Necromancer

## Hit Points:

**Hit Points**: 1d6 per Necromancer Level

**Hit Points at 1st Level**: 6 + Constitution modifier

**Hit Points at Higher Levels**: 1d6(4) + Constitution modifier per Necromancer Level after 1st

## Proficiencies:

**Armor**: None

**Weapons**: Simple, Glaive

**Tools**: Disguise Kit, Poisoner's Kit

**Saving Throws**: Constitution, Intelligence

**Skills**: Choose two from Arcane, Deception, Intimidation, Medicine, Perception, Religion, Cosmos, and History

## Equipment:

*You start with the following equipment, in addition to the equipment granted to you by the DM for any reason:*

1: (a) Sickle or (b) Staff

2: (a) Explorer’s Pack or (b) Scholar’s Pack

3: Arcane Focus

## Necromancer

### **Spellcasting**:

As a student of Arcane magic, you draw on the negative energy in the world to fuel your spells.

**Cantrips**: At 1st level, you know 3 cantrips of your choice from the Necromancer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer Table

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

**Spellcasting Ability**: Charisma is your spellcasting ability for Necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Necromancer spell.

Spell Save DC = 8 + proficiency + Charisma modifier

Spell Attack Modifier = proficiency bonus + Charisma modifier
**Ritual Casting**: You can cast a Necromancer spell as a ritual if it is a spell you know that has the ritual tag.

### Summon Servant:

At 1st level, you gain the ability to summon a servant of your choice from below as a bonus action. The servant has HP equal to your level + proficiency + Charisma modifier. The servant remains summoned until death or once you rest. This does not require any concentration for purposes of using spells that require concentration. You may only have 1 servant summoned at a time. You may concentrate on your summoned servant to see through its eyes for up to 10 minutes. While concentrating on this, you lose sight sensory information from your body. You may also telepathically talk to your servant as if you casted the speak with animals spell. You can only summon a number of servants equal to your Charisma modifier per long rest.

**Crow**: While the Crow is summoned you may use it to scout out areas. While the Crow is scouting for you it has a Perception modifier equal to yours.

**Snake**: While the Snake is summoned, you may have it bite any humanoid as an action and inject it with venom. The target must succeed on a Constitution saving throw DC 15 against the venom or be paralyzed for 10 minutes or until the snake is dismissed, or the target succeeds on the same save at the end of each of its turns.

**Black Cat**: While the Cat is summoned, you may use it to act as a lost house cat to try and get entrance to a house, building, back room, ect. Other than the fact that some people may take in a stray cat so you can see through its eyes to find something. It has no other effect like the other servants do.

### Unholy Resistance:

Beginning at 2nd level, the time you have spent wielding negative energy has made itself a part of you. You have resistance to Necrotic damage and your hit point maximum can not be reduced.

At 5th level, this feature extends to all undead under your control

### Undead Distraction:

Beginning at 3rd level, you do not provoke attacks of opportunity against hostile creatures while they’re within 5ft of your animated undead.

### Unholy Touch:

Beginning at 5th level, whenever you would cast a non-Necromancy spell that inflicts damage you may choose for that spell to deal necrotic damage instead.

### Improved Animate Dead:

Beginning at 6th level, your bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on all saving throws against turn undead attempts. Additionally your undead have advantage against being charmed.

### Undead of Unnatural Size:

Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets of mastering undead of all sizes. You can now raise any corpse with Animate Dead that is huge or smaller of a monstrosity, humanoid, or beast of challenge rating 3 or lower. You may only have one of these animated at any given time.

Beginning at 11th level, you may animate a monstrosity, humanoid, or beast with a challenge rating of 5 or lower.

Beginning at 15th level, you may animate a monstrosity, humanoid, or beast with a challenge rating of 8 or lower. In addition, an Undead of Unnatural Size will last for 48 hours or until its hit points are reduced to 0.

### Chaotic Unburial:

Beginning at 9th level, whenever you would attempt to raise undead from an area which you know there is corpses (even in the ground) such as casting Animate Dead roll a d100 to see what you have raised from beneath.

* 1-9 = The spell fails and you get nothing.
* 10-19 = You raise a child that was unlucky enough to be caught in the crossfire of the past battle. The child will not assist you in combat.
* 20-29 = You raise a fully capable undead warhorse that may be used as a normal mount.
* 30-39 = You raise a Typical soldier that acts as if summoned normally.
* 40-49 = You raise a frantic skeleton looking for her child that got caught in the crossfire of the past battle here. The skeleton will always attack the creature closes to it until its HP is reduced to 0.
* 50-59 = You raise the captain of the fallen forces. The skeleton acts as normal, although the skeleton will only take an action every other turn due to its sorrow and remorse from losing the battle that once took place here.
* 60-69 = You raise a squad of 3 archer skeletons that act as if summoned normally.
* 70-79 = You raise a pair of shield brother skeletons that will act as if summoned normally,  In addition, if the 2 are next to each other they gain +1 AC.
* 80-89 = You raise a magician skeleton. When this skeleton is raised you may dismiss it at any time to use its body as a spell slot of level 3 or lower.
* 90-100 = You raise a large skeleton that will have the form of a monstrous creature that the Dm finds thematic to the location and past battle.

### Necrosis:

Beginning 10th level, whenever one of your undead would attack a creature that you have damaged with necrotic damage within the past minute, that creature must succeed on a Constitution saving throw DC 15 or become paralyzed until the end of their next turn.

### Improved Create Undead:

Beginning 13th level, when you would cast the Create Undead spell on preexisting undead from this spell, the corpses will heal an amount equal to your Necromancer level + your proficiency bonus.

### Master of the Undead:

Beginning at 14th level, you have reached the epitome of raising the dead. Whenever you cast Raise Undead, if the creature has any limbs that are not attached to its body you may spend double the casting time to magically fuse the limbs back onto the creature.

### Soul Reap:

Beginning at 17th level, as an action you may target up to 3 creatures within 60ft and attempt to drain their souls from their bodies. Each creature makes a Constitution saving throw DC 17. On a failed check, if the creature’s hit points are less than half of their maximum hit points, then they will instantly be turned into an undead as if you cast Animate Dead on them. On a successful save nothing happens. This feature has no effect on creatures with CR higher than your Necromancer level.

### Undead Affinity:

Beginning at 18th level, the death you surround yourself with has became part of you. Your flesh has become pale and your eyes have taken a yellow tint. Overexposures to death has earned you affinity with undead. Whenever any undead would come into contact with you, they make a Charisma saving throw, if the check is failed then the undead will not act hostile toward you if it would originally. On a successful save, the undead will act as normal toward you.

### Exploding Undead:

Beginning at 20th level, you gain the ability you make your undead spontaneously combust. As an action, you may choose for all of your undead to combust. All creatures within 10ft of any combusting undead takes a total of 5d8+10 necrotic damage. If a creature is within multiple combusting undead, they take an additional 5d10 necrotic damage.