Necromancer

Necromancer #

A Necromancer is someone who’s followed a forbidden (or at least socially unacceptable) path towards magic dominance. Their purview is death and undeath, and their command over both leaves many uneasy.

Necromancers often make a point of hiding their abilities, often disguising themselves as wizards. Some were wizards, in fact, and use that knowledge well. While many Necromancers simply crave power, others were cursed in such a way as to lead them down that path, were raised from the dead themselves and maintained control, or got there through veneration of a deity whose purview is death. Some might have come from a different priestly tradition that isn’t well understood by the commonfolk.

Examples of Necromancer Skills: Power-Hungry, Former Wizard, Former Cleric, Touched by Death, Returned from Beyond, Death Shaman.

A typical Necromancer Skill should cover at least some of these:

  • Brew a tincture.
  • Conduct an autopsy.
  • Get a crowd’s attention.
  • Inspect traces of the arcane.
  • Intimidate someone.
  • Perform a ritual.
  • Recall a historical fact.
  • Remember laws for a region.
  • Research something.
  • Trick someone into believing something.

Necromancer Skill uses are augmented by Cantrips.

Uncommon Terms in Necromancer Abilities #

Necromancies: Occult incantations and forbidden methods involved with raising the dead and channeling forces. Necromancers may prepare a certain number of these in a day.

Blaspheme: A word in an ability indicating that using the ability in question provokes a Blasphemy check (see Blasphemy) after the ability has finished resolving.

Attributes #

Necromancers have the following attributes.

Base Attributes #

AttributeValue
Volition2*
Vitality0**
InitiativeMedium
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level7 + Vitality†
Other+1 PD and MD
OR
+1 AC and Vitality
Recoveries8
Save Bonus0

*See Wasting Away and Lust for Power.

**See Wasting Away.

†See level chart.

Base Defenses by Armor #

TypeACPDMD
None/Light131315

Melee Stances #

Miss damage equal to level.

  • Swift, Measured: d6 damage
  • Aggressive: d8 damage, -1 AC

Ranged/Other Stances #

No miss damage.

  • Close (N): d4 damage
  • Aimed (F): d6 damage
LevelHPFocus and
Relationships
Total PerksNecromanciesTier Multiplier
1(5 + Vitality) x 331 Adventurer41x
2(5 + Vitality) x 432 Adventurer51x
3(5 + Vitality) x 533 Adventurer51x
4(5 + Vitality) x 634 Adventurer61x
5(5 + Vitality) x 844 Adventurer
1 Champion
62x
6(5 + Vitality) x 1044 Adventurer
2 Champion
72x
7(5 + Vitality) x 1244 Adventurer
3 Champion
72x
8(5 + Vitality) x 1654 Adventurer
3 Champion
1 Epic
83x
9(5 + Vitality) x 2054 Adventurer
3 Champion
2 Epic
83x
10(5 + Vitality) x 2454 Adventurer
3 Champion
3 Epic
93x

Class Features #

All Necromancers have Focus, Academic Occultism, Summoner, Wasting Away, and Blasphemy..

Focus #

Necromancers use Focus to power many of their abilities. Every Necromancer has 3 Focus in Adventurer Tier, 4 Focus in Champion Tier, and 5 Focus in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Focus as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD.

  • Champion Perk: If the attack against your MD hits, your target takes psychic damage equal to double your level.
  • Epic Perk: You have one extra maximum Focus.

Academic Occultism #

In your studies, you’ve brushed up against the formal Wizard school of Occultism. You gain the two Wizard cantrips under Occultism, Eulogy and Wither. You can perform rituals with them to achieve stronger effects by Pushing your Limits.

Eulogy
Cantrip

You can use this on a recently dead body to know roughly how they died.

Adventurer: You can tell the general cause of death through feeling their last seconds on your own body.

Champion: You get a shadowy glimpse of the character’s last thoughts, including some generalities of the last things they saw or heard.

Epic: You can see the character’s last moments clearly.

Wither
Cantrip

You can make plant life in an area wither and die. This probably won’t affect intelligent plant life, but will certainly make it very mad.

Adventurer: You can kill something grass-like or make a bush die.

