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The Necromancer

Proficiency Cantrips Augmentations


Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Necromantic Studies, Summon Undead 3 2 — — — — — — — —
Companion, Spellcasting
2nd +2 Drain Life, Augmented Companion 3 2 4 — — — — — — — —
3rd +2 Field of Necromancy 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — — — — — —
5º +3 4 2 4 3 2 — — — — — —
6º +3 Recurso de campo 4 2 4 3 2 — — — — — —
7º +3 Toque de Vida 4 3 4 3 3 1 — — — — —
8º +3 Melhoria da pontuação de capacidade 4 3 4 3 3 2 — — — — —
9º +4 4 3 4 3 3 2 — — — — —
Dia +4 Recurso de campo 5 3 4 3 3 3 1 — — — —
10.
Dia +4 Enviado da Morte, Toque Necrotico 5 3 4 3 3 3 1 — — — —
11.
Dia +4 Melhoria da pontuação de capacidade 5 4 4 3 3 3 2 — — — —
12.
Dia +5 5 4 4 3 3 3 2 — — — —
13.
Dia +5 Recurso de campo 5 4 4 3 3 3 3 1 — — —
14.
Dia +5 5 4 4 3 3 3 3 2 — — —
15.
Dia +5 Melhoria da pontuação de capacidade 5 4 4 3 3 3 3 2 — — —
16.
Dia +6 5 5 4 3 3 3 3 2 — — —
17.
Dia +6 Sudário de Arcana Escura 5 5 4 3 3 3 3 2 — — —
18.
Xix +6 Melhoria da pontuação de capacidade 5 5 4 3 3 3 3 2 2 — —
Dia +6 Destino Mais Sombrio 5 5 4 3 3 3 3 2 2 1 1
20.

Uma construção rápida para criar um necromante é pegar o Arma


A Turma necromante fundo Sage, em seguida, fazer carisma sua pontuação de Arma
Pode haver muitas razões pelas quais uma pessoa procuraria maior habilidade seguido pela Constituição. Ferra
estudar na necromância. Pode ser as ambições de um Mago, Salva
um clérigo da devoção da Morte ao seu deus, ou, neste caso,
um compromisso com a magia mais sombria, não importa o
Características de classe Habi
Como necromante, você ganha as seguintes características De
risco. da classe Equ
O que diferencia um Necromancer de um Mago Você
especializado na Escola de Necromância é que os Magos Pontos de acerto equip
estudam necromancy para aprender como usá-lo,
necromancers têm um talento natural para isso e só estudam Hit Dice: 1d10 por nível necromancer aU
necromabilidade para avançar, não para aprendê-la. Pontos de acerto no 1º Nível: 10 + seu modificador (c)
constituinte aP
Criando um Necromancer Pontos de acerto em Níveis Mais Altos: 1d10 (ou 6) + seu a
modificador constituinte por nível necromante após o 1º Um
Proficiências
skill checks concerning the chosen type of Undead. The necromancer table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these
Summon Undead Companion necromancer spells, you must expend a slot of the spell's
Also at 1st level, you gain the ability to call forth a lost spirit level or higher. You regain all expended spell slots when you
and use them to influence the world around you. finish a long rest.
You can magically summon an incorporeal spirit to a point You prepare the list of necromancer spells that are
you can see within 60 feet of you. The spirit creates an aura available for you to cast, choosing from the necromancer
in a 30-foot radius around that point. It counts as neither a spell list. When you do so, choose a number of necromancer
creature nor an object, though it has the spectral appearance spells equal to your Charisma modifier + your necromancer
of the Undead it represents. As a bonus action, you can move level (minimum of one spell). The spells must be of a level for
the spirit up to 60 feet to a point you can see. which you have spell slots.
The effect of the spirit’s aura depends on the type of You can also change your list of prepared spells when you
Undead you chose to specialize in. finish a long rest. Preparing a new list of necromancer spells
requires time spent in meditation with your undead
Skeleton companion: at least 1 minute per spell level for each spell on
The Spirit takes the appearance of a ghastly skeletal warrior, your list.
clad in half plate and armed with a great axe. It inspires you Spellcasting Ability
and your Allies who are within its aura with ferocious might Charisma is your spellcasting ability for your necromancer
and grants you Advantage on Damage rolls made against spells, since your magic draws upon your birth ties to the
targets bellow half their Max Hit Points. shadowfell and other sources of dark magic. You use your
Zombie Charisma whenever a spell refers to your spellcasting ability.
