can
5th contagion, seeming see within 60 feet using the athame, which must make
a Wisdom saving throw against your spell save DC.
On a failed save, for the next hour, the target loses any
Charnel Curse resistances to damage and treats any immunities to
At 3rd level, your touch bestows curses. When you hit damage as resistances instead.
with a Charnel Touch attack and expend 5 or more points, Effigy. You can use your bonus action to construct
the target must succeed on a Wisdom saving throw an effigy composed of clay, twigs, or rags of a creature
against your spell save DC or be cursed for 1 minute. you can see within 60 feet of you, magically linking the
While cursed, the target subtracts 1d6 from any attack creature and the effigy. As long as the creature is within
rolls, ability checks, or saving throws it makes. At the end 1 mile of you, you can cast spells and use your Charnel
of each of the target’s turns, it can make a Wisdom saving Touch through the effigy to target the creature even if the
throw against the curse, ending the effect on a success. creature is out of range or you can’t see it.
You can only curse one creature with this feature at The effigy retains its potency for 8 hours. Once you
a time, and you can end this curse early on your turn (no use this feature to create an effigy, you can’t do so again
action required). until you finish a long rest.
Witch’s Cauldron Evil Eye. You can expend 20 points from your
Charnel Touch pool to cast the spell fear without
Beginning at 6th level, you can brew potions in a bubbling
expending a spell slot. You can also expend 35 points to
cauldron using foul alchemical ingredients. You can spend
cast the spell eyebite, or 40 points to cast the spell mirage
10 minutes and expend any number of Charnel Touch
arcane without expending a spell slot.
points to brew potions. These potions retain potency for
24 hours, after which they become inert. If a potion calls
requires a saving throw, it uses your spell save DC.
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Mage Hand Press
Dead Mist Acolyte
Deep in the starry expanse of the Astral Plane,
necromancers can find a pure, untapped necromantic
source: the Dead Mists. This inky astral fog is an
embodiment of unlife in the multiverse, perhaps a
negative balance to the overwhelming majority of
living creatures. However, the Dead Mists is a living
and corruptive entity that drains the life essence from
anything it touches.
Necromancers that survive their first
experimentations in the Dead Mists might become its
acolytes and spend their waking hours unraveling its
astral secrets. Perhaps they will learn to coax life essence
back out of the necromantic cloud, or perhaps they will
learn to summon aspects of the mists to plague their foes.
Regardless, they will pay the price for their ambitions as
the mists slowly drain them of mortality.
Dead Mist Spells
When you choose this ambition at 3rd level, you learn
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t
count against the number of necromancer spells you
know. New spells are marked with an asterisk.
Spell Level Spells
1st dead mist lash*, fog cloud
2nd levitate, misty step
3rd dead fog*, gaseous form
4th banishment, death ward
Walking Hut 5th antilife shell, cloudkill
Large Construct, Unaligned
Armor Class 14 (natural armor)
Charnel Consumption
Hit Points 85 (10d10 + 30) Also at 3rd level, you can draw the withering Dead Mists
Speed 30 ft. into your soul at the cost of your own life essence. When
you expend 5 or more points when making a Charnel
STR DEX CON INT WIS CHA Touch attack, you can instead choose to lose an equal
19 (+4) 10 (+0) 17 (+3) 3 (–4) 3 (–4) 1 (–5) number of hit points instead of expending Charnel Touch
points.
Damage Immunities poison, psychic Because of the soul-draining nature of the Dead
Condition Immunities blinded, charmed, exhaustion, Mists, you can’t regain hit points from any spell you cast.
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Mistborne Regeneration
passive Perception 6 At 6th level, you can restore your life essence by feeding
Languages — upon the Dead Mists. As an action on your turn, you can
Challenge 2 (450 XP) Proficiency Bonus +2 expend 5 or more Charnel Touch points. You regain 1d8
Demiplane Dwelling. The walking hut contains an hit points for every 5 Charnel Touch points expended.
entrance to a 30-foot radius demiplane furnished
as a rustic household. The demiplane is dimly-lit, Duskfog
comfortable, and dry, regardless of the weather outside. Beginning at 10th level, you can call upon a vile shadow
When the hut dies, creatures inside the demiplane from the Dead Mists to serve as your thrall. When you
are expelled into the open spaces nearest to the perform your Animate Thralls ritual, you can summon
entrance. The hut’s creator can also use its action to one or more duskfogs to serve as your thralls. When a
magically expel creatures it chooses from the demiplane. duskfog is reduced to 0 hit points or released by you, it
Actions disperses into the air.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 17 (3d8 + 4) bludgeoning damage and the
target must succeed on a DC 14 Strength saving throw
or be knocked prone.
12
Complete Necromancer
Duskfog Death Knight
Medium Undead, Typically Chaotic Evil Some necromancers are content to sit in dusty tombs with
moldering tomes, occasionally picking apart a battlefield
Armor Class 13 for fresh ingredients and new company. By contrast, death
Hit Points 26 (4d8 + 8) knights are a predators among scavengers, seizing their
Speed 30 ft., fly 30 ft. (hover) goals through a melding of magic and traditional combat.
Bolstered with dark energies and sturdy armor, the death
STR DEX CON INT WIS CHA
knight wields a weapons edged with death itself. They
5 (–3) 17 (+3) 14 (+2) 3 (–4) 10 (+0) 8 (–1)
are simultaneously the vanguard and general of their
undead forces, unafraid of getting their hands dirty when
Damage Resistances acid, cold, fire, lightning, necrotic,
thunder; bludgeoning, piercing, and slashing from necessary.
nonmagical attacks Intensive Combat Research
Damage Immunities poison, necrotic
Condition Immunities exhaustion, grappled, paralyzed, Starting when you choose this ambition at 3rd level,
petrified, poisoned, prone, restrained you’ve honed your body and mind to the various tools
Senses darkvision 120 ft., passive Perception 10 of war. You gain proficiency with light armor, medium
Languages understands all the languages of its creator, armor, shields, and martial weapons. Additionally, you
but can’t speak can perform the somatic components of spells while
Challenge 1 (200 XP) Proficiency Bonus +2 wielding weapons or shields you are proficient with, as
long as you have your arcane focus on your person.
Misty Form. The duskfog can occupy another creature’s
space and vice versa. In addition, if air can pass through Charnel Strike
a space, the duskfog can pass through it without
Also at 3rd level, whenever you make a melee weapon
squeezing. Each foot of movement in water costs it 2
extra feet, rather than 1 extra foot. The duskfog can’t attack as part of the Attack action, you can channel your
manipulate objects in any way that requires fingers or Charnel Touch through the weapon. When you do so,
manual dexterity. make an attack with a melee weapon instead of a spell
attack. On a hit, the target suffers the weapon attack’s
Actions normal effects, and it takes the necrotic damage of your
Misty Embrace. Melee Spell Attack: +3 to hit, reach Charnel Touch. You can only deal necrotic damage using
5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage this ability once per turn.
and the duskfog regains hit points equal to half of the Additionally, whenever you deal damage using this
necrotic damage dealt. 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.
Lichdom: Dead Mist Lord Extra Attack
At 20th level, you have reached the pinnacle of Beginning at 6th level, you can attack twice, instead of
necromancy and transformed yourself into a lich. once, whenever you take the Attack action on your turn.
However, your lichdom has become corrupted by the all- Additionally, your melee weapon attacks score a
consuming Dead Mists, leaving you a gaseous, incorporeal critical hit on a roll of 19 or 20.
wraith. You gain the following features in addition to the
Lichdom feature: Overcharged Thralls
Damage Resistance. You gain resistance to At 10th level, your inner nexus of energy has spread
bludgeoning, piercing, and slashing damage from to your thralls, turning them into your own personal
nonmagical attacks. pools of spare energy when the need arises. When one
Gaseous Body. Your lich form is gaseous and of your thralls dies or you release it, your Charnel Touch
indistinct. You can enter and occupy the spaces of other pool regains a number of expended points equal to your
creatures. Additionally, you can pass through small holes, necromancer level.
narrow openings, and even mere cracks, though you treat
liquids as though they were solid surfaces. Lichdom: Imperator
Additionally, you gain a flying speed equal to your At 20th level, you have reached the pinnacle of
walking speed. You can’t fall and remain hovering in the necromancy and transformed yourself into a lich. Due
air even when stunned or otherwise incapacitated. to your martial capabilities and incredibly potent inner
Master of the Mists. Once on each of your turns when nexus of necromantic power, you have transformed into
you deal necrotic damage to a hostile creature with your an imperator lich—an Undead creature unmatched in
Charnel Touch or a necromancer spell, you drain some of both arcane and combat prowess. You gain the following
the target’s life essence with the Dead Mists. You regain hit features in addition to the Lichdom feature:
points equal to 2d6 + your Intelligence modifier, up to a Completed Combat Research. You gain proficiency
maximum of the damage dealt. with heavy armor if you didn’t have it already, and you
gain resistance to bludgeoning, piercing, and slashing
damage.
