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True Necromancer Quick Build
A dark hooded figure raises their staff as an eerie black and emerald You can make a true necromancer quickly by following these
suggestions. First, Charisma should be your highest ability score,
energy pulsed outward from it. The corpse on the ground rises back
followed by Intelligence. Second, choose the Sage background.
to life, if you can even call it that. The animated body shambles over
Third, choose the chill touch, spare the dying, and mage hand
to an enemy of its new found master and tries to bite it. cantrips, along with the 1st-level spells Cure wounds, identify, inflict
One hand stretches out touching it’s foe and unleashes a cold black wounds, and ray of sickness.
energy as the victim is drained of its life force as the caster is healed.
True Necromancers hold sway over both life and death. They know Class Features
how to heal themselves or others while defying the natural world As a True Necromancer you gain the following abilities.
along with bringing long lost warriors back to the land of the living
Hit Points
to do their bidding.
Hit Dice: 1d6 per True Necromancer level
Delver Of Secrets Hit Points at 1st Level: 6 + your Constitution modifier
A specialist wizard who calls himself a necromancer or a cleric with Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per true necromancer level after 1st
the death domain has significant power over undead and the forces of
negative energy, but a True Necromancer is their real master. A
practitioner of the forbidden arts, the True Necromancer roots about Proficiencies
in graveyards, crypts and mausoleums honing their craft. A True Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
necromancer is able to control both the arcane and divine aspects of
Tools: None
magic and bends them to their will. Saving Throws: Charisma, Intelligence
Skills: Choose three from Arcana, Deception, History, Insight,
Rogue Agents Intimidation, Persuasion, Religion and Stealth
Not everyone who calls himself a necromancer can wield the powers Equipment
of the arcane and divine magics. Only one who has immense natural
power and who is not restrained by social constructs and false ● (a) QuarterStaff (b) a dagger
philosophies have the willpower to delve into the most forbidden of ● (a)Component pouch (b) Arcane Focus
magics and come out unscathed. Some clerics who can speak with ● (a) a light crossbow and 20 bolts (b) A sling with 20 stones
the dead on behalf of their god or a wizard who has figured out how ● (a) Scholar’s Pack (b) Explorer’s pack (c) Dungeoneer's
to sap the life force from an opponent with the arcane arts like to pack
hold the title of necromancer but neither one can do both to great
● Spellbook
effect.
When a True Necromancer begins adventuring it’s usually
because they have worn out their welcome or have been
excommunicated from the circles in which they learned their craft.
Always interested or eager to learn more about magic True
Necromancers wish to live forever so they can continue to push the
limits of magic.

Creating A True Necromancer


The most important part of creating a True Necromancer is figuring
out why you chose necromancy over other magics. What was it about
manipulating someone's life force and being able to raise the dead
that drew you to its power? How do you interact with most people
who view necromancy as strictly evil and forbidden? What do you
intend to do with this power? Or the power might make you think
you’re above everyone else or any so called “god” allowing you to
do what you want or take what you want.
The True Necromancer
Proficiency Cantrips -Spell Slots per Spell Level-
Level Bonus Features Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Necromantic Path 3 2 _ _ _ _ _ _ _ _
2nd +2 Channeled Power (1/rest) 3 3 _ _ _ _ _ _ _ _
3rd +2 Blood Magic 2 4 2 _ _ _ _ _ _ _
4th +2 Ability Score Improvement 4 4 3 _ _ _ _ _ _ _
5th +3 4 4 3 2 _ _ _ _ _ _
Necromantic Path, Channeled Power
6th +3 4 4 3 3 _ _ _ _ _ _
Power (2/rest)
7th +3 4 4 3 3 1 _ _ _ _ _
8th +3 Ability Score Improvement 4 4 3 3 2 _ _ _ _
9th +4 4 4 3 3 3 1 _ _ _ _
10th +4 Necromantic Path 5 4 3 3 3 2 _ _ _ _
11th +4 5 4 3 3 3 2 1 _ _ _
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 _ _ _
13th +5 5 4 3 3 3 2 1 _ _
14th +5 Necromantic Path 5 4 3 3 3 2 1 1 _ _
15th +5 5 4 3 3 3 2 1 1 _ _
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 _
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Channeled Power (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Lichdom 5 4 3 3 3 3 2 2 1 1

Spellcasting Spell Slots


Once a student of the arcane, you have figured out how to tap into the The True Necromancer table shows how many spell slots you have to
divine magics and can cast true necromancer spells. See chapter 10 cast your spells of 1st level and higher. To cast one of these True
of the Player Handbook for the general rules of spellcasting, Necromancer spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a long
Cantrips rest.
