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Dread Necromancer (8923527)

This document introduces a new class for the 5th edition of Dungeons & Dragons called the Dread Necromancer. The class draws power from a dark taint or corruption that transforms the character into an undead creature over time. The document provides details on class features like spellcasting abilities and an overview of how to create a character with this class.

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100% found this document useful (1 vote)
876 views12 pages

Dread Necromancer (8923527)

This document introduces a new class for the 5th edition of Dungeons & Dragons called the Dread Necromancer. The class draws power from a dark taint or corruption that transforms the character into an undead creature over time. The document provides details on class features like spellcasting abilities and an overview of how to create a character with this class.

Uploaded by

rocker500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Class Overview: Introduces the Dread Necromancer class, discussing its connection with death and the foundational skills.

DREAD NECROMANCER

A New Class for 5th Edition


DESIGN
David Adams

ART
Cover: Death, Jacek Malczewski PD-1996

Interior: Daniel Comerci www.hounworks.it

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, 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.

DREAD NECROMANCER

Three corpses spasm and twitch, slowly standing back


up as the Halfling raises his hand and animates them
with dark power so that he might use them as fodder
against those enemies that still dare oppose him.
An orc grimaces in pain as an arrow grazes his
shoulder. A filth covered dwarf gazes with sinister intent
at the minor wound and it quickly starts oozing pus,
turning green as the orc looks on in panic at the rapidly
growing infection.
Stepping softly out of the shadows, a young elven
woman grips the arm of a guard positioned next to the
door. With surprising swiftness the limb begins to
weaken and wither, the flesh rotting as though having
spent centuries in the grave.
Regardless of the differences in their dark
preoccupations, dread necromancers are bound together
by the soul-corrupting influence of the evil that rests at
the heart of their necromantic power. This dark power
can manifest in a number of different ways, but it
eventually turns each and every dread necromancer into
an undead abomination.

UNSTOPABLE CORRUPTION

Dread necromancers draw their power from a dark taint


that lays upon their soul. As they grow in power the taint
grows and corrupts their body as well, gradually
transforming them into an undead being. There is no
abating this process and no going back. Once a dread
necromancer is tainted they are forced to find a way to
live with the vile power now within their reach.

THE DREAD NECROMANCER


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

LIVING WITH DEATH

Every dread necromancer wields power that is capable


only of creating death. For those that embrace it, death
becomes their fetish. Their fanatical fascination leads to
dark rituals and grim behavior. Even those that attempt
to distance themselves from the true nature of their
abilities find that in the end death still follows in their
shadow.

CREATING A DREAD NECROMANCER

When making a dread necromancer, consider how your


character acquired this dark taint. Perhaps your character
developed an obsession with death after the passing of a
loved one, or from an instance where they died and
returned to life. Perhaps you character accidentally
stumbled into a long-lost site of unspeakable evil or a
dread domain like Ravenloft, escaping only to find they
had been tainted by the foul magic that suffuses such
places. Maybe your character was born during a time
when darkness held sway in the lands, or was used as
part of a dark ritual in his or her youth.
Have you always been an adventurer as part of the dark
path you walk, or was there a time when the forces of
good were not hunting for you? Perhaps you sought to
turn the vile taint you carry against the very villains that
helped create you.

QUICK BUILD

You can make a dread necromancer quickly by


following these suggestions. First, Constitution should
be your highest ability score, followed by Wisdom.
Second, choose the Noble background.

Proficiency
Bonus
Features
+2
Tainted Soul, Charnel Touch
+2
Fell Power (Dark Arcana, Profane Lifeleech)
+2
Dread Calling
+2
Ability Score Improvement
+3
Fell Power (Rebuke Undead)
+3
Dread Calling Feature
+3
Sepulchral Husk
+3
Ability Score Improvement
+4
+4
Dread Calling Feature
+4
+4
Ability Score Improvement
+5
+5
Vile Recovery
+5
+5
Ability Score Improvement
+6
+6
Dread Calling Feature
+6
Ability Score Improvement
+6
Undead Apotheosis

Fell Power Dark Arcana


Uses/Day Spell Level
3
1
3
1
4
1
4
2
5
2
5
2
6
3
6
3
7
3
7
4
7
4
8
4
8
4
8
5
9
5
9
5
9
5
10
6
10
6

CLASS FEATURES

As a Dread Necromancer you gain the following class


features.

HIT POINTS

Hit Dice: 1d8 per dread necromancer level


Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per dread necromancer level after
1st.

PROFICIENCIES

Armor: Light armor, shields


Weapons: Simple weapons and your choice of any onehanded martial weapon
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two skills from Arcana, Deception,
History, Insight, Investigation, Religion, and Survival

EQUIPMENT

You start with the following equipment, in addition to


the equipment granted by your background:

(a) a shield or (b) any martial weapon


(a) a morningstar or (b) a crossbow
Padded armor, an explorers pack, a shovel, and
a hooded lantern

TAINTED SOUL

Beginning at 1st level, the vile stain upon your soul


changes how your mortal body responds to necrotic
energies. You gain resistance to necrotic damage, but
magical healing affects you differently. When you are
the target of magical healing (including potions), you
must succeed at a Constitution saving throw at the
casters Spell save DC or heal only half as many hit
points as the effect would normally heal. Your natural
healing is not changed by this ability.

