TEXT: 1
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Necromancer
  Harness the forces of life and death in this supplement for the world’s greatest 
  roleplaying game.
  
  2
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Credits
  Game Design & Writing: Alexander Krause-Leipoldt
  Desktop Publishing: Nikita Sipiniuc
  Acknowledgements: Carola Rong, Daniel Bucher, 
  Steven May
  Cover Illustration: Nikita Sipiniuc
  Interior Illustrations: Nikita Sipiniuc, Dean Spencer, 
  Daniele Ariuolo, Jeff Brown
  Fonts: Solbera
  Some artwork © 2020 Nikita Sipiniuc, used with permission. All rights reserved.
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  Some artwork © Cobalt Sages Creations, used with permission. All rights reserved. Daniele Ariuolo.
  Fonts © Solbera, used with permission under the Creative Commons Attribution-ShareAlike 4.0 International license.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, Ravnica, the dragon 
  ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2016 by Alexander Krause-Leipoldt and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  Contents
  Necromancer 
  3
  Preface ..............................................................................3
  Class Table ....................................................................4
  Class Features .............................................................5
  Necromantic Archetypes ...................................6
  Blood Mage .......................................................................6
  Reaper ............................................................................... 7
  Transcendent Soul ..........................................................8
  Pale Master .......................................................................9
  Appendix A: Creature Statistics 11
  Bone Minion ...............................................................11
  Bone Horror ..............................................................11
  Appendix B: Spells 
  12
  Expanded Spell Lists ........................................... 12
  Necromancer Spell List ................................... 13
  Spell Descriptions .................................................14
  Multiclassing 
  16
  
  3
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Necromancer
  Why should I fear death? If I am, death is not. If death 
  is, I am not. Why should I fear that which cannot exist 
  when I do?
  — Epicurus, Letter to Menoeceus
  Quivering with rage, a savage gnoll freezes in place at 
  the gesture of a young half-elf. She bites her wrist and 
  channels crimson liquid into the dying warrior at the 
  gnoll’s feet. Blood starts running from her eyes, and her 
  ally slowly regains a sanguine complexion.
  Lowering his blood-spattered scythe, the human 
  solemnly closes his grip around the mad king’s neck. 
  His placid gaze wanders across the surrounding 
  carnage. It was neither the time nor the fault of these 
  souls, but death knows no pity. The old tyrant could 
  have died with dignity. He preferred to make a fool of 
  himself instead.
  Ghostly apparitions guide the old gnome as she 
  searches an ancient tomb for a banshee. Once in a while 
  she stops and murmurs an incantation over a skull. The 
  question she must ask the spirit is of importance for the 
  entire region. She cannot leave without an answer.
  Diverse as their paths and intentions might be, all 
  necromancers are united in the subjects of their efforts: 
  life, death, and the immortal soul. Whether they are 
  keepers of the natural order or vicious commanders of 
  the undead, they weave their soul magic as naturally as 
  a cleric speaks a prayer or a bard plays a tune.
  Soul Magic
  Necromancers are able observers of the soul who 
  channel and harness the innermost energy of creatures 
  to create the supernatural effects called magic. Acting 
  as some sort of biocatalysts, they augment their arcane 
  talent by siphoning off raw life force and exploiting it as 
  a costly yet potent source of necromantic power. Their 
  abilities enable necromancers to shift the boundaries of 
  life and death, cross the border to the netherworld, and 
  even unriddle the soul’s inscrutable nature. While all of 
  them wield a certain power over the undead, only those 
  who truly embrace this gift become unequalled masters 
  of undeath.
  
  4
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Living with Death
  They say necromancers worship and manipulate death, 
  but that’s only half the story. While some certainly 
  do, others draw upon that same source of power to 
  worship and manipulate life — after all, who can tell the 
  difference?
  Many necromancers have an eminently keen sense 
  for the delicate balance of life and death. They know 
  that death is not the opposite of life, but a part of it, thus 
  often showing a lack of compassion for those who are 
  doomed to die. Considering the conventional wisdom 
  about their ‘dark arts’, this concept might explain 
  the social position of their frequently misunderstood 
  trade. Under the cloak of religion, fear of the unknown 
  stigmatizes necromancers as heretics and miscreants 
  and makes them the scapegoats of misfortune. From 
  the well-meaning healer to the grim reaper, many must 
  overcome the prejudice which clings to their profession 
  and keep a watchful eye on the society that surrounds 
  them.
  Creating a Necromancer
  When making a necromancer, the most important 
  aspect to consider is how you discovered your magical 
  potential and to what purpose you wield it. Is soul magic 
  the tradition of your people or is it the gift of a few 
  chosen individuals? Do you hide your abilities or do you 
  practice them openly? You should also determine your 
  character’s perception of death. Do you pity the dead 
  or the bereaved? Do you participate in funeral rites or 
  do you steal corpses for study purposes regularly? Is 
  going the way of all flesh a natural process, a sacred 
  occurrence, or even some kind of macabre art? What 
  do you think about the afterlife and resurrection? 
  These considerations may also be shaped by the public 
  perspective on death in your setting. Is death part 
  of everyday life or is it an unspoken taboo? Usually 
  common folk are afraid of death and what comes 
  thereafter, but perhaps some seek you out for advice 
  from their ancestors or to deal with an otherwise 
  incurable disease.
  After you have found answers to these questions, think 
  of your motive as an adventuring necromancer. Do you 
  set out to oppose some imminent danger to the cosmic 
  balance of life and death? Do you want to resolve the 
  prevalent misunderstanding of your profession and be a 
  role model of benevolent necromancy? Or have you been 
  hired to help with a topic most obscure to many people?
  Quick Build
  You can make a necromancer quickly by following these 
  suggestions. First, make Wisdom your highest ability 
  score. Your second highest ability score should be 
  Constitution, or Dexterity if you plan to adopt the reaper 
  archetype. Second, choose the hermit background. 
  Third, choose the chill touch, dancing lights, and 
  prestidigitation cantrips, along with the following 1st-
  level spells: cure wounds, detect magic, false life, and 
  ray of sickness.