The Spirit takes the form of a ghoulish rotting humanoid, In addition, you use your Charisma modifier when setting the
with sickly thin and sharp claws and yellowed fangs. Hostile saving throw DC for a necromancer spell you cast and when
Creatures who enter the aura or start their turn in it must making an attack roll with one.
make a Constitution saving throw against your spell save DC Spell save DC = 8 + your proficiency bonus + your
or take 1d4 Poison Damage and be Poisoned, on a successful Charisma modifier
save they take half damage and are not poisoned. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Mummy
The Spirit takes the form of an ancient mummy, wrapped in Ritual Casting
Linen cloth and divine inscriptions. Whenever a friendly You can cast a necromancer spell as a ritual if that spell has
creature ends their turn within the aura you can choose to the ritual tag and you have the spell prepared.
either restore 2d4 Hit Points to them, or end a condition
afflicting them from the following: Frightened, Charmed, Spellcasting Focus
Poisoned, Exhausted, Blinded, Deafend, Paralyzed. You can use an Arcane focus as a spellcasting focus for your
necromancer spells.
Ethereal
O Espírito mantém sua aparência fantasmagórica, Drain Life
transparente e ar frio. Você e seus Aliados têm vantagem em At 2nd level, you learn to drain the life force of creatures to
cheques furtivos e verificações de percepção enquanto estão rejuvinate your own. As an action, you can target a Creature
ao alcance da aura. you see within 60 feet of you and curse it with a Life Draining
Ooze Rune, The target makes a Constitution Saving Throw against
O Espírito toma a forma de um monstro ooze vagamente your Spell Save DC. On a failure The Target takes 2d4
humanoide, colorido um tom brilhante de Verde, Amarelo, Necrotic damage and have their Strength and Dexterity
Roxo, Azul ou Vermelho. Enquanto dentro da Aura, você e Score reduced by 2, you restore Hit Points equal to half the
seus aliados são resistentes ao ácido e danos venenosos. damage dealt. On a Successful save you restore only half the
damage dealt.
Spellcasting At 10th level, the damage die increase to 2d6, and the
penalty increases to reducing 4 from their Strength and
A partir de uma fonte de nascença da magia negra, você pode Dexterity.
lançar feitiços para trazer essa magia negra à vida. This feature does not work on Constructs or Undead.
Cantrips Augmented Companion
No 1º nível, você sabe duas cantrips de sua escolha da lista
de feitiços necromancer. Você aprende cantrips necromancer Also at 2nd Level, you Learn to augment your Undead
adicionais de sua escolha em níveis mais altos, como Companion with body parts, magical substances, and any
mostrado na coluna Cantrips Known da tabela Necromancer. other component an Aspiring Necromancer would infuse into
their servants. You learn 2 Augments from the Necromancer
Preparando e lançando feitiços Augmentation List, and learn more at later levels as shown by
the Necromancer Class table.
Field of Necromancy
At 3rd Level, you have learned the basics, and are ready to
make your path, you choose one of three Fields of
Necromancy that focus on different ways to augment your
skills. Blaze Binding lets you incorporate the
Destructiveness of Fire into your dark arts, Warp
Necromancy is the unholy amalgamation of Necromancy and
Chronomancy, and Ectomancy is a more Arcane focus of
Necromancy enhancing what Necromancy is already good at.
These Subclasses are expanded on further into this
suppliment.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Life Tap
At 7th level, you can tap into your very own Life Force to
regain fuel for your spells.
As a bonus Action, you can deal 2d4 Necrotic Damage to
yourself and regain a number of spell slots who's total level
equals half your Necromancer Levels (rounded Up), up to 5th
level spell slots. You take 2d8 Necrotic Damage instead to
restore Spell Slots above 5th level.
This Damage Ignores Resistance to Necrotic Damage and
Temporary Hit Points.