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Mage Hand Press
Peerless Charnel Strike. The necrotic damage caused that can’t be charmed automatically succeeds on this
by Charnel Touch ignores resistance and immunity to saving throw. For the duration, the target must use all
necrotic damage. its movement to dance without leaving its space and has
Additionally, you can gain any number of temporary disadvantage on attack rolls and Dexterity saving throws.
hit points from your Charnel Strike, instead of a
maximum of half your total hit points. Graveyard Tango
Starting at 6th level, you can spend 5 points from your
Necrodancer Charnel Touch pool as a bonus action to bestow your
grace and style on an ally. Choose a willing creature other
Neon lights, thumping beats, and impeccable fashion are
than yourself that can see or hear you to gain your Backup
the calling cards of necrodancers, spellcasters that saw the
Dancers Bonus until the start of your next turn.
potential for animate dead to create the greatest troupe
of backup dancers of all time. A necrodancer’s minions Disco of the Dead
don’t shamble aimlessly, but instead move in perfect Beginning at 10th level, your minions groove outside the
rhythm with one another, busting fresh moves and in turn bounds of space and time. Whenever one of your thralls
empowering their master through choreography. takes the Dance action, it enters the Ethereal Plane until
Footloose the start of its next turn. While ethereal, the thrall is still
faintly visible in a blur of disco lights.
Starting when you choose this ambition at 3rd level, you
gain proficiency in the Acrobatics and Performance skills
if you don’t already have it. Your proficiency bonus is
doubled for any ability check you make that uses
either of those proficiencies.
Additionally, you gain proficiency with the
rapier, scimitar, shortsword, and whip.
Backup Dancers
At 3rd level, each of your thralls gains the ability
to take the Dance action, which allows it to dance
until the start of its next turn. When one or more of
your thralls are dancing, you gain a number of benefits
shown in the Backup Dancers table. You also gain a
special bonus to your Armor Class, attack rolls, damage
rolls, Charisma (Performance) checks, and saving
throws called a Backup Dancers Bonus. Your Backup
Dancers Bonus starts as a +1 and increases as you gain
additional dancers.
Charnel Groove
Also at 3rd level, your touch confers the need to dance.
When you hit with a Charnel Touch attack and expend
5 or more points, the target must succeed on a Wisdom
saving throw against your spell save DC or be compelled
to dance until the end of your next turn. A creature
Backup Dancers
Backup Dancers
Dancers Bonus Effect
1 +1 You can use your bonus action to take the Disengage action.
2 +1 You can use your bonus action to take the Dash action.
3 +2 You can use your bonus action to make one melee weapon attack.
4 +2 You can take two bonus actions on your turn instead of one, as long as both bonus
actions are different and granted to you by this subclass.
5 +3 When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
6 +3 Attacks made against you have disadvantage.
14
Complete Necromancer
Lichdom: Thriller following skills of your choice: Deception, Intimidation,
At 20th level, you have reached the pinnacle of or Persuasion.
necromancy and transformed yourself into a lich. You Additionally, you can use your Intelligence, instead
appear ageless, with smooth, alabaster skin, and boast of Charisma, for Charisma (Deception), Charisma
an uncanny grace and rhythm. You gain the following (Intimidation), and Charisma (Persuasion) checks.
features in addition to the Lichdom feature: Sacrificial Thralls
Dance-Off. You can use your action and expend At 10th level, you can force your thralls to sacrifice
20 points from your Charnel Touch pool to magically themselves to ensure your own safety. When you are
challenge up to ten creatures you can see within 60 feet targeted by an attack, you can use your reaction to force a
of you to an impromptu dance competition. A creature thrall within 5 feet of you to become the new target of the
that can’t be charmed is unaffected. Make a Charisma attack.
(Performance) check. Each creature you challenge must Once you use this feature, you can’t do so until you
succeed on a contested Charisma (Performance) check or finish a short or long rest.
take 8d6 psychic damage and have disadvantage on the
next attack roll it makes before the end of its next turn. Lichdom: Tyrant
On a successful save, a creature takes half as much damage At 20th level, you have reached the pinnacle of
and doesn’t have disadvantage. necromancy and transformed yourself into a lich. Your
Moonwalk. You and each of your thralls are always desire for control has warped your transformation,
under the effect of the spell freedom of movement. turning you into a tyrant lich. Your flesh and bone rapidly
Smooth Criminal. Your Dexterity and Charisma decay, reducing your features to nothing more than two
scores become 20 if they were lower. glowing dots beneath your hood. You gain the following
features in addition to the Lichdom feature:
Overlord Immortal Rule. If you drop to 0 hit points, you can
There are few ambitions that capture the imagination choose to possess a nearby body, instead of beginning the
more than the power to rule. From peasantry to nobility, process of reforming at your phylactery. When you do so,
many dream of a world in which they are in charge. Some choose an unconscious Humanoid or the corpse of one
necromancers, known as overlords, see their magic as that has died within the last minute that is within 120 feet
a means to accomplish this pervasive dream. Seeking of you to possess (a creature warded by a protection from
control both on and off the battlefield, overlords leverage evil and good or magic circle spell can’t be possessed).
their dark magic to bolster their allies and manipulate Once you possess a body, you control it. Your game
their foes. statistics are replaced by the statistics of the creature,
though you retain your alignment and your Intelligence,
Overlord Spells Wisdom, and Charisma scores. If the body has 0 hit
When you choose this ambition at 3rd level, you learn points when you possess it, its type becomes Undead and
additional spells as noted in the table below. Each of these it regains 50 hit points, up to its hit point maximum. You
spells counts as a necromancer spell for you, but doesn’t retain the benefit of your own class features. If the target
count against the number of necromancer spells you has any class levels, you can’t use any of its class features.
know. If you possess the body of an unconscious creature,
the creature makes a Charisma saving throw against your
Spell Level Spells
spell save DC after 8 hours, and it repeats the save every
1st command, bane 8 hours thereafter until the effect ends. On a success,
2nd detect thoughts, hold person you are ejected from the body and begin the process of
reforming at your phylactery. You are also ejected if the
3rd haste, slow body dies or you choose to leave it as an action. Once
4th compulsion, confusion you’ve possessed a creature in this way, you can’t possess it
5th dominate person, geas again using this feature.
Tyrant’s Influence. You can expend 25 points from
your Charnel Touch pool to cast the spell dominate beast
Charnel Boon without expending a spell slot. You can also expend 30
At 3rd level, you can grant a boon to minions by points to cast the spell dominate person, or 60 points to
empowering them with your own potency. As a bonus cast the spell dominate monster without expending a spell
action on your turn, you can expend 5 or more points slot.
from your Charnel Touch pool to empower each of your
thralls within 30 feet of you. Until the end of your next Pale Master
turn, those thralls gain a +1 bonus to their attack rolls,
damage rolls, and AC for every 5 points expended, up to a When the need for superiority drives a necromancer,
maximum of +3. there is no end to their ambition. Such necromancers,
known as pale masters, work feverishly to master every
Despotic Discourse corner of necromantic magic, less out of the desire to
When you reach 6th level, your black magic has granted improve themselves and more out of spite for their rivals.
you a silver tongue, which you can use to manipulate
those around you. You gain proficiency in one of the
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Mage Hand Press
This perhaps speaks to a dirty secret of necromancy: A creature whose soul is devoured can’t be restored to
most necromancers hate each other. Bitter rivalries, life by any means short of a true resurrection or wish spell.
grudges, and insignificant slights motivate pale masters Paralyzing Touch. When you hit with a Charnel
to embrace lichdom with unequaled fervor, for to master Touch attack and expend 20 or more points, the target
necromancy means to accept no equals. must succeed on a Constitution saving throw against your
spell save DC or be paralyzed for 1 minute. The target
Pale Master Spells can repeat the saving throw at the end of each of its turns,
When you choose this ambition at 3rd level, you learn ending the effect on itself on a success.
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t Pharaoh
count against the number of necromancer spells you
The god-kings of ancient kingdoms practiced a unique
know. New spells are marked with an asterisk.
style of necromancy, forgotten to time. Through the
Spell Level Spells extraction of organs, the desiccation of flesh, and
1st exhume*, inflict wounds
innumerable enchantments, those ancient kings were able
to rule their subjects as divine, undead beings, long past
2nd invisibility, ray of enfeeblement their mortal deaths. While those kingdoms have been lost
3rd animate dead, fear to the shifting sands and wild jungles of the world, their
methods have been preserved in the carvings of colossal
4th black tentacles, blight temples and revived by modern necromancers, who take
5th cloudkill, scrying on the guise of the erstwhile pharaohs. Their magic is a
hybrid of divine and arcane influences, the legacy of god-
Charnel Empower kings from a forgotten age.
At 3rd level, you can empower your spells with Pharaoh Spells
necromantic energy from your own well of magic. When
When you choose this ambition at 3rd level, you learn
you deal damage with a necromancy spell of 1st level or
additional spells as noted in the table below. Each of these
higher, you can expend a number of points up to your
spells counts as a necromancer spell for you, but doesn’t
level + your Intelligence modifier from your Charnel
count against the number of necromancer spells you
Touch pool. When you do so, one of the spell’s targets
know. New spells are marked with an asterisk.
of your choice takes extra necrotic damage equal to the
Additionally, you learn the thaumaturgy cantrip,
number of points expended.
which is a necromancer spell for you and doesn’t count
Frightening Gaze against your number of cantrips known.
Beginning at 6th level, you gain proficiency in the Spell Level Spells
Intimidation skill, if you didn’t have it already.
Additionally, you can expend 10 Charnel Touch 1st bless, guiding bolt
points as a bonus action to fix your horrific gaze on a 2nd halo of flame,* lesser restoration
creature you can see within 60 feet of you. The target must 3rd revivify, snakestaff*
make a Wisdom saving throw against your spell save DC
or be frightened of you for 1 minute. The frightened target 4th death ward, divination
can repeat the saving throw at the end of each of its turns, 5th insect plague, greater restoration
ending the effect on itself on a success.