  The NecromaNcer
  Level
  Proficiency
  Bonus
  Features
  Cantrips
  Known
  Spells
  Known
  — Spell Slots per Spell Level —
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +2
  Spellcasting, 
  Rebuke Undead (1/rest)
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Essence Flux, Necromantic 
  Archetype
  3
  5
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  —
  3
  6
  4
  2
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  4
  7
  4
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  +3
  —
  4
  8
  4
  3
  2
  —
  —
  —
  —
  —
  —
  6th
  +3
  Rebuke Undead (2/rest), 
  Necromantic Archetype feature
  4
  9
  4
  3
  3
  —
  —
  —
  —
  —
  —
  7th
  +3
  —
  4
  10
  4
  3
  3
  1
  —
  —
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  4
  11
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  —
  4
  12
  4
  3
  3
  3
  1
  —
  —
  —
  —
  10th
  +4
  Necromantic Archetype feature
  5
  13
  4
  3
  3
  3
  2
  —
  —
  —
  —
  11th
  +4
  —
  5
  14
  4
  3
  3
  3
  2
  1
  —
  —
  —
  12th
  +4
  Ability Score Improvement
  5
  15
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  +5
  —
  5
  16
  4
  3
  3
  3
  2
  1
  1
  —
  —
  14th
  +5
  Necromantic Archetype feature
  5
  17
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  +5
  —
  5
  18
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  +5
  Ability Score Improvement
  5
  18
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  +6
  Rebuke Undead (3/rest)
  5
  19
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Soul Gaze, Necromantic Archetype 
  feature
  5
  19
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score Improvement
  5
  20
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  Essence Weaver
  5
  20
  4
  3
  3
  3
  3
  2
  2
  1
  1
  
  5
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Class Features
  As a necromancer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per necromancer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per necromancer level after 1st 
  Proficiencies
  Armor: None
  Weapons: Daggers, darts, sickles, slings, quarterstaffs, 
  light crossbows
  Tools: None
  Saving Throws: Wisdom, Charisma
  Skills: Choose two from Arcana, Deception, Insight, 
  Intimidation, Investigation, Medicine, Nature, and 
  Religion
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background:
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • any simple weapon and a dagger
  Alternatively, you can forgo the equipment here and 
  in your background, and buy 4d4 × 10 gp worth of 
  equipment from the tables in chapter 5 of the Player’s 
  Handbook.
  Spellcasting
  As intuitively as breathing, you can channel your essence 
  into spells and other magical effects. See chapter 10 
  of the Player’s Handbook for the general rules of 
  spellcasting and appendix B of this class description for 
  the necromancer spell list.
  Cantrips
  At 1st level, you know three cantrips of your choice 
  from the necromancer spell list. You learn additional 
  necromancer 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 necromancer 
  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 spell’s level or higher. You regain all expended 
  spell slots when you finish a long rest.
  For example, if you know the 1st-level spell cure 
  wounds and have a 1st-level and a 2nd-level spell slot 
  available, you can cast cure wounds using either slot.
  Spells Known of 1st Level and Higher
  At 1st level, you know four 1st-level spells of your choice 
  from the necromancer spell list.
  The Spells Known column of the Necromancer table 
  shows when you learn more necromancer spells of your 
  choice of 1st level and higher. A spell you choose must 
  be of a level for which you have spell slots. For instance, 
  when you reach 5th level in this class, you learn a new 
  necromancer spell, which can be 1st, 2nd, or 3rd level.
  Additionally, when you gain a level in this class, you 
  can choose one of the necromancer spells you know and 
  replace it with another spell from the necromancer spell 
  list, which also must be of a level for which you have 
  spell slots.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your 
  necromancer spells, since your arcane magic reflects 
  the intuitive understanding of the immortal soul and 
  the life force that fuels existence. You use your Wisdom 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Wisdom modifier when setting 
  the saving throw DC for a necromancer spell you cast 
  and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + 
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier
  Ritual Casting
  You can cast any necromancer spell you know as a ritual 
  if that spell has the ritual tag.
  Spellcasting Focus
  You can use an arcane focus as a spellcasting focus for 
  your necromancer spells.
  Rebuke Undead
  Starting at 1st level, you can use your action to reach 
  out a free hand and utter a word of magical efficacy that 
  keeps the undead in check. Each undead within 60 feet 
  of you that can see or hear you must make a Wisdom 
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  saving throw against your necromancer spell save DC. 
  Any creature that fails its saving throw is rebuked by 
  you for 1 minute. A rebuked creature can’t attack you or 
  target you with harmful abilities or magical effects. 
  When you use this feature, you can designate any 
  creatures you can see and extend this benefit to them 
  while they are within 30 feet of you. The effect ends on 
  a rebuked creature if it takes any damage from you or a 
  creature you designated, or if you are incapacitated.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. You can use it twice 
  between rests when you reach 6th level, and three times 
  between rests when you reach 17th level.
  Essence Flux
  Beginning at 2nd level, your spiritual expertise 
  accelerates your recuperation. You regain all spent 
  necromancer Hit Dice when you finish a long rest.
  Additionally, you can tap into your own life essence 
  to replenish your magical reserves. When you finish a 
  short rest, you can choose expended necromancer spell 
  slots to recover. None of the slots can be 6th level or 
  higher. To regain a slot, you spend a number of Hit Dice 
  equal to the slot’s level. These Hit Dice can’t be used to 
  regain hit points from the rest.
  Necromantic Archetype
  At 2nd level, you choose an archetype that reflects your 
  abilities and beliefs as a necromancer. Choose the Blood 
  Mage, Reaper, Transcendent Soul, or Pale Master, all 
  detailed at the end of this class description. Your choice 
  grants you features at 2nd level, and again at 6th, 10th, 
  14th, and 18th level.
  Archetype Spells
  Each archetype has a list of associated spells. You learn 
  these spells when you reach certain necromancer levels, 
  as shown on the respective table of each archetype. 
  Your archetype spells don’t count against the number of 
  spells you know.
  If you have an archetype spell that doesn’t appear on 
  the necromancer spell list, the spell is nonetheless a 
  necromancer spell for you.
  Ability Score Improvement
  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.