CHARNEL TOUCH

At 1st level, your touch can afflict others with the


necrotic power that darkens your soul. As an action you
make a melee touch attack against an adjacent creature.
On a hit, the target has disadvantage on attack rolls and
strength ability and skill checks until the end of its next
turn and must make a Constitution saving throw with a
DC of 10 + your proficiency bonus + your Constitution
modifier. The target takes 1d8 necrotic damage on a
failure, and half damage on a success.

This ability deals more damage when you reach higher


levels; 1d10 necrotic damage at 5th level, 1d12 at 7th, 2d8
at 11th, and 2d10 at 17th level. Additionally, starting a 7th
level the target is also paralyzed until the end of its next
turn if it fails the Constitution save.

FELL POWER

Starting at 2nd level, the dark blemish upon your soul


begins to impart sinister power that you can use to create
a variety of magical effects. You begin with two such
effects: Dark Arcana and Profane Lifeleech. Some class
features grant you additional effects, as do some of the
features granted by your dread calling.
When you use your Fell Power, you choose which
effect to create. Some Fell Power effects require saving
throws. When you use such an effect from, the DC is 8 +
your proficiency bonus + your charisma modifier. You
can use your fell power a number of time per day as
indicated on the dread necromancer class table. You
must complete a long rest to regain expended uses of fell
power.

FELL POWER: DARK ARCANA

The dark power within you can be called upon so that


you can cast a small number of spells. The spells you
can cast are determined by your level, as shown in the
Dark Arcana Spells table below. You use the casting
time and other rules for the spell as normal, but you
dont need to provide any material components.
You cast these spells at a level determined by your
class level, as indicated in the dread necromancer class
table. You can use an arcane focus or the holy symbol of
any evil god as a spellcasting focus with your spells.

DARK ARCANA SPELLS

Level
Spells Known
2nd
Bane, False Life, Hellish Rebuke, Hex
6th
Blindness/Deafness, Darkness, Gentle Repose,
Ray of Enfeeblement
10th Bestow Curse, Feign Death, Speak with Dead,
Vampiric Touch
14th Blight, Death Ward, Evards Black Tentacles,
Phantasmal Killer
18th Contagion, Geas, Hallow, Insect Plague

FELL POWER: PROFANE LIFELEECH

When you hit a target with your charnel touch, you can
use a bonus action to draw some of their lifeforce into
your own body. Your target takes an additional 2d6
necrotic damage and gains one level of exhaustion, while
you heal a number of hit points equal to the damage
dealt. If your target has a CR greater than your level,

they are immune to the effect of this ability. Levels of


exhaustion caused by this ability do not stack.
RAY OF FATIGUE
2nd-level necromancy

New Spell

Casting Time: 1 action


Range: 60 feet
Components: V,S
Duration: Concentration, up to 1 minute

An iridescent violet beam flashes out from your hand


towards a creature within range. Make a ranged spell attack
against the target. On a hit, the target is exhausted. Multiple
instances of this spell against the same target do not stack.
At the end of each of the targets turns, it can make a
Constitution saving throw against the spell. On a success,
the spell ends.

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 cant increase an
ability score above 20 using this feature.

FELL POWER: REBUKE UNDEAD

At 5th level, your fell power is strong enough that you


now use it to censure the living dead. As an action, you
release a burst of negative energy that influences all
undead within 60 feet of you. Choose a number of
undead creatures whose total CR equals your level or
lower and select a single-word command that you speak
aloud to the targets. This ability works just like the spell
command, with the exception that you can only target
undead creatures and can affect multiple targets at one
time. An individual undead creature with a CR greater
than your level cannot be affected by this ability.
Intelligent undead have advantage on their save.

SEPULCHRAL HUSK

When you reach 7th level, your body begins to show


outward signs of the decay that has lain siege to your
soul. Mindless undead perceive you as another undead
creature and are not hostile towards you unless you or
one of your allies attacks. You also gain immunity to
necrotic damage and disease.
At 17th level, the infusion of dark power throughout
your body allows you to capture harmful necrotic energy
and use it to recover from wounds. When you are subject
to an effect that deals necrotic damage you instead are
healed a number of hit points equal to the necrotic
damage the effect would have dealt.

RITUAL SACRIFICE

DREAD CALLING

When you reach 3rd level, your dark impulses become


too great to ignore and you begin indulging in
unspeakable lore that calls you down one of the
following dark paths; corpsecrafter, fearmonger, or
plaguebearer. Your dread calling grants you features at
3rd level, and again at 6th, 10th, and 18th level.

