Necromancer Class v4
Necromancer Class v4
Written by:
Josh Conkel
Artwork by:
Jose Eduardo “Jegs” Gonzalez
Yuri Perkowski Domingos
Necromancer Class
Tragic sorcerors, vengeful mages. Spellcasting. You can cast
Tinkerers in the powers of life and Necromancer spells you know
death. using INT modifier.
CLASS TALENTS
2d6 Effect
2 Double the undead created with Animate/Create Undead
3-6 +2 to Intelligence stat or +1 to necromancer spellcasting checks
7-9 Gain advantage on casting one spell you know
10-11 Learn one additional necromancer spell of any tier
12 Choose a talent or +2 points to distribute to stats
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CLASS SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
NECROMANCER TITLES
Level Lawful Chaotic Neutral
1-2 - Conjurer Acolyte
3-4 - Hexer Occultist
5-6 - Death Worker Thaumaturgist
7-8 - Death Lord Cunning One
9-10 - The Merciless Arch Necromancer
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Spells
Tier 1 Tier 4
• Animate Dead • Arcane Eye
• Borrow Life • Become Spider
• Detect Magic • Blood Bubble
• Dreaful Doll • Boneskin
• Ghostlight • Cloudkill
• Hex • Passwall
• Mesmerize • Regenerate
• Protection from Virtue • Scrying
• Shivers • Swarm
• Sleep • Telekenisis
Tier 2 Tier 5
• Alter Self • Antimagic Shell
• Augury • Banish to Beyond
• Bile • Borrow Essence
• Blind/Deafen • Heal
• Dead Eyes • Plane Shift
• Detect Thoughts • Power Word Kill
• Invisibility • Primsatic Orb
• Silence • Pulverize
• Speak With Dead • Resurrect
• Web • Shape Change
• Undead Army
Tier 3
• Bat Wings
• Become Fog
• Control Beast
• Conjure Wight
• Dispel Magic
• Divination
• Fireball
• Frighten the Living
• Protection from Energy
• Pyrokinesis
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Spells
Tier 1
You touch one humanoid’s remains, and You magically lift one humanoid creature
it rises as a zombie or skeleton under your of LV 2 or less into the air and are able
control. to hold them there, manipulating thier
appendages, as long as you can hold
The remains must have at least three limbs concentration. They cannot move or act of
and its head intact. The undead creature their own free will.
acts on your turn. After 1 day, the creature
collapses into grave dust. They can attempt to end the spell on each
turn with a WIS check vs. last spellcasting
check.
Borrow Life Ghostlight
Duration: Instant Duration: 1 hour real time
You can sense the presence of magic One humanoid or creature has
within near range for the spell’s duration. disadvantage on all attack rolls for 1d4
If you focus for two rounds, you discern its rounds.
general properties. Full barriers block this
spell.
5
Mesmerize Alter Self
Duration: 1 day Duration: 5 rounds
Staring deep into the eyes of a humanoid You magically change your physical form,
LV 2 or less, you say soothing words to gaining one feature that modifies your
them, which awe them to such depths existing anatomy.
they become enthralled to you. They either
stand in place as if in a trance or follow For example, you can grow functional gills
simple orders. on your neck or bear claws on your fingers.
This spell can’t grow wings or limbs.
The spell ends if you or your
allies do anything to hurt it that
it notices. Augury
Duration: Instant
The target knows you magically
enchanted it after the spell ends. Range: Self
Range: Near
Sleep
You call down a river of black bile on a
Duration: Instant
creature you can see within range. It takes
1d8 necrotic damage, is stuck in bile, and
Range: Near
cannot move until passing a DEX check DC
15.
You weave a lulling spell that fills a near-
sized cube extending from you. Living
creatures in the area of effect fall into a
deep sleep if they are LV 2 or less. Vigorous
shaking or being injured wakes them.
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Invisibility
Duration: 10 rounds
Range: Close
Blind/Deafen
A creature you touch becomes invisible for
Duration: Focus
the spell’s duration. The spell ends if the
target attacks or casts a spell.
Range: Near
Silence
You utter a hateful censure, blinding or Duration: Focus
deafening one creature you can see in
range. The creature has disadvantage Range: Far
on tasks requiring the lost sense.
You magically mute sound in a near cube
Dead Eyes within the spell’s range. Creatures inside
Duration: Focus the area are deafened, and any sounds
they create cannot be heard.
Range: Far
Speak With Dead
Your eyes go white as you touch a corpse
and project your mind into it. You see and Duration: Focus
hear what is happeningaround the corpse
for 1 hour per level. Also works on the Range: Close
Undead, provided they aren’t intelligent.
A dead body you touch answers your
Caster can leave the corpse and move up questions in a distant, wheezing voice.
to 5 miles away from the corpse while still
retaining the ability to see/hear through it. You can ask the dead body up to three yes
or no questions (one at a time). The GM
truthfully answers “yes” or “no” to each.