For example, if you know the 1st-level spell burning hands and
At 1st level, you know three cantrips of your choice from the True
have a 1st-level and a 2nd-level spell slot available, you can cast
Necromancer spell list. You learn additional True Necromancer
burning hands using either slot
cantrips of your choice at higher levels, as shown in the Cantrips
Known column of the True Necromancer table.
Spellbook
Spell Slots At 1st level. you have a spellbook containing four 1st-level true
necromancer spells of your choice. For more information on spell
The True Necromancer table shows how many spell slots you have to
books refer to page 114 of the PHB.
cast your spells of 1st level and higher. To cast one of these True
Necromancer spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a long Preparing and casting spells
rest. The True Necromancer table shows how many spell slots you have to
For example, if you know the 1st-level spell burning hands and cast your spells of 1st level and higher. To use one of these spells,
have a 1st-level and a 2nd-level spell slot available, you can cast you must expend a slot of the spell's level or higher. You regain all
burning hands using either slot expended spell slots when you finish a long rest. You prepare the list
of true necromancer spells that are available for you to use. To do so,
choose a number of true necromancer spells from your spellbook
equal to your Intelligence modifier + your true necromancer level
(minimum of one spell).
The spells must be of a level for which you have spell slots. For
Ritual Casting
example, if you're a 3rd-level true necromancer, you have four
You can cast a true necromancer spell as a ritual if that spell has the
1st-level and two 2nd-level spell slots. With an intelligence of 16,
ritual tag and you have the spell in your spellbook. You don't need to
your list of prepared spells can include six spells of 1st or 2nd level,
have the spell prepared.
in any combination, chosen from your spellbook. If you prepare the
1st-level spell magic missile, you can use it using a 1st-level or a
2nd-level slot. Casting the spell doesn't remove it from your list of Spellcasting Focus
prepared spells. You can change your list of prepared spells when You can use an arcane focus or a component pouch (found in chapter
you finish a long rest. Preparing a new list of true necromancer spells 5) as a spellcasting focus for your true necromancer spells.
requires time spent studying your spellbook and memorizing the
incantations and gestures you must make to east the spell: at least 1 Necromantic Path
minute per spell level for each spell on your Iist. At 1st level, you choose a Necromantic Path which shapes your
practice of magic: You choose from Death, Reaper, Summoner and
Path Focus Undeath, all of which are detailed at the end of the class description.
Your True Necromancer path choice grants you path spells and other Your choice grants you features at 1st level and again at 2nd, 6th,
features when you choose it at 1st level. It also grants you additional 10th, and 14th level.
ways to use Channeled Power when you gain that feature at 2nd
level. Each path has a list of spells—its focus spells— that you gain Channeled Power
at the true necromancer levels noted in the path description. These At 2nd level, you gain the knowledge to tap into divine energy, using
spells are recorded into your spell book. Once you gain a focus spell, that energy to fuel magical effects. All True Necromancers start off
you always have it prepared. If you have a focus spell that doesn’t knowing two Channeled Power abilities: Command undead and an
appear on the True necromancer spell list, the spell is nonetheless a effect determined by your Necromantic Path.. When you use your
true necromancer spell for you. Channeled Power, you choose which effect to create. You must then
finish a short or long rest to use your Channeled Power again. Some
Spells Known of 1st Level and Higher Channeled Power effects require saving throws. When you use such
Each time you gain a true necromancer level, you can add two true an effect from this class, the DC equals your True Necromancer spell
save DC. Beginning at 6th level, you can use your Channeled Power
necromancer spells of your choice to your spellbook. Each of these
twice between rests, and beginning at 18th level. you can use it three
spells must be of a level for which you have spell slots, as shown on
times between rests. When you finish a short or long rest, you regain
the True Necromancer table. On your adventures, you might find your expended uses.
other spells that you can add to your spellbook.
Channel Power: Command Undead
Spellcasting Ability At 2nd level you can use your Cryptic Power to control the undead.