Starting at 14th level, you can bolster your terrible power


by performing ritualistic sacrifices. Performing a
sacrifice requires two hours of preparation, 5,000 gold
pieces of rare implements and material components, as
well as a living victim that must be either incapacitated
or restrained for the duration of the ritual. Your victim
need not be willing, but should they break free of their
bonds or escape you will have to start the sacrificial
performance over from the beginning.
At the conclusion of the two-hour long ritual, your
sacrificial victim dies and their mortal soul is consumed
to fuel your vile power. A creature killed in such a

manner cannot be returned to life by anything short of a


Wish spell.
You can gain a variety of different boons by
performing a living sacrifice. Choose one of the
following benefits when you begin the preparations for
the ceremony. You gain the specified effects the moment
your sacrificial victim dies. Each benefit describes how
it works and any conditions for obtaining it. You cannot
benefit from more than one sacrifice within a period of
24 hours.
Bad Weather. The weather within five miles of your
location turns foul. Dark clouds, driving rains, and heavy
winds become the prevailing weather, as if you had used
the spell Control Weather to change the current
conditions. This change takes place immediately and
lasts for 48 hours.
Desecrate Locale. You cast an incredibly powerful
version of the spell Hallow. This spell takes effect
immediately, effects a radius of 200 feet, and has a
duration of three weeks.

Devour Memories. All of your victims memories


flood into your mind at once. You can make a Wisdom
saving throw equal to 10 + the victims CR to recall the
details of any single memory that you specify at the
moment of their death.

Fortify Flesh. You are immediately cured of any


poisons, diseases, or curses currently afflicting you and
your hit points are restored to their maximum.
Additionally, for the next hour you have resistance to all
damage dealt by non-magical weapons.

Inspired Spellcasting. You gain the knowledge of how


to cast one spell of your choice from the Cleric spell list.
The spells level must not exceed the CR of your
sacrificial victim and can be no higher than 7th level. A
spell you learn this way can only be cast once and
follows all of the normal rules for the spell. Charisma is
your spellcasting ability for any spell you gain from this
ability and the DC of any spell you cast is equal to 8 +
your level + your Charisma modifier.

Sow Nightmares. Choose any number of creatures


within one mile from your location whose total CR does
not exceed the CR of your victim. You must have seen
any creature you target within the last 24 hours. You
affect each of your selected targets with the Dream spell.
Steal Body. Your animus enters the body of your
victim, giving you complete control of it. Your game
statistics are replaced by the statistics of the creature you
sacrificed, though you retain your alignment and your

Intelligence, Wisdom, and Charisma scores. You retain


the benefit of your own class features. If the victim had
any class levels, you cant use any of their class features.
While possessing a body in this manner, you can use
your action to return from the host body to your own if it
is within 100 feet of you, leaving the victims body
lifeless and unable to be returned to.
If the host body dies while youre in it, you must make
a Charisma saving throw against a DC equal to 8 + your
level + your Constitution modifier. On a success, you
return to your own body if it is within 100 feet of you.
Otherwise, you die. You also die if your own body is
destroyed while your animus is not within it.
Summon Portent. Ask three questions. You receive
answers to each as if you had cast the spell Divination,
but you do not suffer an escalating risk of receiving a
false answer for each question after the first.
Additionally, you cannot wait for the answer to one
question before asking the next. All three of your
questions must be posed at the same time, immediately
following the death of your sacrificial victim.
Vile Recovery. You regain one expended use of Fell
Power for every 4 CR that your sacrificial victim
possessed.

MINDFIRE

New Disease

Mindfire is an insidious disease feared by wizards


everywhere. Once stricken by this ailment, victims suffer
periodic delusions that increase in frequency and severity
until their sanity is left in tatters.
This disease is typically spread by ingesting contaminated
brain matter from an afflicted creature, as frequently
happens in the creation of dark rituals and vile poltices.
Once exposed, the victim has 2d6 hours before the first
symptoms manifest. After that time, the victim must make
a DC 13 Constitution save. On a failure, the victim
experiences periodic flashes of sensory information: sounds
and voices, crawling sensations over their skin or from
inside their bodies, and flashes of light and figments of
visions that arent actually present. An afflicted victim
cannot maintain concentration on spells and other effects
that require dedicated mental focus.
Once every 2d20 minutes thereafter, the victim must
make another DC 13 Will save. On a failure, they suffer as
though under the effects of the spell confusion for one
minute. Each time they fail the save, the DC of their next
saving throw is increased by 1. On a successful save, the
DC resets to 13.
After 3d8 days of affliction, the target must make a DC 17
Will save. On a successful save they maintain their sanity
for another 24 hours, when they must make the saving
throw again. On a failure, the victim is driven mad and
suffers from long-term madness (see Chapter 8 of the
Dungeon Masters Guide).

UNDEAD APOTHEOSIS

At 20th level, the nefarious power that fills you finally


completes your transformation into an undead
monstrosity. Your mortal form can longer contain the
twisted and withered thing your soul has become.
Ritually extracted from your body, preserved in a
specially constructed vessel, the wretched remains of
your animus fuels your mortal form and rebuilds it
should you ever be destroyed.