Champion: You can reduce some overgrowth or kill a field of crops.

Epic: You can rot out a forest or kill a settlement’s worth of crops.

  • Adventurer Perk: You may take Draining Touch (see 1st level spells).

Summoner #

Many Necromancy abilities summon creatures. Summoned creatures act after your turn, have one move action and one standard action, can make opportunity attacks, and do not add the escalation die to attack rolls by default. Unless otherwise specified, they are destroyed at the end of the encounter. For the purpose of Augmentations, their melee attacks count as your melee attacks and their spells count as your spells.

You can use your Necromancer class skill to raise a skeleton or summon a spirit for a short period of time. If you want it to accomplish anything beyond small actions or distraction, you’ll have to use this with a ritual (via Pushing your Limits).

  • Adventurer Perk: Once per day, one summoned creature or group of summoned mooks can last through to a second encounter, but it loses half its current health (in the case of mooks, this is in total as a group, so it would lose members if there’s more than one left) at the end of the first encounter.

Wasting Away #

Necromancy requires a certain proximity to death’s door to be used properly. When using Necromancies, your Volition has a penalty equal to your Vitality. You may spend 1 Focus as a free action to negate this penalty until the end of your turn.

You’ve learned to cling to life as a result of this focus. It takes five failed death saves for you to die instead of four.

  • Adventurer Perk: If you have 0 Vitality, you may choose to reduce that to -1 Vitality (this is multiplied by tier as usual for recoveries) to gain +1 Volition when using spells. If not, you may take damage equal to your level instead of spending 1 Focus to negate the Volition penalty.
  • Champion Perk: You gain a bonus to death saves equal to escalation.
  • Epic Perk: A successful death save now counts as a crit (you may act immediately).

Blasphemy #

Many Necromancies and Necromancer Talents are an affront to natural existence, and using them can upset or off-put allies. When a Blasphemy check is called for, roll 3d6 and compare the result to 9, 11, or 13 as indicated. If it’s lower than that value, after the ability finishes resolving, the escalation die is lowered by 1 (or if it’s 0, you lose a recovery).
  • Adventurer Perk: You may spend Focus to succeed at a Blaspheme check you failed. This costs 1 Focus for 9+, 2 Focus for 11+, or 3 Focus for 13+.
  • Champion Perk: On a failed Blaspheme check, an ally may volunteer to lose a relationship die or recovery in exchange for no negative consequences otherwise.
  • Epic Perk: Once per day, you gain 1 advantage on all Blaspheme checks during an encounter.

Talents #

You underwent some amount of training as a Wizard before adopting Necromancy. You gain one of the basic Wizard cantrips (Light, Arcane Mark, or Prestidigitation) as well as one cantrip from any Wizard talent other than Necromancy.

You may spend 1 Focus as a free action to change the damage type of a spell to any type other than psychic, force, or radiant.

Arcane Training #

You underwent some amount of training as a Wizard before adopting Necromancy. You gain one of the basic Wizard cantrips (Light, Arcane Mark, or Prestidigitation) as well as one cantrip from any Wizard talent other than Necromancy.

You may spend 1 Focus as a free action to change the damage type of a spell to any type other than psychic, force, or radiant.

  • Adventurer Perk: You gain another cantrip from the choices above. You may now change the damage type to psychic, force, or radiant if you reduce the damage dice by one size (or halve the damage if it isn’t rolled).
  • Champion Perk: You gain both remaining cantrips from the choices above.
  • Epic Perk: You no longer need to spend Focus to convert to any damage type other than psychic, force, or radiant. You also no longer reduce the die size for psychic, force, or radiant (though you still have to spend 1 Focus to change to those types).

Cackling Soliloquist #

If you spend your move and quick action as well when casting a spell that normally takes a standard action, it’s 13+ Recharge instead of Daily (or you reduce the Recharge value by 2).
  • Adventurer Perk: When you use Cackling Soliloquist and spend 1 Focus, any engaged enemies are Shaken until the end of their next turn before you cast the spell (including before any Opportunity Attacks are made).
  • Champion Perk: If the spell missed or rolled minimum on the number of targets or summons, you may roll its recharge as an Interrupt before the start of your next turn. If it fails, you may roll its Recharge at the next short rest as well.
  • Epic Perk: Once per day, you can steal the escalation die when you use this. Until the end of your next turn, no ally or enemy can use it, but it counts as 8 for you, and all Blaspheme checks automatically pass.