  Soul Gaze
  Starting at 18th level, no soul can hide its true nature 
  from you. As an action, you can choose a creature you 
  can see within 30 feet of you and learn its alignment.
  Essence Weaver
  At 20th level, you regain 2 spent Hit Dice whenever you 
  finish a short rest. 
  Additionally, when you finish a long rest, you can 
  choose one necromancer spell you know of 1st level or 
  higher and replace it with another spell of 1st level or 
  higher from the necromancer spell list.
  Necromantic Archetypes
  Necromancers show a vast variety of expressing their 
  attitude toward life, death, and the immortal soul itself. 
  The abilities they develop in the course of their lifetime 
  reflect the necromantic domains they turn most of their 
  attention to. In fact, those that pursue different interests 
  eventually turn out to be very unlike each other.
  Blood Mage
  All causes shall give way: I am in blood
  Stepp’d in so far that, should I wade no more,
  Returning were as tedious as go o’er.
  — William Shakespeare, Macbeth
  Like the turn of the tides, blood magic wields the power 
  to bestow life on living beings or extract it from them 
  like juice from a fruit. Practitioners of the art harness 
  the flow of blood to aid or harm others, utilizing either 
  its defensive or offensive potential. While able to heal 
  and protect creatures with their own blood, they can 
  also halt their movement at will, eventually controlling 
  their body fluids with the greatest of ease. The so-called 
  blood mages aren’t unjustly looked upon as dangerous 
  people, as often enough sight suffices to brutally 
  separate one from his own juices. However, blood magic 
  demands a price few spellcasters dare to pay.
  Blood Toll
  When you choose this archetype at 2nd level, you 
  gain the ability to sacrifice your own life blood to fuel 
  magical effects. When you pay blood toll for another 
  feature of this archetype, you roll your blood die, which 
  is a d4, and lose hit points equal to the result. Some 
  features allow you to increase their effectiveness with 
  the hemorrhage option, as shown in their respective 
  descriptions. You can choose to use this option after 
  making the initial roll. 
  Your blood die changes when you reach certain levels 
  in this class. The die becomes a d6 at 5th level, and a d8 
  at 10th level.
  Sanguine Restoration
  Starting at 2nd level, you can channel vitality from 
  your veins into your allies. As a bonus action, you can 
  pay blood toll to restore hit points to another creature 
  that you can see within 30 feet of you. The number 
  of hit points equals twice the hit points you lost from 
  your blood toll, plus additional hit points equal to 
  your Wisdom modifier. This feature has no effect on 
  constructs and undead.
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain 
  all expended uses when you finish a long rest.
  Hemorrhage. You can roll up to three additional blood 
  dice for your blood toll. For each additional die, you can 
  target an additional creature with the effect, dividing hit 
  points among the targets as you choose.
  Blood mage SpellS
  Necromancer Level
  Spells
  3rd
  hold person
  5th
  gaseous form
  7th
  blight
  9th
  dominate person
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Crimson Seal
  At 6th level, you learn to create protective seals with 
  your blood. You can pay blood toll and spend 1 minute 
  drawing a seal on another creature or an object within 
  5 feet of you. The seal can be of any size of your choice 
  between 4 inches and 1 foot. 
  When you finish the seal, it has a number of hit points 
  equal to twice the hit points you lost as blood toll, plus 
  additional hit points equal to half your necromancer 
  level. Whenever the target takes damage, the seal takes 
  that damage instead. If the seal is reduced to 0 hit 
  points, the target takes any remaining damage and the 
  effect ends. Otherwise, the effect lasts until you finish a 
  long rest, or until you use this feature again.
  Hemorrhage. You can roll up to three additional blood 
  dice for your blood toll.
  Pulse Tracker
  Beginning at 10th level, you can sense the flow of 
  blood in your vicinity. You have advantage on Wisdom 
  (Perception) checks that rely on hearing or smell to 
  detect creatures with body fluids, as well as on Wisdom 
  (Survival) checks that you make to track such creatures.
  Boiling Veins
  Starting at 14th level, you can rapidly access the vitality 
  reserves contained in your own blood. As an action, you 
  can spend and roll one Hit Die, add your Constitution 
  modifier, and regain hit points equal to the result.
  Hemorrhage. You can pay blood toll to spend up to 
  four additional Hit Dice. You add your Constitution 
  modifier to each roll.
  Blood Thralls
  At 18th level, manipulating blood becomes second 
  nature to you. Creatures with body fluids have 
  disadvantage on saving throws against your archetype 
  spells.
  Reaper
  WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR 
  THE CARE OF THE REAPER MAN?
  — Terry Pratchett, Reaper Man
  Also known as dark pilgrims or paladins of death, 
  reapers are typically lawful and often of neutral — or 
  even good — alignment. They strive to return what was 
  given. To maintain the balance of light and dark, life and 
  death, and sometimes good and evil. 
  Many of them are devoted to neutral or good gods of 
  death — like Kelemvor, Wee Jas, Anubis, or Nephthys 
  —, serving as impartial agents of a just cause. However, 
  some reapers serve evil gods of death — like Myrkul, 
  Nerull, The Keeper, Hades, or Hel —, hunting and 
  slaughtering innocents to appease their unquenchable 
  thirst for blood and power. Zealots or not, these ruthless 
  executioners are rarely driven by moral codes and add 
  to the dread reputation of necromancers as a whole.
  Harbinger of Doom
  When you choose this archetype at 2nd level, you are 
  ordained to seal fates in battle. You gain proficiency with 
  light armor, simple weapons, and one martial weapon of 
  your choice. When you attack a creature with a weapon 
  that you are proficient with, you can use your Wisdom 
  modifier for the attack and damage rolls, instead of 
  Strength or Dexterity.
  Soul Shroud
  Also starting at 2nd level, you can call upon lost souls 
  to aid you in battle. As a bonus action, you can summon 
  spectral apparitions around you that last for 1 minute. 
  The effect ends early if you are incapacitated or if 
  you die. You can also dismiss it at any time (no action 
  required). Until the effect ends, you gain the following 
  benefits:
   
  • The apparitions shield you from harm like armor. 