Thrall Rush Holy Symbol
Beginning at 10th level, whenever you roll initiative and Starting at 3rd level, you can use a holy symbol as a
aren’t surprised, you can command each of your thralls to spellcasting focus for your necromancer spells.
either move up to their speed or attack once. Channel Divinity
Lichdom: Archlich Also at 3rd level, you can channel your pseudo-divinity
At 20th level, you have reached the pinnacle of to fuel magical effects. You start with one effect: Ankh
necromancy and transformed yourself into a lich. Your of Radiance. When you use your Channel Divinity, you
skin clings tightly to your bones, your muscles wither, choose which effect to create. You must then finish a
and your eyes turn milky and dull. Yet, through the veil of short or long rest to use your Channel Divinity again.
weakness, your body exudes unbelievable arcane power. Additionally, if you expend 15 Charnel Touch points as an
You gain the following features in addition to the Lichdom action, you can regain your expended use of your Channel
feature: Divinity.
Devour Soul. When you reduce a hostile creature to 0 Ankh of Radiance. As an action, you can brandish
hit points, you can immediately devour the creature’s soul your holy symbol and bless a number of willing creatures
to refuel your horrific powers (no action required). Roll a up to your Intelligence modifier within 60 feet of you with
d8 and regain expended spell slots of your choice whose holy radiance, which lasts for 1 minute. The first time a
combined level is no greater than the number rolled. You blessed creature takes damage, it has resistance to that
can’t use this feature again until you finish a long rest. damage. If it took damage from a melee weapon attack,
the attacker takes 1d6 radiant damage. The blessing then
ends for that creature.
16
Complete Necromancer
The damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
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
the area within 120 feet of you for up to 1 minute.
You can change darkness to dim light and 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 you can deepen darkness to
a pitch black, which limits darkvision to a 30-foot
radius. This deeper darkness has no effect on creatures
that can see in magical darkness.
• At a point you can see within 120 feet of you, 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 toch an Undead creature you control and choose
a willing Humanoid you can see within 60 feet of you.
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 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 Plague Lord
will need to discuss with your GM, and your regeneration The power of plagues can’t be denied. A single disease can
is only stopped when all four canopic jars are destroyed. single-handedly overwhelm a nation, or even an empire.
When you are destroyed, you reform at your sarcophagus. Necromancers that realize the potential within sickness
Mummy Rot. When you hit with a Charnel Touch will often seek to wield that power themselves. These
attack and expend 20 or more points, the target must are known as plague lords, commanders of vermin and
succeed on a Constitution saving throw against your disease alike. A plague lord’s touch is toxic, and vermin
spell save DC or be cursed with mummy rot. The cursed protect them from harm, can transfer their spells through
target can’t regain hit points, and its hit point maximum unconventional means, and spread their filth to their
decreases by 3d6 for every 24 hours that elapse. If the thralls.
curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until Charnel Toxin
removed by the remove curse spell or other magic. At 3rd level, even your touch can cause sickness. When
Whirlwind of Sand. As an action, you can magically you hit with a Charnel Touch attack and expend 5 or more
transform into a whirlwind of sand, move up to 60 feet, points, the target must succeed on a Constitution saving
and revert to your normal form. While in whirlwind throw against your spell save DC or be poisoned until the
form, you are immune to all damage, and you can’t be start of your next turn.
grappled, petrified, knocked prone, restrained, or stunned.
Equipment you are wearing or carrying remains in your
possession.
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Mage Hand Press
Vile Congregation At the end of each of its turns, the target can make a
Starting at 3rd level, leagues of vermin cling to your Constitution saving throw against your spell save DC,
skin and swarm over others nearby. Whenever a hostile ending the curse and the poisoned condition on a success.
creature within 5 feet of you makes an attack roll or saving
throw, you can roll a d4 and subtract the result from its
Reanimator
attack roll or saving throw. This ability has no effect on Through bubbling test tubes and sparking electrodes,
Constructs and Undead. you have discovered the true heart of necromancy: mad
science. You’ve experimented in far-reaching disciplines
Projectile Spew of surgery, alchemy, and physics, using your animated
Beginning at 6th level, your own inner nexus of power has minions as gruesome test subjects and walking surgical
become a volatile cocktail of disease, allowing your spells dummies. Most crucially, you have discovered that
to have a far greater reach. You can reach creatures up to lightning can imbue almost anything with a semblance
15 feet away from you with your Charnel Touch feature of life, from the smallest severed muscle to the most
and spells with a range of touch, as you use magically towering and soulless golems.
imbued projectile vomit to deliver your payload.
Skilled Surgeon
Bloated Thralls Beginning when you choose this ambition at 3rd level,
At 10th level, your thralls have become hives of vermin you gain proficiency in the Medicine skill, if you did not
and disease, ready to burst at any moment. When a already have it. You can use your Intelligence, instead of
thrall drops to 0 hit points or you release it, you can Wisdom, for Wisdom (Medicine) checks.
choose to cause it to explode in a shower of poison, gore,
and vermin. Each creature within 5 feet of the thrall, Mad Science
other than yourself and your other thralls, must make a At 3rd level, you can spend 10 minutes installing a
Dexterity saving throw against your spell save DC. On monstrous graft on one of your thralls that doesn’t have
a failed save, a creature takes 4d6 poison damage and is the Incorporeal Movement trait. Additionally, your
poisoned until the start of your next turn. On a successful thralls don’t lose hit points or Hit Dice from installing
save, a creature takes half as much damage and isn’t or removing grafts, and it takes them no time to recover
poisoned. after the attachment of a new graft. See Chapter 3 for
monstrous grafts.
Lichdom: Corpulent Lich
At 20th level, you have reached the pinnacle of Charnel Voltage
necromancy and transformed yourself into a lich. At 3rd level, you supplement your necromantic energies
Your obsession with disease and rot has affected your with arcing bolts of electricity. You can choose to deal
transformation: your body engorges, much like a lightning damage instead of necrotic damage with your
waterlogged corpse, and your skin turns a sickly green. Charnel Touch. When you hit with a Charnel Touch
You gain the following features in addition to the Lichdom attack that deals lightning damage and expends 5 or
feature: more points, you can cause the energy to arc to a second
Gore Burst. When you drop to 0 hit points, your body creature within 5 feet of the target. The creature must
explodes in a shower of plague and necromantic energy. make a Dexterity saving throw against your spell save
Each creature within 20 feet of you must make a Dexterity DC, taking lightning damage equal to half the number of
saving throw against your spell save DC. On a failed save, Charnel Touch points expended on a failed save.
a creature takes 5d10 necrotic damage and 5d10 poison
damage and is poisoned until the start of your next turn. Lazarus Bolt
On a successful save, a creature takes half as much damage Starting at 6th level, as an action, you can drive a bolt
and isn’t poisoned. into the torso of a creature within 5 feet of you that has
Master of Disease. When you use your Charnel Toxin died within the last minute and shock it back to life. That
feature and expend 25 or more points, the creature is creature returns to life with 1 hit point. This feature can’t
poisoned and cursed for up to 1 minute on a failed save. return a creature to life if it lacks a heart, has died of old
Choose two of the following effects which afflict the target age, or is missing vital organs. Once this creature returns
while it is cursed: to life, you can restore hit points to it using your Charnel
Choose one ability score. The target has disadvantage on Touch for 1 minute, as if the creature were Undead.
ability checks and saving throws made with that ability Once you use this feature, you can’t use it again until
score. you finish a short or long rest.
• The target can only see out to a radius of 10 feet. Arcane Stitching
• The target falls prone at the end of each of its turns. Starting at 10th level, you’ve learned how to inscribe
• The target loses an additional 1d6 hit points whenever magical effects on your thralls using gruesome arcane
it takes damage. stitches. You can expend 10 points from your Charnel
• The target can speak only in a babbling nonsense Touch pool to apply an arcane stitch to one of your thralls
language, and can’t perform the verbal components of in a process requiring 1 minute of work with a needle and
spells. thread. You can only apply arcane stitches to one of your
thralls at a time, and your thrall can only have one of each
type of stitch.
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Complete Necromancer
Your thrall can use arcane stitches to gain a benefit Charnel Veil
in combat. An arcane stitch lasts until your thrall uses it, At 3rd level, you can fade from view like a specter of
your thrall is killed, or you finish a long rest. death. When you hit with a Charnel Touch attack and
Augmented Incision. The thrall gains advantage on expend 5 or more points, you become invisible until
attack rolls and ability checks until the end of its turn (no the start of your turn. This effect ends early if you move
action required). further than 15 feet or more.
Bulwark Backstitch. The thrall casts the spell shield
when it is hit by an attack. Umbral Form
Fleet Threads. The thrall’s speed is tripled until the Beginning at 6th level, as an action, you can flatten your
end of its turn (no action required). body into a shadow upon the floor.
Voltaic Suture. When the thrall hits a creature with As a shadow, your movement speed doubles and you
an attack, it deals an extra 3d6 lightning or necrotic gain a climbing speed equal to your movement speed.
damage (your choice). You can move across difficult surfaces, including ceilings,
without needing to make an ability check. As a shadow,
Lichdom: Patchwork Golem you can only move along surfaces; you can’t jump or fly.