Envoy of Death
At 11th level, You become as swift as the phanotoms you
commune with and command. Your Movement speed
increases by 10 feet, and you can move through other
creatures and objects as if they were difficult terrain. If you
end your turn inside an objects, you are shunted to the
nearest unoccupied space and takes 1d10 force damage for
every 5 feet traveled.
Necrotic Touch
Also at 11th level, your lethal magic becomes more potent,
your Spells and Magical Effects that deal Necrotic or Cold
Damage ignore Resistance to Necrotic and Cold Damage.
Dark Arcana Shroud
At 18th Level, your lifeforce becomes one with the Dark Arts,
and strengthens your body accordingly. You take Half
Damage from Spells, and Have advantage against being
Charmed or Frightened.
Darkest Fate
At 20th Level, you have achieved the peak of your power, and
have accpeted the fate that befalls most Necromancers.
Your appearance becomes more deathly, be it growing
skinny, skin growing concerningly paler, the lack of frequent
breathing and blinking, or any other signs of early stages of
Lichdom. Your Undead Companion's Aura radius increases to
60 feet, and Your Charisma and Constitution Scores and
Score Maximum increases by 2.
Ectomancy
Necromancers in the Field of Ectomancy delve deeper into
the art of raising the dead and learn that even those without
blood have something you can syphon.
Improved Drain Life
At 3rd level, your Drain Life feature can now also affect the
Undead, draining ectoplasm from them instead of life force. If
the target is an Undead this feature grants you Temporary Hit
Points for 1 minute instead of restoring Hit Points. You can
also gain Temporary Hit Points equal to your Proficiency
Bonus for up to 1 hour if this feature reduces a Creature's Hit
Points to 0.
Ecto-Infusion
At 6th level, the Undead you raise through spells are infused
with Ectoplasm, granting them improved sturdiness.
Whenever you raise an Undead, Increase their Maximum
Hit Points by Necromancer Level.
SoulFire
At 10th Level, You can set fragments of your soul ablaze to
empower your spells. After you use your Life Tap feature, you
can choose to gain one of the following benefits:
Your Next damaging Spell deals an additional 1d6 Fire
damage, and ignores Fire Resistance.
YOur Next spell that restores hit points adds your
Constitution Modifier to the roll.
You can use this feature a number of times equal to your
Charisma modifier per long rest.
Oozing Touch
At 14th level, Your Necrotic Touch gets infused with an
additional layer of Ooze and Ectoplasm based magic.
Your Spells and Magical Effects that deal Acid Damage
ignore Resistance to Acid Damage.
Blaze Binding
Necromancers in the Field of Blaze Binding imbue a bit of
Pyromancy into their abilities, creating a lethal combination
of deathly magic and fire. Blaze Binders tend to be more
agressive and mad because of their lust for power, though
exceptions have been found.
Pyromania
At 3rd level, you begine a journey down the path of fire, you
learn additional spells at certain levels and always have them
prepared, they do not count against the number of Spells you
have prepared and are considered Necromancer Spells for
you.
You also learn the Create Bonfire cantrip, and your choice
of Firebolt or Green-flame blade cantrip.
Necromancer Level Spells
3rd Hellish Rebuke
5th Scorching Ray
7th Fireball
9th Fire Shield
11th Immolation

Necrotic Smoke
At 6th level, You infuse Volcanic fumes with Necrotic energy
to create Necrotic Smoke. Choose an area within 20 feet of
you or your Undead Companion, you can fill a 15 foot radius
within that range with Necrotic smoke as an action. The
smoke is treated as if you cast the Darkness spell, and
creatures that end their turn in the smoke take 1d4 + your
Charisma modifier as Necrotic Damage. As a Bonus action
you can move the Necrotic Smoke up to 10 feet.
You can use this feature a number of times equal to your
Charisma Modifier per long rest.
Flames of Phlegethon
At 10th Level, You can kindle a healing blaze within you with
the souls of the dead around you.
Whenever a creature of size medium or larger is reduced to
0 hit points within 60 feet of you, you restore 2 + your
Constitution Modifier as Hit Points.