Charisma is your spellcasting ability for your True Necromancer As an action the necromancer targets one undead creature he or she
spells, since the power of your magic relies on your ability to project can see within 30ft. The target must make a wisdom saving throw.
your will into the world. You use your Charisma whenever a spell On a failed save, the target must obey the necromancer’s commands
refers to your spellcasting ability. In addition, you use your Charisma for the next 24 hours, or until the necromancer uses this Cryptic
modifier when setting the saving throw DC for a True Necromancer Power option again. An undead whose challenge rating is equal to or
spell you cast and when making an attack roll with one. greater than the necromancer’s level is immune to this effect.
Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier Blood Magic
Spell attack modifier = your proficiency bonus + your Beginning at 3rd level You can use your own life force to fuel your
Charisma modifier
magic. Once per day when you finish a short rest you may expend hit
dice equal to your True Necromancer level. You regain spell slots
equal to the number of Hit Dice you expended. For example a
4th-level true necromancer can expend up to 4d6 during a short rest.
You can regain a number of spell slots that equal 4 like two of your
second level spell slots or 2 first level spell slots and 1 second level
spell slot.
Ability Score Improvement Channeled Power: Inescapable Death
When you reach 4th level, and again at 8th, 12th, 16th, and 19th At 2nd level you can use your Channeled Power to overcome a foe's
level, you can increase one ability score o f your choice by 2, or you defenses. As an action you curse 1 creature within 30 ft of you. That
can increase two ability scores of your choice by 1. As normal, you creature loses any resistances or immunity to necrotic damage until
can’t increase an ability score above 20 using this feature. the end of your next turn, They instead have vulnerability to necrotic
damage instead.
Lichdom
Beginning at 20th level you become a lich. You must spend 24 hours Dark Power
in a ritual and spend 100000 gp worth of materials and 1 item you Beginning at 6th level, you can add your Charisma modifier to the
wish to bind your soul to which becomes your phylactery. At the end damage of any spell that deals necrotic damage.
of this process you become an undead yourself no longer needing to
breath, eat or sleep(you do still need to take a long rest to regain spell Necrotic Mastery
slots and any other features that require a long rest). You gain
Starting at 10th level your spells that deal necrotic damage ignore
resistance to necrotic damage ( if you already have resistance to
necrotic resistance. In addition when you roll damage for a spell that
necrotic damage from another source such as a racial or class feature
deals necrotic damage you can treat any 1 on a damage die as a 2.
you gain immunity instead) as well as resistances to bludgeoning,
piercing, and slashing damage from . non magical weapons.
Additionally you gain immunity to the poison damage and the Virulence
following conditions: Charmed, Exhaustion, Frightened, Paralyzed, Starting at 14th level, when the necromancer casts a necromancy
and poisoned. As long as you have a phylactery you cannot die. If spell of 1st through 5th level that targets only one creature, the spell
you would die you appear in 1d10 days within 5 ft of your can instead target two creatures within range and within 5 feet of
phylactery. each other. If this spell consumes its material components, the
necromancer must provide them for each target.

NECROMANTIC PATHS Necromantic Path: Reaper


Combining the knowledge of the Arcane school of Necromancy with
Necromancers who focus on the aspect of the reaper know how to
your new ability to tap into the Divine magics of life and death you
better control life energy and more specifically how to manipulate
are forced with the choice of which aspects of necromancy you need
someone else's life energy and take it for yourself. Reapers gained
to focus on to achieve your goals.
their abilities from studying vampires and although they understand
how to heal others more potently than most the ability to sap
Necromantic Path: Death someone else's life force, while at the same time giving it to yourself
or your allies in a fight is nearly invaluable.
Necromancers who focus on the aspect of death know how to kill
their foes quicker. They use their dark power to attack multiple foes
Reaper Path Additional Spells
at once or increase the amount of necrotic energy they release in a
Spell Level Spells
spell to cause more harm. More often than not True Necromancers
1st Healing Word, Bane. .
who focus on Death are evil vs good or neutral aligned. They use
2nd Lesser Restoration, prayer of healing
their command over the energies of life to defeat their foes with a 3rd Life Transference, Aura of Vitality .
smile on their face. 4th Death Ward, Aura of life
5th Mass Cure Wounds, Dispel Evil and Good .it
Death Path Additional Spells
Spell Level Spells Additional Proficiencies
1st Hex, Chromatic Orb . You gain proficiency in the medicine skill, light armor and shields.