At 20th level, you have reached the pinnacle of Attacks against you have disadvantage while you
necromancy and transformed yourself into a lich. are in shadow form. In darkness, you are invisible to
Through abominable works of alchemy and surgery, you any creature that relies on darkvision to see you in that
have constructed yourself an artificial body to act as the darkness.
vessel for your soul. As a shadow, you can’t take actions. Your equipment
Golem Form. Your Strength, Dexterity, and merges with your shadow form and has no effect until you
Constitution scores become 20 if they weren’t already leave the form.
higher, and you have resistance to bludgeoning, piercing, You can end this effect as a bonus action or when you
and slashing damage from nonmagical attacks that aren’t start your turn (no action required).
adamantine. Additionally, you don’t lose hit points or Hit
Dice from installing or removing grafts, and it takes you Wraith Flight
no time to recover after the attachment of a new graft. Beginning at 10th level, spirits you command move with
Magic Resistance. You have advantage on saving an unearthly speed. The flying speeds of your thralls are
throws against spells and other magical effects. doubled. Additionally, when one of your thralls flies out of
an enemy’s reach, opportunity attacks against it are made
Reaper with disadvantage.
The oblivion of death is the wellspring necromancy, a
dark abyss into which all necromancers stare. Those rare Lichdom: Harbinger
necromancers that gamble with their own souls might At 20th level, you have reached the pinnacle of
become reapers, figures of shadow and demise that necromancy and transformed yourself into a lich. You
beckon others to the afterlife. For performing this deed, have become an embodiment of death itself, a harbinger
they strengthen their connection to the distant oblivion, of the ultimate end. Clad in shadows, you seem little more
until they are but tenebrous shadows: harbingers of an than a grim skeletal presence in a foreboding robe, a sight
inevitable end. which all men fear to behold.
Death’s Touch. When you use your Charnel Touch
Reaper Spells against a creature you can see and roll an 11 or higher on
When you choose this ambition at 3rd level, you learn the d20 for the attack roll, you hit the target, regardless of
additional spells as noted in the table below. Each of these its AC.
spells counts as a necromancer spell for you, but doesn’t Fell Flight. You gain a flying speed of 60 feet.
count against the number of necromancer spells you Grim Harvest. When you kill a Humanoid using
know. Charnel Touch, you rip their soul from their body, which
animates as a visage under your control, which counts as
Spell Level Spells one of your thralls.
1st false life, inflict wounds
2nd invisibility, silence
Toymaker
Toymaking is not unlike necromancy. Painting details in
3rd fear, speak with dead
miniature, carving faces, stitching clothing, and stringing
4th greater invisibility, phantasmal killer up limbs require a meticulousness and obsession that is
5th mislead, passwall also a prerequisite for animating the dead. Necromancers,
after all, devise their own playthings and meticulously
fashion them, albeit using more gruesome materials.
It should come at no surprise, therefore, that
necromancy enjoys a strong tradition of toymaking.
Practiced necromantic toymakers can animate their dolls
as slaymates, adorable but lethal minions that strike in
numbers.
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Mage Hand Press
Slaymates Capstone: Clockwork Lich
Starting when you choose this ambition at 3rd level, At 20th level, you have reached the pinnacle of
you learn to bind the souls of the dead into Construct necromancy and transformed yourself into a lich. As a
vessels—namely porcelain dolls, clockwork toys, wooden part of the Rite of Lichdom, you transfer your soul into
puppets, and stuffed animals. When you perform your a body of ticking clockwork, a stuttering but immortal
Animate Thralls ritual, you can summon slaymates. You form. You gain the following features in addition to the
command these creatures as your thralls and they count Lichdom feature:
as Undead for the purpose of your necromancer class Clockwork Body. Your soul is bound to a Construct
features. Additionally, two slaymates count as one thrall body with your statistics. Your type is Undead. However,
for your maximum number of thralls. When one of these spells and effects that specifically affect Constructs affect
creatures is reduced to 0 hit points or released by you, it you as well.
collapses into a heap of ruined materials. In your clockwork body, you are immune to being
blinded, charmed, deafened, frightened, paralyzed, or
Charnel Puppet stunned. Additionally, you are immune to any spell or
At 3rd level, using a supply of material stored in your bag effect that would alter your form.
of bones, you can animate slaymates at a moment’s notice. You can spend 10 days and 500 gp of materials to
You can use an action and expend 5 or more points from build an additional clockwork body to act as a safeguard
your Charnel Touch pool to animate two slaymates under against death. Whenever you die, your soul transfers
your control for every 5 points expended, which count as to another clockwork body that you have built of your
your thralls. These slaymates appear within your space or choice. If you have no clockwork bodies available, you
in an unoccupied space within 5 feet of you. reform at your phylactery in the body of a slaymate, but
you retain your alignment, personality, and Intelligence,
Soul Doll Wisdom, and Charisma scores.
Beginning at 6th level, as a reaction when a creature you Spell Immunity. You are immune to three spells
can see within 60 feet of you dies, you can capture the
of your choice, which you select when you build the
creature’s soul and trap it within a soul doll. The creature
clockwork body.
controls the body of the doll using the statistics of a
slaymate, but it can’t attack and retains its alignment,
personality, and Intelligence, Wisdom, and Charisma
scores. You don’t control the soul doll and it doesn’t count
as one of your thralls.
The soul doll speaks and understands all the Slaymate
languages it knew in life. It is under no compulsion to Tiny Construct, Typically Chaotic Evil
answer your questions truthfully or cooperate with you, Armor Class 15 (natural armor)
especially if you are hostile to it or it recognizes you as an Hit Points 2 (1d4)
enemy. Speed 30 ft.
While the creature’s soul is trapped in a soul doll,
it can’t return to life. The soul leaves the doll when you STR DEX CON INT WIS CHA
release it as an action, or when the soul doll is reduced to 6 (–2) 12 (+1) 10 (+0) 3 (–4) 3 (–4) 16 (+3)
0 hit points.
You can have up to five soul dolls at one time. If you Skills Stealth +3
attempt to create a new soul doll, you can release another Damage Immunities poison, psychic
doll as a part of the reaction used to create the new doll. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Miniature Minions Languages the languages known by its creator
Beginning at 10th level, when you perform your Animate Challenge 1/8 (25 XP) Proficiency Bonus +2
Thralls ritual, you can choose for any thrall you animate False Appearance. While the slaymate remains
to be Tiny and have a toylike appearance of your choice. motionless, it is indistinguishable from a normal toy.
Every Tiny thrall under your control gains the Evasion
Mimicry. The slaymate can mimic simple sounds it has
trait. heard, such as a person whispering, a baby crying, or an
Evasion. If the thrall is subjected to an effect that animal chittering. A creature that hears the sounds can
allows it to make a Dexterity saving throw to take only tell they are imitations with a successful DC 11 Wisdom
half damage, it instead takes no damage if it succeeds on (Insight) check.
the saving throw and only half damage if it fails, provided
it isn’t incapacitated.
Actions
Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
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Complete Necromancer
Undead Thralls Bonebeast
Medium Undead, Typically Neutral Evil
Necromancers use the following creatures as their thralls:
bonebeasts, gorgers, gravetouched ghouls, skeletons, Armor Class 14 (natural armor)
spirits, visages, and zombies. Unless otherwise stated, Hit Points 28 (5d8 + 5)
no other Undead creatures can be animated as thralls. A Speed 40 ft.
Small or Medium Humanoid corpse can be animated into
any of these Undead. Other than having a different size, STR DEX CON INT WIS CHA
your thralls’ statistics are unchanged. 12 (+1) 15 (+2) 13 (+1) 5 (–3) 10 (+0) 5 (–3)
A corpse can become a gorger, gravetouched ghoul,
or zombie. A pile of bones can become a bonebeast or Damage Immunities poison
skeleton. The corpse of a creature that has been dead for Condition Immunities poisoned
no more than 1 hour can become a spirit or visage. Senses darkvision 60 ft., passive Perception 10
The Undead Thralls table can be used as a quick Languages understands all languages it knew in life, as
reference for thrall statistics. well as the languages of its creator, but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Bonebeast Keen Smell. The bonebeast has advantage on Wisdom
Constructed of haphazardly assembled humanoid bones, a (Perception) checks that rely on smell.
bonebeast looks nothing like a man. Lumbering about on Pack Tactics. The bonebeast has advantage on attack
four legs with great boney fangs, the beast can run as fast rolls against a creature if at least one of the bonebeast’s
as a bear and strike as viciously as a lion. 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) piercing damage.
Undead Thralls
Name CR AC HP Movement Traits
Bonebeast 1 14 28 40 ft. Keen Smell, Pack Tactics
Gorger 1 8 36 30 ft. —
Gravetouched Ghoul 2 12 63 30 ft. Regeneration
Skeleton 1/4 13 13 30 ft. —
Spirit 1/4 15 7 25 ft., fly 25 ft. (hover) Incorporeal Movement
Visage 2 17 41 25 ft., fly 25 ft. (hover) Incorporeal Movement, Magic Resistance
Zombie 1/4 8 22 20 ft. Undead Fortitude
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Mage Hand Press
Gorger Variant Thralls
Medium Undead, Typically Neutral Evil With the GM’s permission, Undead raised using the
Armor Class 8 Animate Thralls ritual can be of types other than
Hit Points 36 (8d8) Humanoids. Such thralls might use existing Undead
Speed 30 ft. statistics (such as various skeletons, zombies, or
spirits) when appropriate, or might use thrall statistics
STR DEX CON INT WIS CHA with variant weapons, AC, or traits.
16 (+3) 7 (–2) 10 (+0) 7 (–2) 10 (+0) 6 (–2)
Gravetouched Ghoul
Medium Undead, Typically Neutral Evil
Armor Class 12
Hit Points 63 (14d8)
Speed 30 ft.
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Complete Necromancer
Skeleton Skeleton
Medium Undead, Typically Lawful Evil The renanimated remains of humanoids long since dead,
skeletons are puppets of bone held aloft by strings of
Armor Class 13 (armor scraps) magic.