Range: Near
7
Web Bat Wings
Duration: 5 rounds Duration: 5 rounds
You create a near-sized cube of sticky, You sprout large, leathery wings and take
dense spider web within the spell’s range. to the air like a bat. You can fly near for the
spell’s duration, and cling to/climb on walls
A creature stuck in the web can’t move and ceilings.
and must succeed on a Strength check vs.
your spellcasting check Become Fog
to free itself. Duration: 10 rounds
Range: Self
Conjure Wight
Duration: 1 day
Range: Close
8
Fireball
Duration: Instant
Range: Far
Control Beast
Duration: Focus You hurl a small flame that erupts into a
fiery blast. All creatures in a near-sized
Range: Far cube around where the flame lands
take 4d6 damage. On next turn, can add
Your eyes go white as you latch onto the Pyrokinesis (see below) on successful
soul of a creature of LV 6 or lower. You spellcasting check.
decide its actions during its
turn. Frighten the Living
Dispel Magic Duration: Instant
Duration: Instant Range: Near
Range: Near All living things within near range of you
must immediately make a morale check.
End one spell that affects one target you This spell does not affect creatures that are
can see in range. immune to morale checks.
You throw the divining bones or peer into One creature you touch becomes
the blackness between the stars, seeking a impervious to the wild fury of the
portent. elements. Choose fire, cold, or electricity.
For the spell’s duration, the target is
You can ask the GM one yes or no question. immune to harm from energy of the
The GM truthfully answers “yes” or “no.” chosen type.
Range: Far
You conjure an invisible, grapesized eye Your conjure armor that appears to be
within range. You can see through the eye. made of bone. For the spell’s duration, your
It can see in the dark out to near range, fly armor class becomes 17 (20 on a critical
near on your turn, and squeeze through spellcasting check).
openings as narrow as a keyhole.
Cloudkill
Duration: 5 rounds
Bite. You can bite a living creature (their A creature of LV 9 or less that ends its turn
DEX vs your spellcasting check) to paralyze fully inside the cloud dies.
them.
You lift your hands, conjuring a crimson A tunnel of your height opens in a barrier
bubble of blood around yourself. Its thin you touch and lasts for the duration. The
wall must be contiguous and creates a passage can be up to near distance in
close-sized bubble around you. length and must be in a straight line.
10
Regenerate Swarm
Duration: Focus Duration: 5 rounds
A creature you touch regains 1d4 hit points You transform into a swarm of bats, rats,
on your turn for the duration. This spell also centipedes, snakes, or spiders. (See stat
regrows lost body parts. blocks.)
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Borrow Essence
Duration: Instant
Range: Close
Antimagic Shell
Duration: Focus A creature you touch has a random stat
reduced to 3 (-4) for one week.
Range: Self
Roll a d6 to determine which stat:
An invisible, near-sized cube of null-magic
appears centered on you. 1. Strength, 2. Dexterity, 3. Constitution,
4. Intelligence, 5. Wisdom, 6. Charisma.
Within the cube, no spells can be cast.
Magic items and spells have no effect in Inveresely, the same stat increases to 18
the zone, and (+4) for you. It lasts the same week.
no magic can enter.
When the creature returns in 5 rounds, Unless you have been to your intended
it has been reduced to 1 hit point and location before, you appear in a random
automatically fails a morale check. place on the destination plane.
12
Pulverize
Duration: Instant
Range: Far
Power Word Kill
Duration: Instant A crimson ray shoots from your finger and
explodes a creature or object. A creature
Range: Near becomes blood and gore and slippery to
walk through.
You utter the Word of Doom. One creature
you target of LV 9 or less dies if it hears you. A target creature of LV 5 or less instantly
dies. If it is LV 6+, it takes 3d8 damage
Treat a failed spellcasting check for this instead but does not explode. A non-
spell as a critical failure, and roll the magical object up to the size of a large tree
mishap with disadvantage. is destroyed.
Prismatic Orb
Duration: Instant Resurrect
Duration: Instant
Range: Far
Range: Far
You send a strobing orb of energy
streaking toward a target within range. The caster may bring back one soul from
beyond the grave, but must provide a
Choose an energy type from fire, cold, or sacrifice one soul of equal level to do so.
electricity. The orb deals 3d8 damage and The ritual takes three rounds to cast and
delivers a concussive blast of the chosen may only be cast once in a lifetime.
energy type.
13
Undead Army
Duration: 10 rounds
Range: Near
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Credits
Writing: Shadowdark License:
Josh Conkel NECROMANCER CLASS is an
independent product published
Art by: under the Shadowdark RPG Third-
Jose Eduardo “Jegs” Gonzalez Party License and is not affiliated
Yuri Perkowski Domingos with The Arcane Library, LLC.
Shadowdark RPG © 2023 The Arcane
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