2nd Mind Spike, Melfs Acid Arrow
3rd Fireball, Vampiric Touch .
4th Vitriolic Sphere, Blight Lifestealer
5th Enervation, Negative Energy Flood . At 1st level, you gain the ability to reap life energy from creatures
you damage with your spells. Once per turn when you damage one or
Inescapable death more creatures with a spell of 1st level or higher, you gain temporary
At first level when the True Necromancer casts a necromancy hit points equal to 2+ the spell’s level. You don’t gain this benefit for
cantrip that normally only targets one creature, the cantrip can harming constructs or undead.
instead target two creatures within range and within 5ft of each other.

Grim reaper
At first level you can add your intelligence modifier to your initiative
rolls.
Channeled Power: Syphon Soul Undead Familiar
At 2nd level you can use your Channeled Power to place a curse that At first level you learn the find familiar spell and can cast it as a
lasts for 1 minute on a creature. As a bonus action you may choose a ritual. The spell doesn't count against your number of spells known.
target that you can see within range. You deal an extra 1d6 necrotic When you cast the spell, you can choose one of the normal forms for
damage to the target whenever you deal damage to it. When the your familiar or one of the following special forms: crawling claw,
cursed creature is killed you may regain one of your spent hit dice. If imp, pseudodragon, quasit, or sprite. Your familiar is undead instead
the target drops to 0 hit points before the curse ends, you can use a of alive and gains the undead creature type. Additionally, when you
bonus action on a subsequent turn of yours to curse a new creature. take the Attack action, you can forgo one of your own attacks to
allow your familiar to use its reaction to make one attack.

Vampiric Aura
At 6th level you can turn damage you have dealt into healing for your
Channeled Power: Undead Empowerment
allies. Whenever you deal damage to an enemy with a spell your At 2nd level you can use your Channeled Power to imbue an undead
allies within 10ft of you gain temporary hit points equal to the creature you control or have summoned to be a better combatant. As
amount you heal from your lifestealer ability. This Aura’s range a bonus action you choose an undead creature you control within 30ft
increases to 30ft at 18th level. of you, it becomes enlarged like the spell Enlarge/Reduce and their
natural attacks count as weapon attacks. In addition it gains
resistance to bludgeoning, piercing, and slashing damage from non
Channel Life Force magical sources. These effects last for a number of rounds equal to
Starting at 10th level, You can use your channeled power to touch a your True Necromancer level.
creature that has died within the last 24 hours. That creature returns
to life with 1 hit point. In addition when you use your channeled
power feature you can expend a HIt Die to remove one disease or
Undead Servant
neutralize one poison from a target. You may expend multiple Hit At 6th level you learn to use your magic to create a powerful undead
Dice to remove multiple diseases and or poisons from the target with creature to serve you. You must spend 50 gp worth of black onyx
a single use of your channeled power feature. gems and perform an 8 hour ritual with a corpse of a medium
creature. Select your Undead Servant from the following list:
Zombie, skeleton or shadow. However, your DM might pick one of
Syphon Life Force these undead for you, based on the campaign. At the end of the 8
Beginning at 14th level you now heal hit points equal to half of the hours, your undead servant appears and gains all the benefits of your
damage dealt by your Syphon Soul Channeled Power. In addition Servant’s Bond ability. You can have only one undead servant at a
you can’t have your hit point maximum reduced by any means. time. If your undead servant is ever slain, the magical bond you share
allows you to create it again. With 8 hours of work and the
Necromantic Path: Summoner expenditure of 25 gp worth of black onyx gems. If you use this
ability to return a former undead servant to you while you have a
Necromancers who focus on the aspect of summoning are known for
current undead servant, your current servant is destroyed and is
their vast undead armies. These Necromancers are the ones most
replaced by the restored servant.
often thought of when the topic of necromancy comes up.
Summoners are often found coming from every alignment, for the
power of raising the dead is one that calls to all….. Servant’s Bond
Your undead servant gains a variety of benefits while it is linked to
Summoner Path Additional Spells you. The undead servant loses its Multiattack action, if it has one.