Close to the Veil #

You don’t need to eat, sleep, or breathe (though some magical effects can still asphyxiate you). You can choose to count as undead if it would be an advantage to you to do so for the purpose of abilities that specifically care about that.

Every spell with Form in its name is 13+ Recharge instead of Daily when used on yourself.

  • Adventurer Perk: You have Resist Necrotic 13+.
  • Champion Perk: You can fool unintelligent undead into thinking you’re also undead with no effort (you can also fool intelligent undead, but you’ll still have to roll).
  • Epic Perk: Undead that aren’t under the direct control of a necromantic icon can’t attack you unless you attack them first.

Deathspeaker #

You can talk to the spirits of the dead, through a seance that takes about 5 minutes to set up and perform, and ask a handful of questions of them. These can be specific spirits of specific people if you have a nearby corpse in any condition. Spend 1 Focus and have the GM roll your Necromancer class skill secretly against Adventurer, Champion, or Epic difficulty. On a success, you get mostly correct information. On a Natural Odd success, the information is intentionally or unintentionally misleading (though still largely correct) or cryptic.
  • Adventurer Perk: When you use this, you may designate one ally to be one Initiative band higher during the next combat.
  • Champion Perk: Once per day, when you use this, you can choose to automatically succeed (though you still have a 50% chance of misleading information).
  • Epic Perk: When you use this, you give 1 Disadvantage to all attacks against you during your next encounter while Escalation is 0.

Lust for Power #

Your methods are controversial, but effective. You gain +1 Volition with spells, but you create Twists when you use a 2 on a Positive relationship die or a 5 on a Negative relationship die (in addition to 1’s or 6’s respectively).
  • Adventurer Perk: Once per day, you may make a 13+ Blaspheme check instead of creating a Twist from a relationship die if you use one in combat.
  • Champion Perk: When you use a relationship die that creates a Twist, you may give the roll it’s being used on 1 advantage or disadvantage.
  • Epic Perk: Once per relationship die per day, as a free action, you may reroll a relationship die if it wouldn’t create a Twist. No matter the reroll’s result, it creates a Twist when used.

Redeemer #

Unlike many Necromancers, you attempt to maintain an ethical approach to summoning the undead. Your Necromancies with Summon in the name no longer have Blaspheme, and the summoned undead are no longer Weak to radiant damage.
  • Adventurer Perk: Your Summoned undead may deal radiant damage if it would be advantageous to do so.
  • Champion Perk: If a spell that deals necrotic damage has Blaspheme (inherent to casting the spell and not as part of its description, Easy or Normal only), you may ignore it. If you do, change the damage type to cold and reduce the damage dice by one size (or halve the damage if it isn’t rolled).
  • Epic Perk: You may choose to deal damage equal to double your level to an undead summon under your control to reroll a Blaspheme check.

Souldrinker #

You take a little part of most enemies you kill as they pass on. During a turn where you’ve killed a non-mook enemy, as a quick action, you may choose to consume part of its soul. If you do, you heal HP equal to your level. You can drink more deeply to heal HP equal to double your level, but make an 11+ Blaspheme check if you do. Any abilities involving speaking with or getting information from this enemy from beyond the grave gain 1 disadvantage.
  • Adventurer Perk: You may allow a nearby ally to heal instead of you when you use this.
  • Champion Perk: If you kill more than one non-mook enemy during your turn prior to using this, heal 1d4 x Level instead (or 1d8 x Level if drinking more deeply).
  • Epic Perk: You may regain 1 Focus instead of restoring HP (regain 1d3 if you drink more deeply) when you do this.

Thrallmaster #

You have a knack for bending the undead to your will. You gain Command Undead as a bonus spell.

Command Undead
Spell, At-Will, Standard
Provokes, Spend 1 Focus

Choose one nearby summoned undead (or group of undead mooks) that you control or a nearby undead enemy.