CREATE PHYLACTERY

With your soul no longer fit to continue to reside within


your body, you craft a magic artifact that contains it. As
long as this object, also called a phylactery, is intact your
soul will form a new body for your consciousness when
you die. It takes 1d6 days for your new body to form and
it appears in a space adjacent to your phylactery. If your
phylactery is ever destroyed, you can spend 48 hours and
10,000 gold pieces to rebuild it. Should you ever perish
while your phylactery is broken, your death is permanent
and cannot be undone by anything short of the
intervention of some dark god or unimaginable dread
power.
Additionally, when the phylactery is in your possession
you can cast the spell Imprisonment without expending a
spell slot or using your Fell Power. The target of the
spell is trapped within your phylactery. Any creature
imprisoned this way for a duration of 24 hours dies and
their soul is devoured to sustain your body. A creature
that dies from this ability can only be raised by a Wish
spell. You must complete a long rest before you can cast
the spell again.
In order to sustain your undead form, you must use
your phylactery to consume a soul once each week.
Failing to do so means that you cannot regain hit points
by any means other than a Wish spell, you cannot use
your Fell Power, and your body does not reanimate
should you die.

LICHDOM

You are considered to be an undead creature. You no


longer need to eat or sleep, though you must still rest for
an 8 hour period to gain the benefits of a long rest. You
are also immune to disease, poison, and sleep effects.
You are vulnerable to radiant damage, but have
advantage on saving throws made to resist any effects
that specifically target undead creatures.

HIDDEN SANCTUM

To protect your phylactery, you keep it hidden within a


secret catacomb or other remote or secluded stronghold.
If your phylactery has been within the same building for

at least 24 hours, your vile presence permeates the


location and you gain lair actions as a lich (see the
Lichs entry in the Monster Manual for a list of available
lair actions).

OCCULT SECRETS

The process of removing your soul from your body


reveals a number of magical secrets to you. You gain
two 7th level spell slots and one spell slot each of 8th and
9th level. Additionally, you learn your choice of three 7th
level spells, two 8th level spells, and two 9th level spells
selected from the Cleric or Wizard spell lists. At least
half of the spells you select must be Necromancy spells.
You use your spell slots to cast these spells as a Wizard
and you can use these spell slots to cast your Dark
Arcana spells. Charisma is your spellcasting ability for
these spells and the DC of any spells you cast with this
ability is equal to 8 + your level + your charisma
modifier.

RED ACHE

New Disease

Accompanied by fever and severe muscle cramping, red


ache is the bane of adventurers everywhere. The disease is
not particularly fatal if treated, but the constant body aches
caused by this disease make moving difficult and painful.
Once exposed, this illness has an incubation period of 2d6
hours before the victim exhibits symptoms. Each hour
thereafter, the victim must make a DC 13 Constitution
saving throw. On a failure, the victim is struck by intense
muscle cramps that cut their speed in half and impose
disadvantage on Dexterity saves and ability checks.
Should a victim successfully make four consecutive
Constitution saves, their body successfully overcomes the
infection. A successful DC 15 Wisdom (Medicine) checks
also cures the disease.

DREAD CALLING

Sinister urges, compulsions to study profane lore, the


desire to witness heinous acts these are hallmarks of
the taint that stains your soul. No dread necromancer can
resist them. Some are wholly unable to control this
aspect of their behavior and are drawn to vile subjects
that they cannot help but learn. Others have some small
measure of control over these impulses and delve deep
into the darker parts of necromantic knowledge.

CORPSECRAFTER

The foul energies that imbue the dead with a vile


mockery of life flow unrestrained through you. Your
careful attention to the anatomy of the dead and dying
gives you profane insight into how to better direct this

energy into the dead that you create, bolstering their


potency and giving them greater power and endurance.

FELL POWER: RESTLESS DEAD


Starting at 3rd level, as an action you can cause a lifeless
corpse nearby to strike out at an enemy. Choose one
dead body within 30 feet of you that is adjacent to a
creature. The corpse makes an unarmed melee attack
against an adjacent creature of your choice using your
proficiency bonus. On a hit, the attack deals 1d6 slashing
damage for every 3 levels you have in the Dread
Necromancer class.
Alternatively, you can have the corpse attempt to
grapple an adjacent target. Resolve the grapple using the
strength score the corpse had in life. This ability does
not allow you bestow mobility upon the corpse, so you
cannot cause the corpse to move the target of your
grapple.
NECROPOTENT
Beginning at 6th level, you can cast Animate Dead once
per day. You are able to assert control over two undead
creatures with this ability. Undead that you create gain a
number of temporary hit points equal to your Dread
Necromancer level, use your proficiency bonus to make
attacks, and have advantage on saving throws to resist
being destroyed or controlled by anyone other than you.
You can also use a bonus action and expend a use of
Fell Power to restore 2d6 hit points to any undead
creature within 30 feet of you. Additionally, at 12th level
you can assert control over two addition undead
creatures with this ability.
Further, you add Armor of Agathys, Blur, Enhance
Ability, and Spider Climb to the list of spells you can