Spell Level Spells The servant obeys your commands as best it can. It rolls for
1st Bless, Unseen Servant . initiative like any other creature, but you determine its actions,
2nd Enlarge/Reduce, Nystul’s Magic Aura decisions, attitudes, and so on. If you are incapacitated or absent,
3rd Animate Dead, Speak with Dead . your servant acts on its own. Your undead servant has abilities and
4th Bone Wall, Hallucinatory Terrain
game statistics determined in part by your level. Your servant uses
5th Animate Objects, Danse Macabre .
your proficiency bonus rather than its own. In addition to the areas

Additional proficiency where it normally uses its proficiency bonus, an undead servant also
adds your proficiency bonus to its AC and to its damage rolls. Your
You gain proficiency in one extra class skill or tool.
undead servant gains proficiency in any two skills of your choice. It
also becomes proficient with all saving throws.For each level you
gain after 6th, your undead servant gains an additional hit die and
increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, Undead Warrior
your companion’s abilities also improve. Your servant can increase At first level your skin becomes like that of the undead. Your hit
one ability score of your choice by 2, or it can increase two ability point maximum increases by 1 and increases by 1 again, whenever
scores of your choice by 1. As normal, your servant can’t increase an you take another level in this class and your unarmored AC is equal
ability score above 20 using this feature unless its description to 13 + your Constitution modifier.
specifies otherwise. In addition Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks the two-handed
Keeping Track of Proficiency property. When you attack with that weapon, you can use your
When you gain your undead servant at 6th level, its proficiency Charisma modifier, instead of Strength or Dexterity, for the attack
bonus matches yours at +3. As you gain levels and increase your and damage rolls. This benefit lasts until you finish a long rest.
proficiency bonus, remember that your servant’s proficiency bonus
improves as well, and is applied to the following areas: Armor Class, Channeled Power: Enervating Touch
skills, saving throws, attack bonus, and damage rolls.
At 2nd level you can use your Channeled Power to reach out and
hinder a creature you touch by giving them a negative condition. As
Undead Thralls an action you choose a target that you could make a melee spell
Beginning at 10th level, you learn the animate dead spell if you don't attack against. The target must succeed on a Constitution saving
know it already. Whenever you create an undead using a necromancy throw or become Incapacitated for a number of rounds equal to your
spell, it has additional benefits: True Necromancer level. At 6th level the target becomes Stunned, at
● The creature's hit point maximum is increased by an 10th level the target becomes Paralyzed, and at 14th level the target
amount equal to your necromancer level. becomes Unconscious. The creature repeats the saving throw at the
● The creature adds your proficiency bonus to its weapon end of each of its turns. On a success the condition ends.
damage rolls.
Undead Resilience
Undead Mastery Beginning at 6th level your body becomes more lifeless and cold.
Ath 14th level your power and control over the undead you create is You are immune to diseases and the poisoned condition. You also
absolute. Any time an enemy attempts to turn, destroy, or command gain immunity to poison damage and resistance to necrotic damage.
an undead creature that you control you may roll that save with You no longer need to eat or breathe and you only need 4 hours of
advantage. Additionally you can communicate telepathically with sleep. After resting in this way, you gain the same benefit that a
any undead you control and can perceive through their senses as human does from 8 hours of sleep. Additionally you have advantage
long as you are on the same plane of existence. While perceiving on death saving throws.
through your undead creature’s senses, you can also speak through
them in your own voice, even if your undead creature is normally
incapable of speech. While perceiving through the other creature's
Undead Fortitude
senses, you benefit from any special senses possessed by that At 10th level your body shuts down even more as you pass from life
creature, and you are blinded and deafened to your own to undeath. You treat your exhaustion level as if it were reduced by
surroundings. one stage (I.E. you won’t suffer any ill effects of exhaustion until you
reach the second level of exhaustion at which point you would have
disadvantage on ability checks). Additionally you can’t have your hit
Necromantic Path: Undeath point maximum reduced.
Necromancers who focus on the aspect of undeath slowly reach
lichdom by becoming more and more like the undead. Most of these Advanced Undead Traits
Pseudo-lich’s make good front line warriors with their increased
Starting at 14th level your body has almost finished transitioning
endurance and stamina being able to survive wounds that would
over into undeath. You become proficient in Constitution saving
mortally wound others.
throws and you can add your Charisma modifier to Constitution
Undeath Path Additional Spells saving throws.
Spell Level Spells
1st Hex, Wrathful Smite .