  While you aren’t wearing medium or heavy armor or 
  using a shield, you gain a bonus to your AC equal to 
  your Wisdom modifier (minimum of +1).
  • You can command the apparitions to lash out at an 
  enemy you strike. When you hit a creature with a 
  melee weapon attack, you can deal extra necrotic 
  damage to the target equal to 1d4 + half your 
  necromancer level. You can’t use this benefit again 
  until the start of your next turn.
  • When a creature you can see dies within 10 feet of 
  you, you can harvest some of its essence to invigorate 
  yourself. You gain temporary hit points equal to the 
  creature’s number of Hit Dice. 
  You can use this feature twice, and you regain all 
  expended uses when you finish a short or long rest.
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Agent of Inevitable Fate
  Starting at 10th level, your deathly pursuit is more 
  difficult to elude. You have advantage on saving throws 
  against being charmed or frightened, and on Wisdom 
  (Insight) checks that you make to discern lies.
  Death Knell
  Beginning at 14th level, you strike with the gruesome 
  ultimacy of death. Necrotic damage you deal to 
  creatures ignores damage resistance. 
  reaper SpellS
  Necromancer Level
  Spells
  3rd
  magic weapon
  5th
  vampiric touch
  7th
  freedom of movement
  9th
  destructive wave
  NecromaNcerS aNd ScyTheS
  An infamous reputation precedes the deadly scythe. Not 
  to be confused with the common tool for cutting grain, 
  many reapers wield this iconic weapon to harvest lives. 
  Scythes come in various designs, all of which emphasize 
  offense to rend flesh and slit ankles. They can be applied 
  as a cosmetic effect to martial melee weapons of suitable 
  size that deal piercing or slashing damage. For example, 
  a short and crucially curved scythe may use the weapon 
  properties of a scimitar or shortsword, while larger and 
  heavier variants may use those of a war pick, greatsword, 
  or glaive.
  
  8
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Additionally, when another creature takes necrotic 
  damage from you, its hit point maximum is reduced by 
  an equal amount. This reduction lasts until the creature 
  finishes a long rest. The creature dies if this effect 
  reduces its hit point maximum to 0.
  Reaping Hour
  Starting at 18th level, you can use your action to doom 
  a creature of your choice that you can see within 60 feet 
  of you. For 1 hour, you know the target’s location, it can’t 
  be hidden from you, and it can’t leave its current plane 
  of existence. When a spell or other effect would teleport 
  the target to a space more than 60 feet away from you, 
  the target must make a Wisdom saving throw against 
  your necromancer spell save DC. On a failed save, it 
  isn’t teleported. The effect ends early if you drop to 0 
  hit points, die, or aren’t on the same plane of existence 
  as the target. If you target a humanoid and reduce it to 
  0 hit points before the effect ends, it dies and can’t be 
  returned to life.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Transcendent Soul
  End? No, the journey doesn’t end here. Death is just 
  another path, one that we all must take. The grey rain-
  curtain of this world rolls back, and all turns to silver 
  glass, and then you see it.
  — J. R. R. Tolkien, The Return of the King
  Transcendent souls see beyond the veil and unravel 
  its mysteries, often taking them to the grave when 
  their time comes. They develop abilities that put them 
  in contact with the dead and allow them to merge 
  their consciousness with other living creatures. Some 
  transcendent souls find their purpose in guarding the 
  netherworld and its lore, while others strive to become 
  paranormal investigators and explorers of hushed up 
  secrets.
  Bonus Cantrip
  When you choose this archetype at 2nd level, you learn 
  the guidance cantrip, which doesn’t count against your 
  number of cantrips known. You can cast the spell on 
  yourself as a bonus action.
  Possessive Presence
  Also starting at 2nd level, you can hamper another 
  creature’s control over its own body. As an action, you 
  can choose a beast or humanoid that you can see within 
  60 feet of you. The target must make a Charisma saving 
  throw against your necromancer spell save DC. On a 
  failed save, the target has disadvantage on attack rolls 
  TraNSceNdeNT Soul SpellS
  Necromancer Level
  Spells
  3rd
  see invisibility
  5th
  speak with dead
  7th
  banishment
  9th
  contact other plane
  dm Tip: guidiNg SpiriTS
  When a transcendent soul casts the guidance cantrip, 
  consider the following ideas to tune the spell’s flavor. 
  If the ability check in question is successful, ghostly 
  apparitions that only the spell’s target can see may 
  appear and help with the task. Examples include physical 
  assistance with a Strength (Athletics) check, visual 
  aid in a Dexterity (Stealth) check, or a ghostly guide 
  helping with a Wisdom (Survival) check. In case of an 
  Intelligence (History) check, the target may hear voices 
  of the deceased whispering answers. The spell could also 
  allow a character to perceive apparitions of creatures 
  whose past actions present a possible solution or failure.
  
  9
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  and ability checks while you can see it, and it can’t cast 
  spells that require verbal or somatic components.
  The effect lasts for 1 minute and requires your 
  concentration (as if concentrating on a spell). The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect early on a success. Once the 
  target succeeds on the saving throw, it is immune to this 
  feature for 24 hours.
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain 
  all expended uses when you finish a long rest.
  Deathly Whispers
  Beginning at 6th level, your understanding of the beyond 
  improves your ability to converse with the dead. When 
  you cast speak with dead, the spell has the following 
  benefits:
  • The spell’s range increases to 30 feet.
  • You know if a given answer is true or not.
  • You can communicate telepathically with the corpse 
  while you are within 30 feet of it. In this way, the spell 
  can affect a corpse that doesn’t have a mouth and you 
  don’t need to share a language. 
  Soul Purge
  Starting at 6th level, you can split magically affected 
  essence off to cleanse your soul from harmful effects. 
  When you fail a Wisdom or Charisma saving throw 
  against an effect that you are aware of, you can spend 
  one Hit Die to reroll the save. You must use the new roll.
  Ghost Stride
  Beginning at 10th level, you can use a bonus action on 
  your turn to become semi-corporeal for 1 minute. The 
  effect ends early if you are incapacitated or die, or if you 
  use a bonus action to dismiss it.