Hit Points 13 (2d8 + 4)
Speed 30 ft. Spirit
STR DEX CON INT WIS CHA A spirit is the scarcely tangible echo of humanoid, a soul
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) bound to the mortal realm by necromantic magic.
Actions Visage
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Medium Undead, Typically Chaotic Evil
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Armor Class 17 (natural armor)
Shortbow. Ranged Weapon Attack: +4 to hit, range Hit Points 40 (9d8)
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Speed 25 ft., fly 25 ft. (hover)
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Mage Hand Press
Zombie Zombie
Medium Undead, Typically Neutral Evil A zombie is the rotting remains of the once living, held
together and driven by dark magic.
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Many Thralls
STR DEX CON INT WIS CHA When you have three or more thralls under your
13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) command of the same type, you can roll a single
attack on a particular target for all your thralls, instead
Damage Immunities poison of rolling attacks separately. If this attack hits, you
Condition Immunities poisoned
treat all your thralls as having hit; if this misses, all
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it knew in life, as your thralls’ attacks miss. Thralls with different Action
well as the languages of its creator, but can’t speak statistics and those that make attacks against different
Challenge 1/4 (50 XP) Proficiency Bonus +2 targets must roll separately.
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Complete Necromancer
Chapter 2: Spells
This chapter details the necromancer’s spell list, marking 4th Level
new spells with an asterisk (*), and then provides Arcane Eye
descriptions for new spells in alphabetical order. Blight
Death Ward
Necromancer Dimension Door
Gahoul’s Scapegoat *
Spell List Grasp of the Grave *
Greater Invisibility
Locate Creature
Cantrips (0 level) 2nd Level Phantasmal Killer
Acid Splash Acid Arrow Secret Chest
Caustic Blade * Blindness/Deafness
Chill Touch Darkness 5th Level
Dancing Lights Darkvision Antilife Shell
Eldritch Orb * Detect Thoughts Cloudkill
Flesh Ripper * Enlarge/Reduce Contagion
Hocuspocus * Gentle Repose Dispel Evil and Good
Light Invisibility Dream
Mage Hand Knock Insect Plague
Mending Locate Object Modify Memory
Minor Lifesteal * Misty Step Scrying
Poison Spray Pass Without Trace Teleportation Circle
Shocking Grasp Protect Threshold * 6th Level
Spark of Life * Ray of Enfeeblement
Circle of Death
True Strike Silence
Contingency
Spider Climb
1st Level Create Undead
Web
Alarm Eyebite
Bane 3rd Level Flesh to Stone
Command Animate Dead Harm
Dead Mist Lash * Benign Dismemberment * Inexorable Sarcophagus *
Detect Evil and Good Bestow Curse Magic Jar
Detect Magic Call Lightning 7th Level
Exhume * Clairvoyance
Etherealness
Expeditious Retreat Counterspell
Finger of Death
False Life Dead Fog *
Plane Shift
Flawed Reconstruction * Dispel Magic
Sequester
Fog Cloud Fear
Teleport
Gahoul’s Shrieking Skull * Gaseous Form
Grease Glyph of Warding 8th Level
Identify Nondetection Antimagic Field
Inflict Wounds Phantom Steed Clone
Mage Armor Remove Curse Feeblemind
Might of the Abyss * Revivify Gahoul’s Glorious Gothic *
Protection from Evil and Rusting Grasp * Mind Blank
Good Séance * Power Word Stun
Sleep Speak with Dead
Unseen Servant Stinking Cloud 9th Level
Vampiric Touch Heart of Darkness *
Imprisonment
Power Word Kill
Storm of Vengeance
Weird
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Mage Hand Press
When you cast this spell, you can empower it with
New Spells your own life essence by losing 10, 15, or 20 hit points
when you cast it. When you do so, treat the spell slot
The following spells are presented in alphabetical order.
used to cast the spell as being one level higher if you lost
Benign Dismemberment 10 hit points, two levels higher if you lost 15 hit points,
3rd-level necromancy (ritual) and three levels higher if you lost 20 hit points, up to a
maximum of 9th level.
Casting Time: 1 minute
When a creature enters the area for the first time on
Range: Touch
a turn or starts its turn there, it must make a Constitution
Components: V, S
saving throw, taking 3d8 necrotic damage on a failed save.
Duration: 1 hour
Additionally, when a creature tries to leave the sphere
For the duration, a willing target’s body parts (fingers, of fog, you can choose for the fog to grasp the creature
legs, tail, and even its head) can be harmlessly with misty tendrils. The creature must make a Strength
severed from its body. It takes no damage from such saving throw to leave the fog, and is unable to move on a
dismemberment, as long as the cut removing the body failed save.
part is swift and leaves a clean cut. The target’s head At Higher Levels. When you cast this spell using a
remains alive and conscious, and parts connected to spell slot of 4th level or higher, the damage increases by
it also remain alive. All severed body parts become 1d8 for each slot level above 3rd.
inanimate, but do not begin decomposition for the spell’s
duration. Any of the target’s severed body parts that are Dead Mist Lash
removed during this spell’s duration can be held back to 1st-level necromancy
the stump, which instantly causes the part to knit to the Casting Time: 1 action
stump, restoring the body part. Range: 60 feet
At the end of the duration, severed body parts Components: V, S
become permanently severed. The target dies if vital Duration: Instantaneous
organs have not been reattached to its head
You conjure forth a glowing white tendril formed of the
Caustic Blade sinister, necromantic Dead Mists, which lashes out at a
Evocation cantrip foe you can see within range. When you cast this spell,
you can empower it with your own life essence by losing
Casting Time: 1 action
5, 10, or 15 hit points when you cast it. When you do so,
Range: Self (5-foot radius)
treat the spell slot used to cast the spell as being one level
Components: V, M (a melee weapon)
higher for every 5 hit points lost, up to a maximum of 9th
Duration: Instantaneous
level.
As part of the action used to cast this spell, you must Make a ranged spell attack roll against a creature
make a melee attack with a weapon against one creature within range. On a hit, the target takes 3d8 necrotic
within the spell’s range, otherwise the spell fails. On a damage.
hit, the target suffers the weapon attack’s normal effects, At Higher Levels. If you cast this spell using a slot of
except that any damage dealt by the attack is acid damage 2nd level or higher, the damage increases by 1d8 for each
instead of its normal type. If you miss by 3 or less, acid slot level above 1st
splashes on the target, and you instead deal 1d8 acid
damage.
This spell’s damage increases when you reach certain
levels. At 5th level, the melee attack deals an additional
1d8 acid damage to the target on a hit, and the acid
damage dealt on a miss increases to 2d8. Both damage
rolls increase by one die at 11th level (2d8 and 3d8) and
17th level (3d8 and 4d8).
Dead Fog
3rd-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
A 15-foot-radius sphere of fog, filled with the necromantic
Dead Mists, appears centered on a point you can see
within range. The fog spreads around corners, and its
area is heavily obscured. It lasts for the duration, or until
strong wind disperses the fog, ending the spell.
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Complete Necromancer
Eldritch Orb move more than 30 feet away from you, it must succeed
Evocation cantrip on a Strength saving throw or be prevented from moving
farther away until the beginning of your next turn. This
Casting Time: 1 action effect ends and the meathook disappears at the beginning
Range: 60 feet of your next turn, or if you are further than 30 feet away
Components: V, S from the target
Duration: Instantaneous This spell’s damage increases by 1d8 when you reach
You fling a ball of eldritch energy at a creature or object 5th level (2d8), 11th level (3d8), and 17th level (4d8).
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 force damage, and Gahoul’s Glorious Gothic
each other creature within 5 feet of the target must make 8th-level conjuration
a Dexterity saving throw. On a failed save, a creature takes Casting Time: 1 hour
half as much damage. Range: 1 mile
This spell’s damage increases by 1d8 when you reach Components: V, S, M (A decorated, gothic manor
5th level (2d8), 11th level (3d8), and 17th level (4d8) miniature worth at least 1,000 gp)
Duration: 7 days
Exhume
1st-level necromancy (ritual) A rift opens, pouring forth tons of brick and stonework
that neatly and quickly assemble into a vast gothic estate.
Casting Time: 1 action The estate consists of a manor containing a vault, a
Range: 60 feet spacious 200-by-200-foot courtyard, and a 10-foot high
Components: V, S, M (a drop of blood) wrought iron fence around the perimeter. Any creature
Duration: Instantaneous within the estate’s area is escorted away by harmless but
Choose an unoccupied 20-foot square within range—note forceful specters.
that the area must have solid earth beneath it; this spell You can create any floor plan you like for the manor,
fails if cast on the upper floor of a building. This spell but the space can’t exceed 50 cubes, each cube being
then causes one pile of humanoid bones to rise out of the 10 feet on each side, or five stories in total, including
ground within that square. If you cast this spell within a basements. The manor is adorned with barred windows
burial place such as a graveyard, mausoleum, or barrow, and decorative gargoyles, but is furnished and decorated
1d4 piles of bones are exhumed instead of 1. The ground as you choose. Once the manor is first created, these
itself is not changed or disturbed by this spell; the bones details are recorded in the miniature manor used to cast
simply appear out of the ground. the spell and can’t be changed. The manor is staffed by
50 skeletons obedient to you and contains enough food
Flawed Reconstruction to serve 50 people each day for a week. The skeletons can
1st-level transmutation perform any task a normal human servant could perform,
Casting Time: 1 action but they can’t attack or take any action that would directly
Range: Touch harm another creature.
Components: V, S, M (a needle and thread) The manor contains a 15-foot cube vault, which is an
Duration: Instantaneous extradimensional space. Items placed within the vault will
be present next time you cast this spell.