2nd Bone SHield, Magic Weapon
3rd Elemental Weapon, Phantom Steed.
4th Shadow of Moil, Stoneskin
5th Banishing Smite, Hold Monster .

Additional Proficiencies
You gain proficiency with shields and martial weapons.
2nd
True Necromancer Spell List Alter Self
Cantrips Arcane lock
Blindness/deafness
Blade Ward
Bone Shield
Chill Touch
Calm emotions
Friends
Continual Flame
Frostbite
Crown of Madness
Infestation
Darkness
Mage Hand
Darkvision
Message
Detect Thoughts
Minor Illusion
Enhance Ability
Poison Spray
Enlarge/Reduce
Prestidigitation
Gentle Repose
Spare the Dying
Hold person
Ray of Frost
Invisibility
Thaumaturgy
knock
Toll the Dead
Lessor restorations
Levitate
1st Locate Object
Absorb Elements Mind spike
Armor of Agathys Mirror Image
Arms of Hadar Misty Step
Bane Phantasmal Force
Blade of Gnashing Teeth Protection from Poison
Cause Fear Ray of Enfeeblement
Charm person See invisibility
Command Shadow blade
Comprehend Languages Shatter
Create or Destroy water Silence
Cure Wounds Spider Climb
Detect Evil and Good Suggestion
Detect Magic Web
Detect Poison and Disease
Disguise Self 3rd
False Life Animate Dead
Feather Fall Bestow Curse
Blink
Fog Cloud
Catnap
Ice knife
Clairvoyance
Identify Clutch of Orcus
Illusory script Counterspell
Inflict Wounds Dispel Magic
Jump Fear
Feign Death
Mage Armor
Fly
Magic Missile Glyph of Warding
Ray of Sickness Haste
Shield Hypnotic Pattern
Silent Image Leomund’s tiny hut
Life Transference
Sleep
Major Image
Tasha’s hideous laughter
Magic Circle
Tenser’s floating disk Meld into Stone
Thunderwave Phantom Steed
Protection from Energy Enervation
Remove Curse Far Step
Revivify Gaes
Sending Greater Restoration
Sleet Storm Hallow
Slow Hold Monster
Speak with Dead Insect Plague
Spirit Guardians Legend Lore
Stinking Cloud Mass Cure Wounds
Tongues Mislead
Vampiric Touch Modify Memory
Water Breathing Negative energy flood
Water Walk Planar Binding
Raise Dead
4th Rary’s telepathic bond
Banishment Scrying
Blight Seeming
Steel wind Strike
Bone Wall
Synaptic Static
Charm Monster Telekinesis
Compulsion Teleportation Circle
Confusion Tenser’s Transformation
Control Water Wall of Force
Death Ward Wall of Stone
Dimension Door
Divination 6th
Dominate Beast Arcane Gate
Circle of Death
Evard’s black tentacles
Create Homunculus
Elemental Bane Create Undead
Fabricate Disintegrate
Greater Invisibility Eyebite
Hallucinatory Terrain Flesh to stone
Forbiddance
Ice Storm
Globe of Invulnerability
Leomund’s secret chest Guards and Wards
Locate Creature Harm
Mordenkainen's Faithful Hound Heal
Mordenkainen's Private Sanctum Investiture of Ice
Investiture of Stone
Otiluke’s Resilient Sphere Magic jar
Phantasmal killer Mass Suggestion
Polymorph Mental Prison
Sickening radiance Move Earth
Otiluke's Freezing Sphere
Stoneshape
Programmed Illusion
Stoneskin Soul Cage
True Seeing
5th Wall of Ice
Word of Recall
Animate Objects
Bone Prison
7th
Cloud Kill
Crown of Stars
Cone of Cold Divine Word
Contact Other Plane Etherealness
Contagion Finger of Death
Creation Force Cage
Mirage Arcane
Danse Macabre Plane Shift
Dispel Evil and Good Power word Pain
Dominate Person Prismatic Spray
Dream Project Image
Regenerate remain in an area and attack any creature entering the place. They
Resurrection
Reverse Gravity remain animated until they are destroyed. (A destroyed skeleton or
Sequester zombie can’t be animated again.). The target becomes a skeleton or a
Simulacrum
zombie if you so choose. To raise a creature from the dead as a
Symbol
Teleport skeleton add the Skeleton Template listed below to the creature's stat
block. To create a Zombie add the Zombie template listed below to
8th the creature’s stat block. This spell does not work on constructs,
Abi-Dalzim’s horrid wilting
Antimagic Field elementals, oozes, plants or other undead creatures. On each of your
Antipathy/Sympathy turns, you can use a bonus action to mentally command any creature
Clone
you made with this spell if the creature is within 60 feet of you (if
Control Weather
Demiplane you control multiple creatures, you can command any or all of them
Dominate Monster at the same time, issuing the same command to each one). You
Illusory Dragon