  For the duration, you have resistance to nonmagical 
  damage, and you can move through other creatures and 
  objects as if they were difficult terrain. You take 1d10 
  force damage if you end your turn inside an object. If 
  the effect ends while you are inside an object, you are 
  immediately shunted to the nearest unoccupied space 
  that you can occupy and take force damage equal to 
  twice the number of feet you are shunted.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Resilient Vessel
  Starting at 14th level, your ubiquitous contact with the 
  netherworld grants you resistance to necrotic damage. 
  Additionally, your hit point maximum can’t be reduced, 
  and you can’t be charmed or frightened by undead.
  Soul Transposition
  Beginning at 18th level, when a humanoid fails the 
  initial saving throw against your Possessive Presence, 
  you can choose to possess the target instead.
  The possessed target is incapacitated, deprived of 
  awareness, and loses control of its body. You control 
  the body, and your own body falls unconscious. You 
  retain your alignment, Intelligence, Wisdom, Charisma, 
  proficiencies, and any immunities to being charmed 
  or frightened that you have. You otherwise use the 
  possessed target’s statistics, but don’t gain access to its 
  proficiencies, knowledge, or class features.
  The possession lasts until either creature’s body drops 
  to 0 hit points, or until you end it as a bonus action. You 
  can also be forced out by an effect like the dispel evil 
  and good spell. The target can repeat the saving throw 
  at the end of each hour, ending the effect on a success. 
  When the possession ends, the target is immune to your 
  Possessive Presence for 24 hours.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Pale Master
  The boundaries which divide Life from Death are at best 
  shadowy and vague. Who shall say where the one ends, 
  and the other begins?
  — Edgar Allan Poe, The Premature Burial 
  Undeath is by far the most detested aspect of all 
  necromancy. The power that answers to the name 
  grants its gifts only to those who truly embrace it. 
  Therefore, the abilities of a pale master put any in the 
  shade who dabble with animating the dead.
  Although some may approach undeath from a 
  scientific perspective, few necromancers can rid 
  themselves from the evil connotation of this activity — 
  especially if they bring an undead giant in their wake. 
  Even those with good intentions tend to be neutral 
  at best, since their chosen means to an end is very, 
  very dark. As the culmination of their efforts, evil 
  pale masters seek lichdom in the hopes of eventually 
  escaping death’s grasp.
  However, certain nations take a different point of view 
  on the morality or immorality of such pursuit. These 
  empires often take pale masters into their service, either 
  to speed up the progress of science or to produce highly 
  functional servant creatures without ethical judgement.
  Bone Minion
  When you choose this archetype at 2nd level, you learn 
  to create a bone minion, an undead servant infused with 
  your soul magic. 
  Using your action, you can spend one Hit Die to create 
  a bone minion in an unoccupied space on the ground 
  that you can see within 5 feet of you. You choose its 
  appearance, which is recognizably undead. The creature 
  uses the game statistics of the bone minion stat block 
  presented in appendix A, and it doesn’t require air, food, 
  drink, or sleep. It acts independently, but is friendly to 
  you and obeys your commands. It dies if it drops to 0 hit 
  points, or if you use this feature again to create another 
  bone minion. You can also choose to destroy it at any 
  time (no action required). 
  In combat, the minion uses your initiative count, 
  taking its turn immediately after yours. On each of your 
  turns, you can use a bonus action to mentally command 
  it if it is within 120 feet of you. You decide what action 
  it will take and where it will move during its next turn. 
  If you issue no commands, it only defends itself against 
  hostile creatures. Alternatively, you can command it in 
  the same way as any other undead you control, such as 
  those created by the animate dead spell.
  Additionally, you can use your action and expend a 
  spell slot to heal an undead under your control that 
  pale maSTer SpellS
  Necromancer Level
  Spells
  3rd
  ray of enfeeblement
  5th
  animate dead
  7th
  death ward
  9th
  antilife shell
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  you can see within 30 feet of you. The target regains 
  1d8 hit points per level of the expended spell slot, plus 
  additional hit points equal to your Wisdom modifier.
   
  Undead Jolt
  Also starting at 2nd level, you can weave your magic to 
  grant dead bodies a momentary semblance of life.
  You can use your action to target a Medium or smaller 
  corpse that you can see within 60 feet of you. The 
  creature swiftly rises to make a melee attack against 
  one creature or object of your choice within its reach. 
  Alternatively, you can have it shove a creature or take the 
  Use an Object action. Either way, the creature adds your 
  Wisdom modifier to any attack roll or ability check that 
  it makes. The effect then ends and the corpse becomes 
  inanimate again.
  This feature has no effect on the remains of 
  constructs or undead. The effect becomes more 
  powerful as you gain levels in this class. You gain the 
  ability to target a Large corpse at 6th level, and a Huge 
  corpse at 14th level. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once). You regain 
  all expended uses when you finish a long rest.
  Animator Style
  Beginning at 6th level, you develop a certain style of 
  animation for your Bone Minion feature. Choose either 
  the Colossus or the Horde option. You gain the benefits 
  of the chosen style.
  Colossus
  You raise undead servants of enormous size. When 
  you create a bone minion, you can spend an additional 
  Hit Die to create a bone horror instead. The creature 
  uses the game statistics of the bone horror stat block 
  presented in appendix A. It still counts as a bone minion.
  Horde
  You focus on numbers as you raise your undead 
  servants. You can control up to two bone minions 
  at a time. When you create a minion, you can spend 
  an additional Hit Die to create two minions with the 
  same action. If you create a third minion, the first one 
  disintegrates. You can command any or all of your 
  minions at the same time, issuing the same command to 
  each one. 
  Additionally, any bone minion you create can have one 
  or both of the following traits of your choice:
  Bone Spike. The minion can make a ranged weapon 
  attack that is identical to its bite, but has a normal range 
  of 20 feet and a long range of 60 feet.
  Charnel Burst (Replaces Death Burst). When the 
  bone minion is reduced to 0 hit points, it explodes in a 
  magical burst of necrotic energy. Each creature within 
  5 feet of it must make a Constitution saving throw 
  against your necromancer spell save DC, taking necrotic 
  damage equal to 2d8 + your Wisdom modifier + half 
  your necromancer level on a failed save, or half as much 
  on a successful one.