Dark Fire
At 14th level, Your fire becomes saturated with Necrotic
magic, Your spells that deal Fire Damage also force the target
to make a Constitution saving throw, on a failure, They take
additional 2d6 necrotic damage, or half as much on a
successful save.
Warp Necromancy
Necromancers in the Field of Warp Necromancy play with
forces beyond most mortals' understanding, preforming a
horrid hybridization of Necromancy and Chronomancy only
ever seen in stories about the Far Realm.
Glimps of the Future
At 3rd level, you can use your Charisma modifier for your
Initiative Rolls instead of Dexterity.
Memories of the Past
Also at 3rd level, your Undead Companion isnt a spirit of a
dead creature, but a past event that has been forgotten by all
except time Itself. Your Undead Spirit takes the form of a
Time Wraith, a ghoulish black spirit with purple starry
patterns.
The Time Wraith's aura allows you or the Time Wraith
each to make a reaction whenever a friendly creature within
the aura gets attacked to force the attacker to reroll the attack
roll with Disadvantage.
Shadow Warp
Staring at 6th level, you can warp time around you and your
allies. As an action you can put a creature of your choice that
you can see or hear under the effects of altered timeflow, as if
you cast the Haste Spell.
If the Target creature is an undead you have raised, you use
this feature as a Bonus action and the Undead doesnt suffer
the wave of lethargy that would normally overtake a living
creature.
You can use this feature twice per long rest.
Temporal Eclipse
At 10th level, you exude an aura of darkness that contorts and
shifts the fabric of time and space. You can use your
Charisma Modifier instead of Dexterity Modifer for Dexterity
Saving Throws, as well as Acrobatics and Stealth Checks.
Additionally, You take halved damage from Opportunity
Attacks.
Shadow of Time
At 14th level, You can use your Charisma Modifier for your
AC instead of Dexterity Modifier and can take the Disengage
action as a bonus action.
Additionally, as an Action you can choose up to 3 targets to
put into stasis for 1d4 + Charisma Modifier Minutes or until
they take damage.
While in Stasis, the Creature has 0 movement speed, and
can not make any actions, reactions, or bonus actions. If the
creature was concentrating on a spell their concentration
ends.
You can use this feature once per short or long rest and you
gain 1 level of Exhaustion whenever you do so. These Levels
of Exhaustion can only be reduced by a Long Rest.
You can separate their Head and arms from them and
Augmentations move them to any point within 30 feet of their initial body,
This is the list of Augmentations available for your Undead these parts exude the same Auras as the Undead Companion
companion but up to 15 feet instead of 30.
Dire Wolf's Blood Necro-nomics for Beginners
Your Undead Companion grants you advantage on attack Whenever you attempt to purchase an item at the shop, you
rolls against creatures within 5 feet of them can offer the physical labor of your Undead Companion in
return of a discount, the Amount discounted is determined by
Bone Dust the DM depending on the type of task and if an undead
Your Undead Companion grants you a +1 to your AC while humanoid can possibly preform it on their own.
within it's aura
Mummy Augmentations
Scholar's Soul
While within the Aura of your Undead companion, Friendly The Following Augmentations are limited to Mummy
creatures have Proficiency in their choice of History, Arcana, Companions
or Medicine Checks Blessed Touch
Droplet of Corruption You learn the Spare the Dying Cantrip, and can cast it
While in you're Undead Companion's Aura, you can Speak through your Undead Companion as well. It does not count
Celestial, and your Choice of Abyssal or Infernal, and against the number of Cantrips you know.
Proficiency in the Religion Skill. Black (Medical) Magic
Playful Spirit While within your Undead Companion's Aura, You gain a +3
Your Undead Companion can take its own turn right after to rolls to restore Hit Points or grant Temporary Hit Points.
yours to cast the prestidigitation cantrip. Ethereal / Time Wraith
Ghastly Look Augmentations
Your Undead Companion imposes disadvantage on saving The following Augmentations are limited to Ethereal
throws against being frightened on creatures within their Companions or Warp Necromancers
aura
Ghostly Sight
Beastial body parts
Your Undead Companion have Animal parts grafted onto As an Action you can Blind yourself for 1 minute, you can
their body, You gain advantage on Survival checks while instead see through your Undead Companion's eyes, keeping
within their Aura. your sight based senses but you can now also see into the
Astral Plane. You can end this early at no action cost.