Earthquake decide what action the creature will take and where it will move
Maddening Darkness during its next turn, or you can issue a general command, such as to
Mighty Fortress
Mind blank guard a particular chamber or corridor. lf you issue no commands,
Power Word Stun the creature only defends itself against hostile creatures. Once given
Trap the Soul
an order, the creature continues to follow it until its task is

9th complete.The creature is under your control for 24 hours, after which
Astral Projection it stops obeying any command you've given it. To maintain control of
Foresight the creature for another 24 hours, you must cast this spell on the
Gate
Imprisonment creature again before the current 24-hour period ends. This use of the
Invulnerability spell animates or reasserts your control over a combined total of
Mass Heal
Mass Polymorph CR1 undead creatures(undead creatures with a CR of 0 count as a CR
Power Word Kill of ⅛ for determining how many undead creatures you can control).
Psychic Scream
At Higher Levels. When you cast this spell using a spell
Time Stop
True Polymorph slot of 4th level or higher, you may animate or reassert control over a
True Resurrection creature with a CR of 2 and the CR increases by 1 for every slot level
Weird
Wish above 3rd.
Skeleton Template
Alternate Rules Size and Type- The base creature’s size does not change. The base
After playing 5e for a couple of years and having loved the 3e style creature’s type changes to undead.
of Animate Dead I wanted to try and bring it back into this awesome AC-AC is reduced by 2
system. Heroes of Horror and Libris Mortis were two of my favorite HP-2 x the amount of HD of the base creature + the Hit die average
supplements so here is a different version for the Animate Dead of the base creature
spell. It allows you to do everything the original 5e version lets you Speed-A winged skeleton cannot use their wings to fly unless the
do but adds back the versatility of being able to turn most anything base creature flew magically then so can the skeleton. A skeleton
into a zombie or skeleton by adding the corresponding templates to retains the base walking and climbing speeds of the base creature.
the creature’s stat block. If you choose to use this alternate rule for Abilities- STR stays the same, Dex +2, CON becomes 15 and HP is
the Animate Dead spell make sure to read on for alternate class adjusted accordingly, INT -4, WIS stays the same, CHA becomes a
abilities for the True Necromancer. -4
Proficiencies- A Skeleton retains all of the weapon and armor

Animate Dead proficiencies as the base creature. A skeleton is not proficient in any
skills or saving throws.
3rd-level necromancy
Damage Vulnerabilities- Bludgeoning
Casting Time: 1 minute
Damage Immunities- Poison
Range: 10 feel
Condition Immunities-Exhaustion, poisoned
Components: V,S, M(a drop of blood, a piece of flesh,
Senses- Darkvision 60ft
and a pinch of bone dust)
Languages- understands all languages it knew in life but can't speak
Duration: Instantaneous
Traits- lose the multiattack trait if they have it.
This spell turns the bones or bodies of a dead creature with a
Lose any special attacks or abilities that rely on flesh such as keen
maximum CR of 1 into an undead skeleton or zombie that will follow hearing and smell, or a scorpion's sting.
your commands. The undead can follow you, or they can
Actions- lose all legendary actions Components: V, S, M (a few shards of bone)
CR- same as base creature Duration: 10 minutes
You create six bones that spin and float around you. As long as at
least one bone remains, you have resistance against slashing,
Zombie Template bludgeoning, and piercing damage. Whenever an attack that deals
Size and Type- The base creature’s size does not change. The base one of those types of damage hits you, one bone is destroyed.
creature’s type changes to undead.
AC- -3 Clutch of Orcus
HP-3 x the amount of HD of the base creature + the Hit die average 3rd-level necromancy
of the base creature Casting Time: 1 action
Range: 60 ft
Speed- Same as base creature.
Components: V, S
Abilities- STR +1, Dex stays the same, CON becomes a 16, Int -6, Duration: Concentration up to 1 minute.