  Dominate Undead
  Starting at 10th level, when you use your Rebuke 
  Undead, you can instead expend two uses of the feature 
  to seize control over undead that fail their saving throw 
  against it. If you do, the creatures are friendly toward 
  you and obey your verbal commands while being 
  rebuked by you. If a creature has an Intelligence of 8 
  or higher, it is affected by this feature only if it fails the 
  saving throw by 5 or more. If it fails the saving throw 
  and has an Intelligence of 12 or higher, it can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. It is still rebuked for the 
  duration.
  Advanced Animator Style
  Beginning at 14th level, your chosen Animator Style 
  option grants you additional benefits.
  Colossus
  Your bone horror’s speed is 40 feet, and its weapon 
  attacks deal one extra die of their damage. 
  Additionally, you can create a bone horror by 
  performing a ritual over the course of 1 minute, 
  instead of using your action. The ritual requires your 
  concentration (as if concentrating on a spell). When you 
  finish the ritual, your bone horror is of Huge size and 
  has a reach of 10 feet.
  Horde
  You can control up to four bone minions at a time. If 
  you create a fifth minion, the first one disintegrates. In 
  addition, each bone minion’s speed increases by 10 feet, 
  and the radius of its Death Burst (or Charnel Burst) trait 
  increases by 5 feet.
  Gift of the Unburied
  Starting at 18th level, you are immune to poison 
  damage and the poisoned condition. In addition, you no 
  longer require air, food, drink, or sleep. You still require 
  rest to reduce exhaustion and still benefit from finishing 
  short or long rests.
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Bone Minion
  Small undead, your alignment
  Armor Class 13 (natural armor)
  Hit Points equal to the bone minion’s
  Constitution modifier + your Wisdom modifier
  + three times your necromancer level
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  3 (-4)
  WIS
  8 (-1)
  CHA
  5 (-3)
  Saving Throws Con +4, Wis +1
  Skills Athletics +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages you speak
  Death Burst. When the bone minion is reduced to
  0 hit points, it explodes in a burst of splintered
  bones and rotten flesh. Each creature within 5
  feet of it must make a Dexterity saving throw
  against your necromancer spell save DC, taking
  piercing damage equal to 2d8 + your Wisdom
  modifier + half your necromancer level on a failed
  save, or half as much on a successful one.
  Remote Control. When you use a bonus action to
  command the bone minion, you can disable its
  Death Burst trait as part of that command, or
  enable it again. If disabled, the trait doesn’t
  activate when the bone minion is reduced to
  0 hit points.
  Soul Sliver. When your proficiency bonus
  increases by 1, the following numbers also
  increase by 1: the bone minion’s bonuses to
  attack rolls, damage rolls, proficient skills and
  saving throws.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 1d4 + 1 piercing damage.
  Detonate. The bone minion drops to 0 hit points.
  N
  ecromancers who become pale 
  masters gain access to unique servant 
  creatures, represented in the following 
  stat blocks. For information on how 
  to read a stat block, see the Monster 
  Manual.
  Bone Horror
  Large undead, your alignment
  Armor Class 14 (natural armor)
  Hit Points equal to the bone horror’s Constitution
  modifier + your Wisdom modifier + five times
  your necromancer level
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  8 (-1)
  CON
  18 (+4)
  INT
  3 (-4)
  WIS
  8 (-1)
  CHA
  6 (-2)
  Saving Throws Con +7, Wis +2
  Skills Athletics +6
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages you speak
  Magic Weapons. The bone horror’s weapon
  attacks are magical.
  Soul Sliver. When your proficiency bonus
  increases by 1, the following numbers also
  increase by 1: the bone horror’s bonuses to
  attack rolls, damage rolls, proficient skills and
  saving throws.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 1d8 + 3 piercing damage.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 2d6 + 3 bludgeoning damage.
  Ungodly Roar (Recharge 6). The bone horror emits
  a terrifying roar. Each hostile creature within 30
  feet of it that can see or hear it must make a
  Wisdom saving throw against your necromancer
  spell save DC. On a failed save, a creature is
  frightened until the end of the bone horror’s next
  turn. On a successful save, a creature is immune
  to this effect for 24 hours.
  Appendix A: Creature Statistics
  
  12
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  T
  his appendix contains the 
  necromancer spell list, as well as expanded 
  spell lists for other classes that gain access 
  to new spells. New spells that appear on 
  the necromancer spell list are marked 
  with , and their descriptions can be 
  found at the end of this appendix. Spells 
  marked with (XGE) originate from Xanathar’s Guide to 
  Everything. Spells followed by (TCE) can be found in 
  Tasha’s Cauldron of Everything.
  Expanded Spell Lists
  The following spell lists show which of the new spells are 
  available for the base classes from the Player’s Handbook.