If you choose a nearby summoned undead or group of undead mooks you control, they may take a turn immediately in addition to the turn they normally take after your turn.

If you choose a nearby undead enemy, make an attack vs their MD.

Hit: The target is Confused (11+ save ends). If the target is double-strength or triple-strength, it’s 9+ save ends.

Miss: Regain your spent Focus.

Special: This ignores any penalties to Volition from Wasting Away.

  • Adventurer Perk: Your summoned undead add the escalation die to their attacks. When you use Command Undead, you may compel the target to answer a short question or follow one non-damaging suggestion instead of attacking its allies while confused. (If used out of combat, make one 11+ save per question/suggestion).
  • Champion Perk: When you use Command Undead, if all attack rolls miss, you regain 1 Focus.
  • Epic Perk: You may choose to keep one summoned undead creature after an encounter where you cast a summon spell. It doesn’t regain health between encounters unless you spend one of your recoveries during a short rest to heal it.

Necromancies #

You can prepare Level / 2 + 4 (round down) Necromancies during a Full Rest. You can only take Necromancies of a level less than or equal to your current level.
  • Epic Perk: You may prepare one extra Necromancy, but if you do, you start the day with 1d3+1 fewer Recoveries.

1st Level #

Channel Life
Spell, At-Will, Standard
Spend 1 Focus

Choose one ally and make an attack vs MD on a random nearby target (chosen from all other non-staggered allies and enemies, a mook group counts as two targets for this).

Hit: 2d6 x Level + Volition x Tier necrotic damage (on an enemy) or necrotic damage equal to your level and make an 11+ Blaspheme check (on an ally). The chosen ally may heal using a recovery.

Miss: Regain your spent Focus.

Crit: If you crit an ally with this, the attack deals no damage to that ally instead of double.

Chant of Endings
Spell, At-Will, Standard
Provokes, Spend 1 Focus

Make an attack vs MD on the nearby enemy with the fewest hit points (choose if there’s a tie). The enemy doesn’t have to be visible, just nearby. You may choose whether or not to ignore mooks when determining the target.

Hit: 1d10 x Level + Volition x Tier necrotic damage.

Miss: Half damage if you spend 1 extra Focus, otherwise nothing.

Death’s Gauntlet
Spell, At-Will, Standard
Provokes

Make an attack vs PD on a nearby enemy.

Hit: 1d4 x Level + Volition x Tier ongoing necrotic damage.

Miss: Ongoing necrotic damage equal to your Tier.

Special: On its turn, the target may spend its standard action to automatically end the effect. If it does, you can’t use Death’s Gauntlet again until the end of your next turn.

Draining Touch
Spell, At-Will, Standard
Spend 1 Focus

Make an attack vs PD on a nearby enemy.

Hit: 1d8 x Level + Volition x Tier necrotic damage. The target is Shaken, Hampered, and unable to make Opportunity Attacks until the start of your next turn.

Miss: The target is Shaken until the start of your next turn.

Special: You may only select this spell if you take the Adventurer Perk for Academic Occultism.

Grasp from the Grave
Spell, At-Will, Standard

Make an attack vs AC on a nearby enemy. This counts as a melee attack for any effects, and the enemy counts as engaged by one extra ally for the purposes of needing to Disengage or any other abilities until the start of your next turn (you may make this attack again as an Opportunity Attack if the target provokes one before Disengaging).

Hit: The target takes weapon damage equal to your level.

Natural 13+ Hit: As Hit, and the target is Softened to Undead until the end of your next turn (including after any Summoned Undead have taken their turns). If this attack is being made as an Opportunity Attack, they’re also Dazed until the end of their turn.

Miss: Damage equal to your Tier.

Special: This ignores any penalties to Volition from Wasting Away. Grasp from the Grave counts as an attack from something that’s Undead even if you don’t count as Undead.

Summon Horde
Spell, Daily, Standard
9+ Blaspheme

You summon 1d3+1 undead mooks, which last until the end of the encounter unless destroyed first. These mooks have the following attributes:

Attacks:
Swarm
Melee attack (To Hit: +Level + 3 vs. AC)
Hit: Damage equal to level.