Wis -4, Cha -4 Magical force grips the subjects heart or similar vital organ and
Proficiencies- Retains all of the weapon and armor proficiencies as begins crushing it. The target must make a Constitution saving throw
the base creature. A zombie gains proficiency in wisdom and loses or reacts as if having a heart attack becoming paralyzed and receives
1d6 necrotic damage. The target may make a new saving throw
proficiency in all other saving throws.
against this spell at the end of their turn. If a creature dies due to this
Damage Immunities- Poison spell it’s heart appears in the caster's hand.
Condition Immunities- poisoned
Senses- Darkvision 60ft Bone Wall
Languages- understands all languages it knew in life but can't speak 4th- level Evocation
Traits- lose the multiattack trait if they have it. Casting Time: 1 Action
Undead fortitude-If damage reduces the zombie to 0 hit Range: 120 ft
Components: V, S, M (a piece of bone from a humanoid)
points, it must make a Constitution saving throw with a DC
Duration: Concentration, 10 minutes.
of 5 +the damage taken, unless the damage is radiant or This spell accumulates the fossilized remains in the area and
from a critical hit. On a success, the zombie drops to 1 hit summons forth from the ground a barrier of dense, fossilized bone. A
point instead. wall of bone springs into existence at point you choose within range.
Special- Some traits may or may not transfer over from the The wall is 6 inches thick and is composed of 10ft by 10 ft pillars.
Each pillar must be contiguous with at least one other pillar.
base creature like a Beholders antimagic cone. These traits are DM
Alternatively. you can create 10-ft-by-20-ft pillars that are only 3
dependant. inches thick. If the wall cuts through a creature's space when it
Actions- Lose all legendary actions if it has any appears, the creature is pushed to one side of the wall (your choice).
CR- same as base creature. lf a creature would be surrounded on all sides by the wall (or the wall
and another solid surface), that creature can make a Dexterity saving
throw. On a success, it can use its reaction to move up to its speed so
Undead Thralls: Alternate Feature that it is no longer enclosed by the wall.The wall can have any shape
you desire, though it can't occupy the same space as a creature or
Beginning at 10th level, you learn the animate dead spell if you don't object. The wall doesn't need to be vertical or rest on any firm
know it already. Whenever you create an undead using the Animate foundation. It must. however, merge with and be solidly supported by
Dead spell you may increase the CR of a creature you can raise as a existing stone. Thus, you can use this spell to bridge a chasm or
zombie or skeleton by 1. create a ramp. If you create a span greater than 20 feet in length, you
must halve the size of each pillar create supports. You can crudely
shape the wall to create crenellations, battlements, and so on. The
Additional Spells wall is an object made of bone that can be damaged and thus
breached. Each pillar has AC 15 and 15 hit points per inch of
Below are a few spells I have converted over from Libris Mortis. I thickness. Reducing a pillar to 0 hit points destroys it and might
plan on updating this file with more spell conversions from previous cause connected pillars to collapse at the DM's discretion.
editions as well as some homebrewed ones!
Bone Prison
Blade of Gnashing Teeth 5th-level Evocation
Casting Time: 1 Action
2nd-level necromancy Range: 120 ft (25ft cube)
Casting Time: 1 action Components: V, S, M (a rib bone)
Range: self Duration: 1 minute
Components: V, S Similar to the Bone Wall, a Necromancer with this spell can summon
Duration: 10 Minutes a fossilized wall of bone in the form of an enclosing ring trapping
A short sword of gnashing teeth appears in your hand screaming and creatures inside. Choose an area within the spell's range and pillars of
moaning. Whenever you would make an attack the target creature fossilized bones spring up around a 15ft cube. These walls are 6
must make a dexterity saving throw instead of you attacking its AC. inches thick. If the wall cuts through a creature's space when it
The sword deals 1d6 + your spell casting modifier force damage on a appears, the creature is pushed to one side of the wall (your choice).
failed save and half as much on a successful one. The wall is an object made of bone that can be damaged and thus
breached. Each pillar has AC 15 and 30 hit points per inch of
Bone Shield thickness. Reducing a pillar to 0 hit points destroys it and might
2nd-level necromancy cause connected pillar to collapse aI the DM's discretion.
Casting Time: 1 bonus action
Range: Self

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