  Cleric Spells
  caNTripS (0 level)
  Lament
  Druid Spells
  5Th level
  Parasitic Bond
  Paladin Spells
  4Th level
  Aura of Decay
  Sorcerer Spells
  1ST level
  Apnea
  Warlock Spells
  1ST level
  Apnea
  Rigor Mortis
  5Th level
  Parasitic Bond
  Wizard Spells
  caNTripS (0 level)
  Bone Spikes
  Lament
  1ST level
  Apnea
  Rigor Mortis
  3rd level
  Undead Grasp
  5Th level
  Parasitic Bond
  Appendix B: Spells
  
  13
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  caNTripS (0 level)
  Bone Spikes 
  Chill Touch
  Dancing Lights
  Frostbite (XGE)
  Green-Flame Blade (TCE)
  Lament 
  Mage Hand
  Message
  Minor Illusion
  Poison Spray
  Prestidigitation
  Ray of Frost
  Resistance
  Soul Whip 
  Spare the Dying
  Toll the Dead (XGE)
  1ST level
  Apnea  ⋆
  Bane
  Cause Fear (XGE)
  Cure Wounds
  Detect Evil and Good
  Detect Magic
  Detect Poison and Disease
  False Life
  Fog Cloud
  Healing Word
  Ice Knife (XGE)
  Inflict Wounds
  Mage Armor
  Protection from 
  Evil and Good
  Ray of Sickness
  Rigor Mortis  ⋆
  Silent Image
  Sleep
  Unseen Servant
  Witch Bolt
  2Nd level
  Augury
  Blindness/Deafness
  Calm Emotions
  Crown of Madness
  Darkness
  Darkvision
  Detect Thoughts
  Gentle Repose
  Hold Person
  Lesser Restoration
  Mirror Image
  Myrkul’s Baleful Reaper ⋆
  Misty Step
  Protection from Poison
  Ray of Enfeeblement
  See Invisibility
  Shadow Blade (XGE)
  Soul Combustion  ⋆
  Warding Bond
  3rd level
  Animate Dead
  Bestow Curse
  Catnap (XGE)
  Dispel Magic
  Fear
  Feign Death
  Gaseous Form
  Haste
  Life Transference (XGE)
  Magic Circle
  Major Image
  Nondetection
  Phantom Steed
  Plant Growth
  Protection from Energy
  Remove Curse
  Revivify
  Soul Arrow  ⋆
  Speak with Dead
  Spirit Shroud (TCE)
  Summon Lesser 
  Demons (XGE)
  Summon 
  Shadowspawn (TCE)
  Summon Undead (TCE)
  Tongues
  Undead Grasp  ⋆
  Vampiric Touch
  4Th level
  Aura of Decay  ⋆
  Aura of Life
  Blight
  Death Ward
  Dimension Door
  Divination
  Dominate Beast
  Locate Creature
  Shadow of Moil (XGE)
  Sickening Radiance (XGE)
  Soul Spike  ⋆
  Summon Greater 
  Demon (XGE)
  5Th level
  Animate Objects
  Antilife Shell
  Cone of Cold
  Contagion
  Danse Macabre (XGE)
  Dispel Evil and Good
  Dominate Person
  Dream
  Enervation (XGE)
  Greater Restoration
  Hallow
  Hold Monster
  Infernal Calling (XGE)
  Mass Cure Wounds
  Negative Energy 
  Flood (XGE)
  Parasitic Bond  ⋆
  Planar Binding
  Raise Dead
  Scrying
  6Th level
  Circle of Death
  Create Homunculus (XGE)
  Create Undead
  Eyebite
  Find the Path
  Flesh to Stone
  Harm
  Heal
  Magic Jar
  Soul Cage (XGE)
  7Th level
  Dream of the Blue 
  Veil (TCE)
  Etherealness
  Finger of Death
  Power Word Pain (XGE)
  Regenerate
  Resurrection
  Symbol
  8Th level
  Abi-Dalzim’s Horrid 
  Wilting (XGE)
  Clone
  Dominate Monster
  Maddening Darkness (XGE)
  Mind Blank
  Power Word Stun
  9Th level
  Astral Projection
  Foresight
  Power Word Heal
  Power Word Kill
  True Resurrection
  Necromancer Spell List
  Necromancer Spells
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Spell Descriptions
  Apnea
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You touch a creature and relieve it of the burden of 
  breathing. For the duration, the target doesn’t require air.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can touch two 
  additional creatures for each slot level above 1st.
  Aura of Decay
  4th-level necromancy
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, M (a wilted flower, which blossoms as 
  the spell deals damage)
  Duration: Concentration, up to 10 minutes
  Withering energy radiates from you in an aura with a 
  10-foot radius. Until the spell ends, the aura moves with 
  you, centered on you. Other creatures in the aura can’t 
  regain hit points. When a creature other than you enters 
  the aura for the first time on a turn or starts its turn 
  there, it must make a Constitution saving throw. The 
  creature takes 5d6 necrotic damage on a failed save, or 
  half as much on a successful one.
  Plant creatures and magical plants make the saving 
  throw with disadvantage and the spell deals maximum 
  damage to them. Nonmagical plants in the aura of 
  Medium size or smaller, such as shrubs or flowers, don’t 
  make a saving throw; they simply wither and die.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d6 for each slot level above 4th. When you use a slot 
  of 6th level or higher, the spell also affects nonmagical 
  plants of one additional size category for every two slot 
  levels above 4th.
  Bone Spikes
  Conjuration cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: 1 round
  Choose a point on the ground that you can see within 
  range. At your command, cultrate bones shoot up in 
  a 10-foot square centered on that point. Each creature 
  in the area when you cast the spell must succeed on 
  a Dexterity saving throw or take 1d4 piercing damage. 
  The area is difficult terrain until the start of your next 
  turn.
  The spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4).
  Lament
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Up to 1 hour
  This spell acts as a gentle reminder of mortality. You 
  create one of the following effects within range:
  • You create an instantaneous, harmless sensory 
  effect related to death, such as leaves falling from a 
  tree, a cold breeze, eerie musical notes, the wail of a 
  humanoid, or an odor of decay. The effect must fit in a 
  5-foot cube.
  • You instantaneously make a corpse or detached body 
  part twitch or move for a second. For example, you 
  could let a dead hand move a finger or a corpse cast 
  up its eyes.
  • You instantaneously crack the surface of up to 1 foot 
  of ordinary glass or coat it with frost flowers.
  • You instantaneously snuff out a candle, a torch, or a 
  small campfire.
  • You instantaneously wither an ordinary, nonmagical 
  plant that is no larger than 1 foot in any dimension. 
  Alternatively, you change its color to black or white for 
  1 hour.
  • You chill up to 1 cubic foot of nonliving material or 
  flavor it to taste rank or bitter for 1 hour.
  • You cause the depiction of a face, such as a statue or 
  portrait, to look mournful and shed tears for 1 hour.
  If you cast this spell multiple times, you can have up to 
  three of its 1-hour effects active at a time, and you can 
  dismiss such an effect as an action.
  Myrkul’s Baleful Reaper
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self (10-foot cube)
  Components: V, S
  Duration: 1 minute
  You form a scythe of concentrated darkness that 
  swings in a 10-foot cube originating from you and then 
  dissipates. Each creature in the cube’s area must make 
  a Constitution saving throw. On a failed save, a creature 
  takes 3d8 necrotic damage and has its speed halved 
  for the duration. On a successful saving throw, the 
  creature takes only half damage and doesn’t have its 
  speed halved. At the end of each of its turns, an affected 
  creature can repeat the saving throw, ending the effect 
  on itself on a success.