SLIMY DOOM

New Disease

Victims of this disease suffer terrible pain as their bodies


are slowly liquefied. This frightening disease is typically
only encountered in areas fouled by the blood of demons or
other evil outsiders. Contact with the contaminant is not
enough to catch the disease however. Exposure to open
wounds transmits the infection.
After 1d4 days of incubation, the symptoms of the disease
manifest and the victim suffers occasional vomiting and
bloody boils at the site of infection. The victim must then
make a DC 15 Constitution saving throw. Success staves
off the worst effects of the disease for the next 24 hours,
but the victim deals only half damage with all melee
attacks and any Strength or Dexterity save or check is
treated as though it were only half of its actual result.
Any creature that fails its Constitution saving throw on
four consecutive days begins to turn to goo from the inside
out. From this point forward the creature is paralyzed and
dies within 2d4 days, leaving behind only a wet pile of
liquefied viscera. Magic remains the only known way of
curing this ailment.

cast with your Dark Arcana. Only undead creatures can


be targeted by these spells.

RAISE MINION
At 10th level, you can use your dark craft to create a
powerful undead ally to mindless serve you. The process
takes 24 hours and requires 3,000 gold pieces in material
components and a corpse that will serve as the focus of
your vile ceremony and unspeakable preparations. The
24 hours need not be consecutive, but you must spend at
least 4 hours each day working on your minion. If you
fail to do so, your components are spoiled and you must
begin the ritual anew.
At the end of the process, your undead minion
animates. Your minion is mindless, but can act
somewhat independently should your instructions be
detailed enough. Unless told to do otherwise, the minion
will attempt to follow you and remain within 10 feet.
The minion becomes inert if separated from you by more
than 200 feet.
When you create your minion, you may animate the
corpse you use as either a skeleton or a zombie of CR
or lower. Add your proficiency bonus to the creatures
AC, attack rolls, and damage rolls. The creatures hit
point maximum becomes four times your Dread
Necromancer level and it gains 1d12 hit die for every
two levels of Dread Necromancer you possess, which it
can spend during a short rest or as an action to recover
hit points in combat. It regains these hit points once it
has completed a long rest. Your minion is also proficient
with light, medium, and heavy armors and martial melee
weapons and shields.
During combat you may use an action during your turn
to command your undead minion to undertake any
activity that it could reasonably accomplish; your
commands allow the minion to move up to its speed and
take a single action. As part of this action you may also
simultaneously issue commands to any undead you
control with your Necropotent ability. When you issue a
command to attack, your minion can make two melee
attacks as part of the attack action. If you command your
minion to defend you, any creature making a melee
attack against you has disadvantage and your minion
gains one reaction that it can use to make a melee attack
against a creature within its reach that attempts to attack
you. Your minion lacks the intelligence required to
activate magic items, but can benefit from any effects of
worn magic items that do not require attunement or
activation. If you do not issue a command during
combat, there is a 20% chance your minion will move
towards and attack the nearest living creature other than
yourself. Otherwise it clumsily moves up to 15 feet
closer to you.

Outside of combat, your minion follows close to you


and waits for your instructions to act. If your minion is
ever destroyed, you may conduct this ritual again to raise
a new minion. You can only have one minion at any
given time.
FELL POWER: DOMINATE UNDEAD
When you reach 18th level you can use an action to gain
absolute control over nearby undead creatures. Choose
any number of undead creatures with 60 feet whose total
CR is less than your Dread Necromancer level. These
targets must make a Constitution saving throw or be
charmed by you as if you had cast the Dominate Beast
spell on it.
As long as you maintain concentration on this effect,
you retain control of your targets for up to four hours.
Intelligent undead have advantage on saving throws to
resist or break free of this ability and any undead
creature that is successful at their saving throw cannot be
targeted by this ability again for 24 hours.

FEARMONGER

The malign power that holds sway over your soul grows
hungrier and more feral when mortals cower before you.
You become a terrible fiend, wielding fear as a weapon
to cut down even the mightiest foe.
MENACING
When you take up this Dread Calling at 3rd level, you
gain proficiency with the Intimidate skill and add Fear
to the list of spells you can cast using Dark Arcana.
When you attempt to Intimidate a creature that is
frightened, you have advantage on the skill check.

FEARSOME COUNTENANCE
When you reach 6th level, your gaze can inspire
overwhelming panic in your foes. As an action, fear
radiates outward from your glare. Every living creature
that can see you must make a Wisdom saving throw
against a DC equal to 8 + your Charisma modifier +
your level. On a failure, your targets are frightened and
stunned until the end of their next turn. You can
concentrate on this power to extend the frightened
condition for the duration of your concentration up to a
maximum of one hour. Once you have used this ability
you must complete a rest in order to use it again.
FELL POWER: THE BLADE OF PAIN AND FEAR
At 10th level, you can use your Fell Power to turn the
fear of your enemies into a weapon to cut them down.
As an action, you choose one creature with the
frightened condition. Your target becomes exhausted
and the frighten condition affecting it ends. At the same

time a three-foot-long blade made of twisting darkness,


screams, and gnashing teeth appears in your hands. You
are proficient with the weapon and can make attacks
with it using the greater of your Strength or Dexterity
modifier.
The weapon you conjure deals 1d10 slashing damage
on a successful hit. As a bonus action, you can steal the
fear from another creature that is currently frightened to
increase the damage of the Blade of Pain and Fear by 5
points. Creatures whose fear you have stolen become
immune to the frightened condition until you dismiss
your blade as a bonus action. Once summoned, the
Blade of Pain and fear lasts for one hour. The blade is
automatically dismissed if you become unconscious or
take a rest.