You stitch together the wounds of a willing creature The courtyard is drenched in necromantic magic,
you touch, which regains 4d6 hit points. However, the such that any humanoid buried in its grounds rises 24
mending is imperfect, and the target’s hit point maximum hours later as a ghoul under your control, as per the
is reduced by the same amount until it finishes a long rest. spell animate dead. When the spell is cast, 3 ghouls are
A creature that regains hit points due to this spell will be animated in the courtyard. These undead are under your
left with some permanent scars. control, but can’t leave the estate. They patrol the estate
At Higher Levels. When you cast this spell using a if given no other instructions. Undead can’t be turned
spell slot of 2nd level or higher, the healing increases by within the estate.
1d6 for each slot level above 1st. The estate crumbles into dust and bone after 7 days,
Flesh Ripper and all items placed within the manor appear safely in the
Transmutation cantrip space the manor occupied. If cast in the same place once
every 7 days for a year, the estate becomes permanent.
Casting Time: 1 action
Range: 30 feet Gahoul’s Scapegoat
Components: V, S 4th-level abjuration
Duration: Instantaneous Casting Time: 1 minute
As you cast this spell, a spectral meathook is flung at the Range: Touch
creature of your choice, connected to a spectral chain. Components: V, S, M (Black chalk, paint, or oil)
Make a ranged spell attack against a creature within Duration: 8 hours
range. On a hit, the target takes 1d8 piercing damage You trace a complex arcane symbol into the flesh of a
as a spectral meathook plunges into their body. Before willing creature, marking them for sacrifice. During the
the beginning of your next turn, if the target attempts to spell’s duration, when you are targeted for an attack and
27
Mage Hand Press
the target of this spell is within 60 feet of you, you can successful save, a creature takes half as much damage and
use your reaction to switch positions with the marked is not moved.
creature, causing it to become the new target of the attack Until the spell ends, you can use your action to force
instead of you. The spell then ends. each creature within the area to immediately make a save
against this spell.
Gahoul’s Shrieking Skull At Higher Levels. When you cast this spell using a
1st-level necromancy spell slot of 5th level or higher, its damage increases by
Casting Time: 1 action 1d6 for each slot level above 4th.
Range: 60 feet
Components: V, S, M (a skull) Halo of Flame
Duration: Instantaneous 2nd-level evocation
You throw a cackling skull at a point you can see within Casting Time: 1 action
range, which emits a mortifying shriek audible out to 300 Range: Self (10-foot radius, 5-foot wide ring)
feet. Each creature within a 10-foot cube centered on the Components: V, S
skull takes 2d4 thunder damage, without making a saving Duration: Instantaneous
throw. A ring of flame ignites above your head, and then springs
At Higher Levels. When you cast this spell using a outward, coming to rest in a burning circle. The circle is
spell slot of 2nd level or higher, the damage increases by composed of a 5-foot wide line of flame, curving to form a
1d4 for each slot level above 1st. 10-foot radius ring around you. Each creature you choose
within the area must make a Dexterity saving throw. On
Gahoul’s Spectral Scythe a failed save, a creature takes 4d6 fire damage, or half as
6th-level necromancy much on a successful save.
Casting Time: 1 action
Range: Self (60-foot line) Heart of Darkness
Components: V, S 9th-level necromancy
Duration: 1 round Casting Time: 1 hour
You conjure a phantasmal scythe of death in your open Range: Self (1-mile radius)
hand and throw it whirling through the air. The scythe Components: V, S, M (A Humanoid heart prepared with
travels in a 60-foot long, 10-foot wide line, coming to rest onyx and diamond dust worth at least 10,000 gp)
hovering in the air at the end of its line or before it strikes Duration: Until dispelled
any solid objects. Each creature within the area while the When you cast this spell, you stab a black, ritualistically
scythe is moving must make a Dexterity saving throw or prepared Humanoid heart. The ichor from the heart
take 6d8 necrotic damage, or half as much on a successful infects the land with foul necromantic energies, causing
save. A creature has disadvantage on this saving throw if up to one hundred piles of bones or corpses of Medium
the scythe comes to rest in the creature’s space. or Small Humanoids within a 1-mile radius to rise from
If you are within 120 feet of the scythe at the start of the dead, becoming skeletons or zombies (the GM has the
your next turn, it returns to you in a 10-foot wide line, creatures’ game statistics). The Undead dig their way out
forcing creatures within its area of travel to make saving of graves, smash their way out of mausoleums, and tear
throws against the scythe’s damage. down cemetery gates.
At Higher Levels. When you cast this spell using a The creature that is holding the heart can use its
spell slot of 7th level or higher, the damage increases by action to issue a general command to all Undead created
1d8 for each slot level above 6th. by the spell, such as to destroy a town or hunt down
a particular creature. Only one general command can
be issued to the Undead every 24 hours. If not issued
Grasp of the Grave a command, the Undead indiscriminately attack living
4th-level necromancy creatures, other than the creature that is holding the heart
Casting Time: 1 action and creatures designated by it. Once given an order, the
Range: 120 feet Undead continue to follow it to the best of their ability
Components: V, S, M (a shrunken hand) until the task is complete.
Duration: Concentration, up to 1 minute Even while you hold the heart, the Undead aren’t
directly under your control, and therefore don’t count
Spectral skeletal arms emerge from the ground in a
against any limitations of Undead you can command.
20-foot-radius circle, centered on a point you can see
The Undead remain animated until the spell ends.
within range. The arms grasp at creatures within the area,
The spell ends if the heart is destroyed (AC 20, HP 10,
except for Undead creatures, which ignore the effects of
immunity to necrotic, poison, and psychic damage) or
this spell. The area is difficult terrain.
targeted by a dispel magic spell cast as a 9th-level spell.
When a creature enters the area for the first time on
When the spell ends, all Undead animated by it are
a turn or starts its turn there, it must make a Strength
instantly destroyed, crumpling into a heap. The spell also
saving throw. On a failed save, a creature takes 3d6
ends if every Undead created by it is destroyed.
necrotic damage, and is dragged by the hands to any
unoccupied space within the area that you choose. On a
28
Complete Necromancer
Hocuspocus Might of the Abyss
Conjuration cantrip 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 15 feet
Components: V, S Components: V, S, M (A small, black strip of ribbon)
Duration: 1 minute Duration: Concentration, up to 1 minute
You conjure minor paranormal phenomena and other You channel stygian power from an extraplanar source,
ominous effects. You create one of the following magical enhancing three creatures other than yourself within
effects within range for 1 minute: range. Whenever a target makes a weapon attack, it adds
1d4 damage to their damage roll. If a target moves more
• You cause all candles, torches, and other open flames than 15 feet away from you, it loses the effect until it is
to darken and flicker. within range again.
• You create a quiet sound that originates from a point of At Higher Levels. When you cast this spell using a
your choice within range, such as ominous whispers, spell slot of 2nd level or higher, the range increases by 5
the drone of insects, or the sound of crying. feet, and you can target one additional creature for each
• You create up to four torch-sized spectral, glowing slot level above 1st.
orbs, which float around within range. The orbs do not
provide light, apart from a dim glow. Minor Lifesteal
• You can chill or warm the air in a 10-foot cube by 10 Necromancy cantrip
degrees. Casting Time: 1 action
• Cause small, unattended objects to rattle or levitate an Range: 60 feet
inch off the ground. Components: S
If you cast this spell multiple times, you can have up to Duration: Instantaneous
three of its effects active at a time, and you can dismiss You drain life energy from a creature you can see within
such an effect as an action. range. The target must succeed on a Constitution saving
Inexorable Sarcophagus throw or take 1d4 necrotic damage. You then gain
6th-level necromancy temporary hit points equal to the amount of damage dealt.
This spell has no effect on undead or constructs.
Casting Time: 1 action This spell’s damage increases by 1d4 when you reach
Range: 30 feet 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Components: V, S, M (A finely made miniature
sarcophagus worth at least 1,000 gp)
Duration: Concentration, up to 1 minute Protect Threshold
2nd-level abjuration (ritual)
You toss a palm-sized sarcophagus at an unoccupied point
you can see within range, where it grows to full size in Casting Time: 1 action
an instant and attempts to ensnare a Medium or smaller Range: Touch
creature within 5 feet of it with grimy gauze. The creature Components: V, S, M (an ounce of salt for each foot of
must make a Dexterity saving throw or be restrained and the warded portal’s perimeter)
pulled into the open sarcophagus. Duration: 10 minutes
The gauze restraining the creature is an object with Tracing arcane sigils along its boundary, you can ward
AC 10 and 100 HP. It is vulnerable to slashing and fire a doorway, window, or other portal from entry. For the
damage and immune to psychic and poison damage. If it duration, an invisible eldritch creature stalks the warded
is reduced to 0 hit points, the spell ends. portal. Any creature that attempts to pass through the
A creature restrained by this spell must make another portal must make a Wisdom saving throw or take 4d6
Dexterity saving throw at the end of each of its turns. psychic damage, or half as much on a successful save.
If it successfully saves against this spell three times, it At Higher Levels. When you cast this spell using a
twists free of the gauze and the spell ends. If it fails three spell slot of 3rd level or higher, the damage increases by
times, the sarcophagus slams shut and sinks deep into 1d6 for each slot level above 2nd.
the earth. The creature is wrapped head to toe by the
gauze and becomes incapacitated. The spell ends, but the
sarcophagus remains buried in the earth. The sarcophagus Rusting Grasp
has 1 minute of air and the creature begins to suffocate 3rd-level transmutation
after this time. Casting Time: 1 action
If a humanoid dies within the sarcophagus, they rise Range: Touch
24 hours later as a mummy under your control, as per the Components: V, S
spell create undead. You can only command one mummy Duration: Instantaneous
animated by this spell at a time.