  The spell can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet 
  of lead, or 3 feet of wood or dirt.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for every slot level above 2nd.
  
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  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Parasitic Bond
  5th-level necromancy (ritual)
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S, M (a dagger and a drinking vessel; 
  one pint of lamb blood, a squashed leech, and poison 
  or toxic herbs worth at least 100 gp, all of which are 
  consumed by the spell)
  Duration: Until dispelled
  This spell must be cast during the midnight hour. 
  Choose another humanoid within range. After cutting 
  yourself and the target, you mix the spell components 
  with the blood of both sacrificers in a ritual vessel 
  and evoke profane powers to intertwine your souls. 
  Emptying the vessel in turns, you and the target suffer 
  any effects of the toxic ingredient that are caused by its 
  ingestion, and you both gain the following benefits while 
  you are within 60 feet of each other:
  As a bonus action, you can channel vitality into your 
  bonded ally or drain it from him or her. You can also 
  drain vitality as a reaction that resolves before its trigger.
  When you channel vitality, you lose a number of hit 
  points of your choice, and your ally regains an equal 
  amount of hit points. When you drain vitality, you 
  reverse this effect. However, draining vitality as a 
  reaction imposes a risk. Declare a number of hit points 
  to drain and roll a d8. On a result of 1-5, you drain the 
  declared number of hit points. On a result of 6-7, you 
  drain twice as much. On a result of 8, you drain all of 
  your ally’s hit points.
  The loss of hit points can’t be reduced or prevented 
  in any way, and it can’t exceed a creature’s current hit 
  points. Any restored hit points that exceed a creature’s 
  maximum number of hit points transform into 
  temporary hit points, but no more than the creature’s 
  level (or challenge rating). The spell ends early if it is 
  cast on either bonded creature again, or if one of them 
  dies.
  Rigor Mortis
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You imbue your touch with sepulchral magic to benumb 
  the living. Make a melee spell attack against a creature 
  within your reach. On a hit, the target takes 1d10 
  necrotic damage and must make a Constitution saving 
  throw. On a failed save, it is paralyzed until the end of 
  your next turn. On a successful save, it is restrained 
  instead. If the necrotic damage kills the target, 
  postmortem rigidity sets in as though the creature had 
  been dead for at least 8 hours. This spell has no effect 
  on constructs and undead.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the necrotic damage 
  increases by 1d10 for each slot level above 1st.
  Soul Arrow
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a flying arrow of sizzling energy in your space 
  that lasts for the duration. The arrow sheds bright light 
  in a 5-foot radius and dim light for an additional 5 feet. 
  When you cast the spell and as an action on each of your 
  subsequent turns, you can move the arrow up to 120 
  feet and attack a creature in its space. Make a ranged 
  spell attack against the target. On a hit, the target takes 
  force damage equal to 2d6 + your spellcasting ability 
  modifier. 
  Whether you hit or miss, you can repeat the attack 
  once against a creature in the arrow’s space until 
  the end of your turn. You can break up the arrow’s 
  movement as described in chapter 9 of the Player’s 
  Handbook. The spell ends early if the arrow is ever 
  more than 30 feet away from you, or if you don’t take an 
  action on your turn to control the arrow.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can repeat the attack 
  one additional time for every two slot levels above 3rd.
  Soul Combustion
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Components: V
  Duration: Instantaneous
  You cause your soul to erupt in a blazing burst of energy, 
  scorching everyone around you. Each creature within 5 
  feet of you must make a Constitution saving throw. On a 
  failed save, a creature takes 3d8 radiant damage and is 
  blinded until the end of your next turn. On a successful 
  save, the creature takes only half damage and isn’t 
  blinded.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for each slot level above 2nd.
  Soul Spike
  4th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Choose a point you can see on a solid floor, wall, or 
  ceiling within range. Matching your gesture, a large 
  spike of pure soul energy shoots up in a 5-foot cube 
  centered on that point. A creature in the cube’s area 
  must make a Dexterity saving throw, taking 3d10 force 
  damage on a failed saving throw, or half as much on a 
  successful one. The spike then dissipates. As a bonus 
  action on subsequent turns, you can create another 
  spike within 60 feet of you.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d10 for each slot level above 4th.
  
  16
  NecromaNcer 1.0 by a. Krause-LeipoLdt
  Soul Whip
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You form a luminous streak of soul energy to strike out 
  at a creature within range. Make a melee spell attack 
  against the target. On a hit, the target takes 1d6 force 
  damage, and if its size is equal to or smaller than yours, 
  it must succeed on a Strength saving throw or be 
  knocked prone.
  The spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Undead Grasp
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You summon skeletal or putrescent arms (your choice) 
  from the ground in a 20-foot square starting from a 
  point within range. For the duration, the area becomes 
  difficult terrain which doesn’t affect you. 
  When a creature other than you enters the spell’s 
  area for the first time on a turn or starts its turn there, 
  it must make a Strength saving throw. On a failed save, 
  it is grappled by the arms for the duration. If a creature 
  is already grappled by the arms and fails the save, or 
  if it fails the save by 5 or more, it falls prone and is 
  restrained instead. A grappled or restrained creature 
  takes 2d4 slashing damage at the end of each of its 
  turns. It can use its action to make a Strength check or 
  Dexterity check (creature’s choice) against your spell 
  save DC, freeing itself on a success. When the spell 
  ends, the conjured arms wither away.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the square’s area 
  increases by 5 feet for every slot level above 3rd.
  For the purpose of multiclassing, the following tables
  complement those presented in chapter 6 of the Player’s 
  Handbook.
  Multiclassing
  mulTiclaSSiNg prerequiSiTeS
  Class
  Ability Score Minimum
  Necromancer
  Wisdom 13
  mulTiclaSSiNg proficieNcieS
  Class
  Proficiencies Gained
  Necromancer
  Sickles
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Class.pdf