Skeleton Augmentations Peek-a-boo!
The following Augmentations are limited to Skeleton You can cast the Invisibility Spell at will while in your Undead
Companions Companion's Aura. You can use this feature twice per short
rest.
Anatomical Theory
As an Action, you can have your Undead Companion fall Ooze
appart and hurl the parts around. You can separate their The following Augmentations are Limited to Ooze
Head and arms from them and move them to any point within Companions
30 feet of their initial body, these parts exude the same Auras
as the Undead Companion but up to 15 feet instead of 30. Introduction to Goo-ology
Lichdom 101 Hostile creatures have their speed reduced by 10 feet while
Your Undead Companion can take its own turn right after in your Undead Companion's Aura.
yours to cast the Acid Splash, Firebolt, or Frostbite cantrip Demonic Slime
using your Spellcasting Modifier and the dice number scales Friendly Creatures in your Undead Companion's Aura gain
with your level as if it where your own cantrip. resistance to their choice of Fire, Cold, or Poison damage.
Zombie Augmentations
The Following Augmentations are Limited to Zombie
Companions
Anatomical Theory
As an Action, you can have your Undead Companion fall
appart and hurl the parts around.
3rd Level
Necromancer Spell List Animate Dead
Cantrips Bestow Curse
Acid Splash Counterspell
Blade Ward Dispel Magic
Booming Blade Fear
Chill Touch Feign Death
Control Flames Gaseous Form
Frostbite Hypnotic Pattern
Rajada Revivify
Infestação Lento
Mãos de Mago Fale com Morto
Remendar Shroud espírito
Mensagem Nuvem Fedorenta
Mind Sliver Invocar Mortos-Vivos
Ilusão Menor Toque Vampírico
Spray venenoso 4º Nível
Raio de Gelo
Picada de Sapping Banimento
Pedágio dos Mortos Ferrugem
Verdadeiro Ataque Monstro do Charme
Confusão
1º Nível Dominar besta
Absorver elementos Maior Invisibilidade
Mãos ardentes Tempestade de Gelo
Parafuso do Caos Sombra de Moil
Pessoa charme Radiance doentia
Causar medo Pele de Pedra
Detectar magia Esfera Vitriólica
Vida Falsa Parede de Fogo
Nuvem de Neblina 5º Nível
Faca de Gelo
Infligir Feridas Cloudkill
Armadura de Mago Cone de Frio
Mísseis Mágicos Contágio
Raio da Doença Danse Macabro
Escudo Dominar a Pessoa
Dormir Enervação
Tasha's Caustic Brew Segure monstro
Parafuso de bruxa Peste inseto
Inundação de energia negativa
2º Nível Levante-se Morto
Cegueira/Surdez Estática Sínptica
Coroa da Loucura Telecinese
Escuridão Círculo de Teletransporte
Visão escura 6º Nível
Melhorar a capacidade
Esfera flamejante Círculo da Morte
Repouso Gentil Criar mortos-vivos
Segurar pessoa Desintegrar
Invisibilidade Mordida ocular
Arma Mágica Carne para Pedra
Mente Spike Mal
Passo Nebuloso Investidura do Gelo
Força Phantasmal Pote Mágico
Raio de Enfeeblement Sugestão em massa
Lâmina de Sombra Prisão Mental
Escalada de aranha Esfera de Congelamento de Otiluke
Sugestão Gaiola da Alma
Tasha's Mind Whip Guise de Outro Mundo de Tasha
Web
7º Nível
Fireball de explosão retardada
Etéreo
Dedo da Morte
Palavra de Poder: Dor
Ressurreição
Teleport
Essência de Tether
8º Nível
Murcha horrid de Abi-Dalzim
Clone
Dominar monstro
Nuvem Incendiária
Palavra de Poder: Atordoamento
9º Nível
Projeção Astral
Palavra de Poder: Matar
Grito Psíquico
Tempo Ravage
Parada do tempo
Verdadeira Ressurreição

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