Any time after this spell ends, you can cause the You conjure a potent acid at your fingertips, which can
sarcophagus to ascend to the surface as an action. You can corrode metal and burn flesh. Make a melee spell attack
also use your action to shrink the sarcophagus down to its against a creature or object within your reach. On a hit,
original size while it is unoccupied. a creature takes 6d4 acid damage and, if it is wearing
29
Mage Hand Press
nonmagical metal armor or wielding a nonmagical Choose the corpse of a creature that has been dead for
metal shield, you can corrode either its armor or shield. no more than an hour. When you cast this spell, the
Corroded armor takes a permanent and cumulative -3 corpse stands up, and can move up to 15 feet and make
penalty to the AC it offers. Armor reduced to an AC of 10 a single melee attack against a target of your choice
is destroyed. A corroded shield is destroyed. within its reach, using your spellcasting attack modifier.
If you target a nonmagical metal object with this spell If the creature raised by this spell does not have a melee
that isn’t being worn or carried, you corrode and destroy attack, it deals 1d6 bludgeoning damage on a hit. Once
parts of the object you choose that can fit within a 1-foot the creature attacks, it once again crumples into a heap. A
cube. corpse targeted by this spell does not become an undead
At Higher Levels. When you cast this spell using a creature.
spell slot of 4th level or higher, the damage increases by This spell’s damage increases by 1d6 when you reach
2d4 for each slot level above 3rd. Additionally, you can 5th level (2d6), 11th level (3d6), and 17th level (4d6).
destroy one additional cubic foot of a nonmagical object
for each slot level above 3rd. Snakestaff
3rd-level transmutation
Séance Casting Time: 1 action
3rd-level necromancy Range: 60 feet
Casting Time: 10 minutes Components: V, S, M (a quarterstaff)
Range: Self Duration: Concentration, up to 1 hour
Components: V, S, M (a crystal ball, deck of tarot cards, You cast a staff to the ground, which writhes and grows
or ouija board) into a giant constrictor snake under your control, which
Duration: 1 minute acts on its own initiative count. The snake is friendly to
You and at least three willing creatures lock hands in a you and your companions. The snake will obey any verbal
moment of meditation to conjure a spirit from the afterlife commands that you issue to it (no action required by
to answer your questions. Describe or name a creature you). If you don’t issue any commands, it defends itself
that is familiar to you. If the creature’s soul is free and from hostile creatures, but otherwise takes no actions. If
willing, it manifests as a ghostly specter. This spell fails the snake is reduced to 0 hit points, it dies and reverts to a
if the spirit was the target of this spell within the last 10 broken staff. The GM has the creature’s statistics.
days.
Until the spell ends, you can ask up to three questions
of the specter. The specter knows only what it knew in
life, including the languages it knew. Answers are usually
brief, cryptic, or repetitive, and the specter is under no
compulsion to offer a truthful answer if you are hostile to
it or it recognizes you as an enemy. There is a 5% chance
that this spell contacts the wrong spirit, one which will
answer questions untruthfully or ambiguously.
Spark of Life
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
With a quick jolt of necromantic energy, the
dead momentarily rise to obey you, if only
for a few seconds.
30
Complete Necromancer
Chapter 3: Monstrous Grafts
Adopting the fearsome claws of a monstrosity or the
scorching breath of a dragon is an unusual but surefire Graft Cost
way to gain an advantage over one’s foes. However, many
find the practice of Xenoalchemy, or Graftworking—which Graft Cost
involves surgically attaching monstrous parts onto a Amphibious Adaption 400 gp
humanoid body—distasteful, if not outright revolting. This
fringe science, obsessed with the appendages and organs Arcane Synapses 1,000 gp
of monsters, can replace the limbs of amputees, grant
Beast’s Hide 250 gp
adventurers the uncanny ability to see in the dark, and
empower them with unconventional weapons and senses. Bestial Weapons 200 gp
Harvesting a Graft. Grafts are harvested from the
Charging Hooves 350 gp
fresh corpses of monsters, slain within the last 48 hours
or preserved by gentle repose or a similar spell. Harvesting Climbing Apparatus 1,250 gp
a graft from a corpse takes 10 minutes. Only one graft
Darkvision 300 gp
can be harvested from each corpse. If the graft is too
large or too small for the target creature, it is alchemically Doppel-Blooded 1,000 gp
enlarged or reduced to fit. You can’t harvest grafts from
Tiny creatures or from Gargantuan creatures. Draconis Fundamentum 1,000 gp
Different types of monstrous grafts can only be Dragon’s Hide 2,250 gp
harvested from monsters with specific properties, as
specified in the graft’s Donor section. Energetic Suture 500 gp
Attaching a Graft. Attaching a graft for the first time Fiend’s Hide 1,500 gp
is a laborious surgical procedure, normally removing an
original body part. This procedure takes one hour and Heart of Steel 2,250 gp
requires a healer’s kit, alchemist’s supplies, and a knife (or Horns 350 gp
a facility with access to such tools), as well as someone
with proficiencies in these tools or with the Medicine skill Indiscernible Anatomy 1,250 gp
to perform the operation. A monstrous graft is permanent Leaping Legs 400 gp
until replaced with another graft.
This surgery is intensive and necessitates recovery Olfactory Implants 200 gp
time. When you finish installing a monstrous graft into Oversized Arms 1,500 gp
your body, you lose half your current hit points and all of
your Hit Dice. For 24 hours after installation, you can’t use Prehensile Tail 350 gp
the graft’s abilities, as you adjust to its presence. Replacing Regenerating Marrow 500 gp
a graft or adding a new graft in its body slot takes only 30
minutes. You still lose half your hit points when replacing Replacement 400 gp
a graft, but you don’t lose Hit Dice. Stench 400 gp
Body Slots. Each graft takes up one of the following
slots: Arms, External, Head, Internal, or Legs. You can’t Tentacles 500 gp
have more than one graft in the same slot. For instance, if Venom Sac 350 gp
you already have an arm graft, you must remove it before
you can attach a different arm graft. Voice Box 150 gp
Cost. Not all grafts can be easily obtained, but when Webspinner Apparatus 500 gp
grafts can be purchased, suggested prices are shown on
the Graft Cost table below. Most of these can be acquired
at even cheaper rates if one is willing to track down a
disreputable establishment specializing in dealing grafts Amphibious Adaptation
and accept the risks inherent to an unsanitary operation. Donor: Any creature with the Amphibious trait
Slot: Head
You have grafted the gills of an aquatic creature to
Harvesting Extraplanar Creatures your neck, allowing you to breathe both air and water.
Additionally, you attach minimal fins and gain a
Harvesting grafts from extraplanar creatures is swimming speed equal to your walking speed.
extremely difficult, as these creatures typically
return to their home plane once slain. However, it is
possible to harvest grafts from a Celestial, Elemental,
Fey, or Fiend if it is first affected by a planar binding
spell, and then slain, harvested, and its graft
surgically attached before the spell ends.
31
Mage Hand Press
Arcane Synapses Darkvision
Donor: Any creature with the Innate Spellcasting trait Donor: Any creature with darkvision
Slot: Head Slot: Head
You have stolen a bit of arcane potential from a creature You have replaced your own eyes with those of a monster
by inserting some of its nerves into your brain. You learn with keen nightvision. You gain darkvision, the ability to
one cantrip of your choice from the wizard spell list. see in dim light within 60 feet of you as if it were bright
Intelligence is your spellcasting ability for this cantrip. light, and in darkness as if it were dim light. You can’t
By harvesting a second creature, you can improve discern color in darkness, only shades of gray.
this graft and learn an additional wizard cantrip of your
choice. Doppel-Blooded
Donor: Any creature with the shapechanger tag
Beast’s Hide Slot: Internal
Donor: Beast of Large size or larger You transform your appearance for up to 1 hour. You
Slot: External decide what you look like, including your height,
You have transplanted the thick (and possibly furry) weight, facial features, sound of your voice, hair length,
hide from a wild Beast onto your body. When you aren’t coloration, and distinguishing characteristics, if any. You
wearing armor, your base AC is 13 + your Dexterity can make yourself appear as a member of another race,
modifier. You can use your Beast’s Hide to determine your though none of your statistics change. You also can’t
AC if the armor you wear would leave you with a lower appear as a creature of a different size than you, and your
AC. A shield’s benefits apply as normal while you use your basic shape stays the same; if you’re bipedal, you can’t use
Beast’s Hide. this ability to become quadrupedal, for instance.
Once you use this ability, you can’t use it again until
Bestial Weapons you finish a long rest.
Donor: Beast, Dragon, or Monstrosity with Bite or Claw
attack Draconis Fundamentum
Slot: Arms or Head Donor: Dragon, Humanoid, or Monstrosity with a Breath
You have surgically implanted either the teeth or claws Weapon
from a monster into yourself, which are natural weapons Slot: Internal
that you can use to make unarmed strikes. By harvesting You have installed the mighty source of breath weapons
a second creature, you can improve this graft to gain both into yourself, and as an action on your turn, you can
the claws and teeth. exhale a wave of energy. Each creature in a 15-foot cone
You can use Dexterity instead of Strength for the must make a Dexterity saving throw (DC equals 8 + your
attack rolls of your unarmed strikes made using your teeth Constitution modifier + your proficiency bonus). On a
or claws. If you hit with them, you deal damage equal to failed save, the creature takes 1d6 damage for each point
1d6 + your Strength or Dexterity modifier (as appropriate of your proficiency bonus, or half as much damage on a
to the attack roll), instead of the bludgeoning damage successful one. The breath weapon’s damage type is the
normal for an unarmed strike. Your claws deal slashing same as the donor’s breath weapon.
damage and take up the Arms slot, whereas your teeth Once you use this ability, you can’t use it again until
deal piercing damage and take up the Head slot. you finish a short or long rest.