INSPIRE MADNESS
Beginning at 18th level, the fear you cultivate in others is
powerful enough to drive them mad. As an action you
can choose one living creature within 60 feet of you to
suffer long-term madness (see Chapter 8 of the Dungeon
Masters Guide). The form of madness is randomly
determined and can only be cured by a Remove Curse or
Wish spell.

THE SHAKES

New Disease

The shakes derives its name from the uncontrollable


spasms and constant twitching that victims in the grip of
the disease exhibit. Typically spread by biting insects
breeding in stagnant night soil, the disease is easily curable
and noticeably prolific in larger settlements and towns.
Once bitten by an insect, the hallmark twitching caused by
this disease begins after 1d4 hours. The victim must make a
DC 11 Constitution save every hour. On a success, the
illness lies dormant for the next hour. Otherwise their
twitching is violent enough that they must make a DC 15
Dexterity save every time they pick up or hold an object.
On a failure, the object slips through their grasp.
There is a 40% chance that the victim is cured naturally of
the shakes within 1d4 days. Otherwise, 24 hours of bed rest
and a DC 11 Wisdom (Medicine) check cures the illness.

PLAGUEBEARER

A cough that becomes a fever, which gives way to aches,


which leaves behind a putrid corpse. A small scratch that
begins to stink, soon to turn green, then black as it
spreads. These illnesses are your brethren. The rot within
your soul calls out to pestilence and the plagues ripple
out from your shadow, leaving only death in your wake.
FELL POWER: FESTER
Starting at 3rd level, you can react to a sudden injury and
create a lingering infection that stubbornly resists
attempts at healing. Whenever a creature within 30 feet

of you takes damage, you can use a reaction to subject


them to a festering illness that prevents the triggering
damage from being healed by natural or magical means
until the wound is thoroughly cleaned and dressed
during a short rest, or the effect is ended by a magical
ability or spell that can cure disease, such as the Lesser
Restoration spell.

MIASMA OF DISEASE
Beginning at 6th level, as a reaction you can inflict a
disease of your choice upon any creature that ends its
turn next to you. Additionally, as a bonus action on your
turn you can deal damage equal to your level to any
adjacent creature currently suffering from a disease. The
target of this ability must also make a Constitution
saving throw against a DC equal to 5 + your Charisma
modifier + your level. On a failure, the target is poisoned
until the end of its next turn.
FELL POWER: SCABROUS TOUCH
When you reach 10th level, you can use your Fell Power
to afflict any target hit by your Sepulchral Touch with a
disease of your choice. When you do so, the damage
dealt by your attack cannot be healed until the disease is
cured.

INCITE AFFLICTION
At 18th level, you learn to spur the progress of a disease
and bring it rapidly to its final, fatal stages. As an action,
you cause one creature within 120 feet that you can see
to suffer two failed saving throws against your choice of
one disease currently afflicting it. The effects of these
saving throw failures occur immediately, as they are
presented in the description of the disease.

DREAD NECROMANCER VARIANTS

RITUAL MUMMIFICATION

Some Dread Necromancers, thinking to stave off the


impending effects of the cancerous darkness that devours
their soul, make gradual attempts to mummify their
bodies rather than allow their corporal forms to slowly
decay. These mummification rituals borrow religious
knowledge from myriad funeral rites and ultimately steal
divine power to sustain their effects on the Dread
Necromancer. As a result, these individuals bear a curse
that both cures and damns them. Some eventually come
to be embraced by the gods of death or dark knowledge,
but most are fated to attempt to carry on their lives
knowing that their attempts to alter their fates proved
futile.

VILE SACRAMENT

Your mummification makes a mockery of numerous


sacred funerary rites, giving your Fell Power an
insidious and mystical bent. When you gain the Dark
Arcana ability at 2nd level, you gain access to the spells
on the Vile Sacrament Spells table below instead of the
spells presented for Fell Power ability.

VILE SACRAMENT SPELLS

Level
Spells Known
2nd
Command, Create or Destroy Water, False Life,
Wrathful Smite
6th
Blindness/Deafness, Darkness, Dust Devil,
Silence
10th Bestow Curse, Blinding Smite, Tongues, Wall
of Sand
14th Blight, Confusion, Death Ward, Scrying
18th Contagion, Commune, Destructive Smite,
Hallow

MUMMY ROT

Starting at 7th level, a creature hit by your Charnel Touch


must make a Constitution save against a DC equal to 8 +
your Charisma modifier + your level. On a failure the
creature takes an additional 1d6 necrotic damage and is
subject to a curse that prevents the target from
recovering hit points through any means, magical or
mundane. A Remove Curse spell ends this effect.
This ability replaces the paralysis effect of Sepulchral
Touch gained at 7th level.