Charging Hooves Dragon’s Hide
Donor: Any creature with a Charge trait or a Gore or Donor: Dragon of Large size or larger
Hooves attack Slot: External
Slot: Legs You’ve transplanted the scaly, diamond-like hide of a
You have replaced your legs with those of a creature Dragon onto your body. While you aren’t wearing armor,
known for running down its foes. Once on each of your this natural armor provides you a base AC of 17 (your
turns, when you move at least 15 feet in a straight line, Dexterity modifier doesn’t affect this number). You can
you can move up to 10 additional feet in that direction use your natural armor to determine your AC if the armor
without spending additional movement. you wear would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
Climbing Apparatus armor.
Donor: Beast, Humanoid, or Monstrosity with a climbing You also gain resistance to one of the following
speed damage types to which the donor dragon was immune:
Slot: Legs acid, cold, fire, lightning, or poison damage. You can only
You have replaced or complemented your limbs with install this graft if you are proficient with heavy armor.
those of a climbing creature. You gain a climbing speed
equal to your walking speed.
32
Complete Necromancer
Energetic Suture Olfactory Implants
Donor: Celestial, Dragon, Elemental, Fey, or Fiend with Donor: Any creature with the Keen Smell or Keen
immunity or resistance to acid, cold, fire, lightning, Hearing and Smell trait
poison, or thunder damage Slot: Head
Slot: External You have replaced or modified your nose with that of a
You have managed to capture the essence of extraplanar creature with keen smell. You have advantage on Wisdom
resistance to magic. You gain resistance to one of the (Perception) checks that rely on smell.
following damage types to which the donor was immune
or resistant: acid, cold, fire, lightning, poison, or thunder. Oversized Arms
Donor: Giant
Fiend’s Hide Slot: Arms
Donor: Fiend of Medium size or larger You have replaced your arms with a giant’s massive limbs.
Slot: External The reach of your melee attacks increases by 5 feet, unless
When you aren’t wearing armor, your base AC is 15 + the attack is made with a weapon that already has the
your Dexterity modifier (maximum 2). You can use your Reach property. If you are Small, you can wield heavy
Fiend’s Hide to determine your AC if the armor you wear weapons with which you are proficient without penalty.
would leave you with a lower AC. A shield’s benefits apply Additionally, you have advantage on Strength checks and
as normal while you use your Fiend’s Hide. saving throws you make to maintain your grip on objects.
Heart of Steel Prehensile Tail
Donor: Any construct Donor: Any creature with a Tail attack
Slot: Internal Slot: External
You have replaced your heart with the core from a You surgically attach a muscular, prehensile tail, which
Construct. As a result, you can ignore the effects of 1 level is a natural weapon that you can use to make unarmed
of exhaustion, and you can finish a long rest in 4 hours. strikes. You can use Dexterity instead of Strength for the
attack rolls of your unarmed strikes made using your tail.
Horns If you hit with it, you deal bludgeoning damage equal to
Donor: Any creature with a Gore, Horns, Ram, or Tusk 1d6 + your Strength or Dexterity modifier (as appropriate
attack to the attack roll), instead of the damage normal for an
Slot: Head unarmed strike.
You attach a sturdy pair of horns or tusks onto your body, Additionally, you can hold and manipulate objects
which are a natural weapon that you can use to make and weapons with your tail, but you can’t make attacks
unarmed strikes. If you hit with them, you deal damage with weapons held by your tail or wield a shield with your
equal to 1d6 + your Strength modifier, instead of the tail and gain its benefits.
bludgeoning damage normal for an unarmed strike. Your
horns deal the same type of damage as the donor (usually
Regenerating Marrow
bludgeoning or piercing damage). Donor: Any creature with the Regeneration trait
Additionally, if you move in a straight line for 10 feet Slot: Internal
immediately before hitting a creature with your horns, You have replaced your bone marrow with that of a
that creature must make a Strength check contested regenerating creature. On your turn, you can use a
by your Strength check. If you succeed, the creature is bonus action to regain hit points equal to 1d10 + your
knocked prone. Constitution modifier.
Once you use this ability, you can’t use it again until
Indiscernible Anatomy you finish a short or long rest.
Donor: Aberration of Medium size or larger
Slot: Internal Replacement
You have spliced aberrant genetics into your body, which Donor: Any
have subsequently altered the placement and composition Slot: Any
of your internal organs. Any critical hit against you One or more of your organs or limbs has been replaced
becomes a normal hit. with a part harvested from a monster. A replacement can
effectively solve any amputation or organ failure, but they
Leaping Legs can’t return to life someone that has died; such work is
Donor: Any creature with the Pounce or Standing Leap solely the domain of necromancy. Replacement limbs can
trait resemble the original limb, or can demonstrate obvious
Slot: Legs monstrous characteristics, depending on the donor. A
You have replaced or modified your legs with the replacement organ or limb takes up one body slot relevant
muscular limbs of a bounding creature. Your jump to it; for example, a troll’s hand takes the Arms slot and a
distance doubles. Additionally, you can jump your full replacement kidney takes up the Internal slot.
distance with or without a running start.
33
Mage Hand Press
Stench Venom Sac
Donor Type: Any creature with the Stench trait Donor: Any creature with a natural weapon or trait that
Slot: Internal can deal poison damage or cause a creature to become
As a bonus action, you can release a foul liquid contained poisoned
within an organ taken from the donor creature. Each Slot: Internal
creature within 10 feet of you must make a Constitution You have installed a gland that secretes poison from
saving throw (DC equals 8 + your Constitution modifier your body. As a bonus action, you can coat a weapon
+ your proficiency bonus) or be poisoned until the end of you are holding or a natural weapon, if you have one, in
its next turn. basic poison. The save DC for the poison equals 8 + your
Once you use this ability, you can’t use it again until Constitution modifier + your proficiency bonus.
you finish a short or long rest. Once you use this ability, you can’t use it again until
you finish a short or long rest.
Tentacles
Donor: Any creature with a Tentacles or Tendrils attack Voice Box
Slot: Arms Donor: Any creature with the Mimicry trait
You surgically replace or modify one or both of your Slot: Head
arms with a flexible tentacle or tendril, which is a natural You have augmented your own vocal folds with those of
weapon that you can use to make unarmed strikes. You a creature that can mimic sounds. You can mimic any
can use Dexterity instead of Strength for the attack rolls of sounds you have heard, including voices. A creature
your unarmed strikes made using your tentacle, and it has that hears the sounds can tell they are imitations with a
a reach of 10 feet. If you hit with it, you deal bludgeoning successful Wisdom (Insight) check, contested by your
damage equal to 1d6 + your Strength or Dexterity Charisma (Deception) check.
modifier (as appropriate to the attack roll), instead of the
damage normal for an unarmed strike. Webspinner Apparatus
Additionally, when you hit a target with your tentacle Donor: Any creature with a Web action
as part of the Attack action, you can use your bonus Slot: Internal
action to attempt to grapple the target. You have installed spinnerets from a spiderlike creature
into your body, allowing you to produce webs. You
can cast the web spell without using spell slots or spell
components (DC equals 8 + your Constitution modifier +
your proficiency bonus).
Once you use this ability, you can’t use it again until
you finish a short or long rest.
34
Complete Necromancer
Producers
Alexander Garcia Evgenii Vrachev Justin Danner Patrick Rooney
Alonzo C Washington Garrett Lloyd Justin Forkner Pedro Storti
Ashran Firebrand George Tolley Kat Woehlert PucThePlayful
BillOneEye Grand Moff Xela Ken de Jong Robert Field
brandon johnson Jack Hannah Ken Fairbank RUNEHAMMER
Brandon Martin Jack Heimbach Kenneth Andersen Ryan MacDonald
Brent Simmonds Jacob Otwell Kevin Reynolds Ryan Patrick Nolan
Cassidy Cortez James Belin Kristopher R. Hunter Santiago Mendez IV
Chance R. James Mitchell Kura Tenshi Sean Daugherty
Charles Koeppel Jaron Mortimer Kyle Waddell Spencer Houston
Chris Mitchell Jason Jones Lore Stephen Grote
Christopher Zito Jerry Doolin lungfishwarrior TaviRaya
Corbin Waters Jesse Rosen Magnus Taylor Kent
Corwin Jesus Andujo Marc-Antoine Côté Thantos
Dana Niswonger Joan Mulberry Matthew Atkins TheUndeadOwlGoddess
Daniel Lamoureux Joe Shine Maximilian Beit Trond
Darion Nutter Joel Grote Michael Davis tyrell hayward
Derek Miranda John Hoffman Mickale Bush Zackary D Szechenyi
Devon Phillips Joseph Blanc Mike Litkewitsch Zaxov Phoenix
Donovan Lowell Joseph Malveaux Nathan Phelps Zee Xorn
Drew Hayes Joshua Cates NecroJester Zhuul
Eike Schultz Julien Therrien Pandric
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
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of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contrib-
utor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
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All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPY-
RIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Necromancer Copyright 2020, Mage Hand Press LLC; authors Michael Holik, Alexander J Garcia
END OF LICENSE