GRIM ATTONEMENT

At 14th level, you learn how to offer your sacrificial


victims as recompense for the divine powers you have
stolen. You are able to use the Desecrate Locale, Fortify
Flesh, and Summon Portent effects of your Ritual
Sacrifice, but are unable to create any of the other listed
effects. Instead, you can now also sacrifice a creature
with a CR equal to at least half your Dread Necromancer
level to petition divine intervention, as the Cleric ability
of the same name.

MUMMIFICATION

When you reach 20th level, your mummification is


completed. Your vital organs are removed and preserved
outside of your body. This ability modifies the Create
Phylactery and Hidden Sanctum aspects of your Undead
Apotheosis, as described below.

CANOPIC JARS

Your brain, heart, lungs, and liver are alchemically


preserved within individual stone vessels, commonly
called canopic jars. Instead of a phylactery, your soul is
bound to these preserved organs, giving it the ability to
create a new body for your surviving consciousness
upon your death as a phylactery normally would.
Though your shriveled heart is kept alive by the foul
magic that sustains you, your other organs constantly
decay. Each week you must harvest one such organ from
a still living victim to replace the ones in your canopic
jars. If you fail to keep all of your organs invigorated in
this way, you cannot use your Fell Power. As long as
none of your organs need to be replaced, you gain 15
temporary hit points at the end of every short rest.

BURIAL CHAMBER

Your canopic jars are sealed within a remote tomb and


their foul presence taints the place with a foul magic.
Instead of gaining lair actions as a lich, you use the lair
actions found in the Monster Manual entry for the
Mummy lord.

ELVEN BAELNORN

Prerequisite: Elf, Dread Necromancer class

Very rarely in elven tradition, a carefully selected


individual of great importance to the continuation of the
elven people is allowed to undergo a dark ritual that
sustains their life beyond the limits of death. The rituals
used are, for all intents and purposes, no different than
those that create a lich the self-same magic that stains
the soul of every Dread Necromancer. There is an
important difference however. The great arts of elven
magic help keep the creeping darkness of this evil in
check. Few Baelnorns need ever worry about falling
hopelessly into villainy.
It is for this reason that many Baelnorn also choose to
ignore the debased and unspeakable callings typical of
other Dread Necromancers. It is true that a few tread the
path of Corpsecrafter, raising the remains of elven
warriors in the dispensation of their hallowed duties.
Many more instead blend the magic of the elven people
with the power of shadow that blights their soul. These
Nethermancers tap the places where the Weave casts
shadows and create mighty spells from the raw essence
of shadow-stuff.

VARIANT: CREATE MYTHAL

High magic is instrumental in the creation of powerful


sustained effects of magic known as Mythals. Should your
Dungeon Master allow it, your knowledge of the
ArseluTelQuess allows you to cooperate with other elven
mages to create a Mythal.
Creating a Mythal requires the sacrifice of an elven life
and no fewer than twelve participating elves. For each
participant, you can select a spell to contribute to the
Mythal. The spell must either affect an area or a single,
specific creature. The Mythal covers one square mile for
each hit die that is contributed during the ritual. No elf may
contribute more hit dice than you. Any elf within the area
of the Mythal gains the benefits of the spells from which it
is created. At the time of its creation, you can also imbue
the Mythal with the effects of NMaernthor

ELVEN ARCANA

The powerful elven magic that sustains you twists how


your Fell Power manifests. Instead of drawing on the
spells of Dark Arcana, you can use your Fell Power to
cast some of the signature spells of the elven art.

ELVEN ARCANA SPELLS

Level
Spells Known
2nd
Detect Magic, Tashas Hideous Laughter,
Unseen Servant, Magic Missile
6th
Animal Messenger, Arcane Lock, Crown of
Madness, Moonbeam
10th Bestow Curse, Call Lightning, Dispel Magic,
Plant Growth
14th Confusion, Dominate Beast, Grasping Vine,
Polymorph
18th Awaken, Legend Lore, Mislead, Tree Stride

ARSELUTELQUESS

Sometimes called High Magic by outsiders,


ArseluTelQuess is the collective body of ancient and
well-guarded arcane lore sustained by the elven people
throughout generations. When you reach 14th level, you
learn to use the magic that sustains you to telepathically
reach out to other elves to join them with you to create
the legendary artifices of the elves. The other elves must
willingly join with you and have the ability to cast a
spell of 3rd level or greater.
Doing so is not without risks. The great magic of the
elves requires not only cooperation, but sacrifice. Some
of the cost can be shared by those working with you to
carry out the magic, but the brunt of it falls to you. Each
effect details how many participants are required and
what sacrifices need to be made to sustain the arcane
power you weave. The rituals of ArseluTelQuess

require an hour of preparation and 1,000 gold pieces of


rare incense and arcane reagents.

Adoessuor. Requiring the aid of four other elves, you


are able to put a willing target into a catatonic sleep.
While in this state the target doesnt age, nor do they
require food or drink. You can sustain a creature in such
a manner for up to 2 years for each elf that aids you in
casting this ritual. While the effect lasts, your hit dice
total is reduced by 1. You, or other participants, can
sacrifice additional hit dice to extend the duration by 1
year for each dice contributed.

DaoinTeagueFeer. As part of this ritual cleansing


you can cast Greater Restoration, Lesser Restoration,
Raise Dead, or Remove Curse upon a target of your
choice. You need one additional elven participant for
each level of the spell you want to cast. You
permanently loose one or your hit dice each time you use
this ability.
Elaorman. With the aid of at least one other elf, you
can duplicate the effects of Leomunds Tiny Hut. For
each additional participant you add you may extend the
duration of the hut by 24 hours. While the hut exists you
and any other participants cannot spend healing surges
and your maximum hit point totals are reduced by 10
points.

Ghaatiil. You create a portal that starts at your location


and has its end point at the location of a second elven
participant in this ritual. A third elf must also participate
in this ritual from a location that is half the distance
between the starting and ending points of the portal you
create. You can incorporate additional casters in this
ritual, spacing them evenly across the distance the portal
is to cover. The portal permanently links the two
locations (though your DM may determine that there are
conditions that could disrupt or destroy one or the other
gateways for the portal). Creating the portal requires the
sacrifice of 1 hit point for every mile of distance that the
portal spans. You must contribute at least 1 more hit
point than any other participant and any hit points you
sacrifice are deducted from your total hit points and
cannot be recovered unless you ritually dismantle the
portal (other participants recover their hit points as
normal).
NMaernthor. Using this ritual, you can conceal a
location from the perception of non-elves. For every elf
participating in the ritual you can affect one square mile
of terrain. At the conclusion of the ritual, non-elves will
unconsciously wander around the affected area and fail
to notice the warded area (or even that they have

unknowingly passed around it). You can sustain the


effect for as long as you like, but must expend a hit die
for each day that passes and you are unable to recover
any hit dice expended for this ritual until its effects are
dispelled.

VuorlKyshuf. Choose one elf that has participated in


any ritual of ArseluTelQuess. You can expend a hit die
to establish a telepathic link with the target as long as
they are on the same plane as you. The link can be
sustained for up to an hour and if you have a mirror,
vessel of water, or other similar clear and reflective
surface, you can choose to also see an image of your
target. The target of this ritual can choose to end any of
its effects at any time if they wish.

NETHERMANCY

Most of the magic known to mortals comes from their


knowledge of how to manipulate the Weave, a pervasive
arcane force that flows through and unifies everything.
There are dark spaces between the strands of the Weave,
areas of cold gloom where a sister power to the Weave
dwells. It is the study of this ephemeral shadow of magic
that drives your growing power, but not without risk: the
insubstantial foundation your spells are built upon is but
a figment that holds no power over those that are able to
perceive its illusory nature.

FELL POWER: SHADOW MAGIC


Starting at 3rd level, you can turn shadow into spells.
Choose an illusion or evocation spell of 1st level or lower
from the Wizard or Druid spell list. You use the casting
time of the selected spell and resolve the spell according
to its description. If the spell deals damage, your target
gets to make a Wisdom saving throw to disbelieve the
effect of your magic. On a success, the target takes no
damage from the spell.
Once you reach 6th level, you can choose any
qualifying spell of 3rd level or lower. At 18th level you
can cast spells of 5th level or lower.
FELL POWER: SHADOW CONJURATION
When you reach 10th level, you can use your Fell Power
to give form and substance to shadow. You can cast
Conjure Animals, but the creatures you summon are
created wholly out of shadow. Any creature that sees
your creations can make a Wisdom saving throw to
recognize the umbral nature of these animals. On a
success, the creature cannot be affected by your conjured
animal.
Upon reaching 18th level, you can use your Fell Power
to cast Conjure Woodland Beings in the same fashion
instead.

DREAD NECROMANCER 
 
A New Class for 5th Edition 
DESIGN 
David Adams 
ART 
Cover: Death, Jacek Malczewski PD-1996 
Interio
DREAD NECROMANCER 
Three corpses spasm and twitch, slowly standing back 
up as the Halfling raises his hand and animates them
CLASS FEATURES 
As a Dread Necromancer you gain the following class 
features. 
HIT POINTS 
Hit Dice: 1d8 per dread necromanc
they are immune to the effect of this ability. Levels of 
exhaustion caused by this ability do not stack. 
DREAD CALLING 
Whe
manner cannot be returned to life by anything short of a 
Wish spell. 
  You can gain a variety of different boons by 
perfor
UNDEAD APOTHEOSIS 
At 20th level, the nefarious power that fills you finally 
completes your transformation into an undead 
m
energy into the dead that you create, bolstering their 
potency and giving them greater power and endurance. 
FELL POWER: RES
Outside of combat, your minion follows close to you 
and waits for your instructions to act. If your minion is 
ever destro
of you takes damage, you can use a reaction to subject 
them to a festering illness that prevents the triggering 
damage from

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