Defenses:
Level x 4 + 6 HP
13 + Level AC/PD/MD
Weak to radiant

You choose the type of undead when you cast this. Ghouls are available at Champion Tier and Wights are available at Epic Tier. Increase the number of mooks to 1d4+1 in Champion tier and 1d6+1 in Epic tier.

  • Skeletons (Adventurer): Your mooks have Resist Weaponry 13+.
  • Zombies (Adventurer): Your mooks have Level x 5 + 10 HP and deal 1d6 x Tier (1d3 at Level 1) damage to both themselves and the enemy on a Natural 13+ Hit.
  • Ghouls (Champion): Your mooks make the target Vulnerable and Softened to Undead until the end of their next turn on a Natural 13+ Hit.
  • Wights (Epic): Your mooks deal ongoing Necrotic damage equal to your Tier on a Natural Even hit.
Terror
Spell, Daily, Standard
Provokes

Make an attack vs. MD on a nearby single-strength or staggered double-strength enemy.

Hit: The target is Shaken and Stunned (13+ save ends). Every time it fails a save against this ability, it takes psychic damage equal to 1d4 x Level.

Miss: The target is Shaken (11+ save ends).

Unholy Blast
Spell, Daily, Standard
Provokes

Make an attack vs PD on a nearby enemy.

Hit: 2d8 x Level + Volition x Tier necrotic damage.

Miss: Half damage. You may choose to make a 13+ Blaspheme check. If you do so, make this attack again against a target that you haven’t attacked yet this turn.

Zombie Form
Spell, Daily

You may use this as part of a Quick Rest or after restoring your spells during a long rest. Choose one ally or yourself. Until the end of the next encounter, they gain 10 + 10 x Level temporary HP, but they also gain 1 disadvantage on social skill checks, agility-based skill checks, and disengage checks. You also count as 1 Initiative group lower.

3rd Level #

Circle of Death
Spell, Daily, Standard
Provokes, 11+ Blaspheme

Make an attack vs. MD on every nearby target (allies and enemies, a mook group counts as two targets for this).

Hit: 1d10 x Level necrotic damage on an enemy or 1d4 x Level necrotic damage on an ally.

Miss: Half damage.

Special: This causes a 13+ Blaspheme check instead if cast when Escalation is lower than 3.

Ghoul Form
Spell, Daily, Standard

Choose yourself or one ally. Until the end of the encounter, the target gains 1 Advantage on all melee attacks. In addition, enemies engaged with the target are considered Vulnerable to it. This lasts until the end of the encounter.

The target halves all healing while this is in effect, no matter the source.

Negative Energy Shield
Spell, Daily, Standard

Until the end of the encounter, when an enemy engaged with you attacks you and hits or has a Natural Odd miss, it takes 2d6 x Level necrotic damage.
Ray of Enfeeblement
Spell, Daily, Standard
Provokes

Make an attack vs PD on a nearby single-strength or staggered double-strength enemy.

Hit: Your target is Weakened and Vulnerable (13+ save ends both). If the target succeeds at their save, they’re Dazed until the end of their next turn.

Crit: Your target is Enervated in addition to Weakened and Vulnerable.

Miss: Your target is Dazed (9+ save ends).

Summon Horror
Spell, Daily, Standard
11+ Blaspheme

You summon (or raise) one significant corporeal undead horror, which lasts until the end of the encounter unless destroyed first. This horror has the following attributes:

Attacks:
Horror Ravage
Melee attack (To Hit: +Level + 4 vs. AC)
Hit: 1d6 x Level damage.
Miss: Damage equal to your level.

Defenses:
Level x 5 + 5 HP (Level x 10 + 10 in Champion tier and Level x 10 + 50 in Epic tier).
13 + Level AC/PD/MD
Weak to radiant

You choose the type of undead when you cast this. Wights are available at Champion Tier and Vampires are available at Epic Tier.

  • Ghouls (Adventurer): Your Horror makes the target Vulnerable to undead until the end of their next turn on a Natural 13+ Hit. They increase their damage die size by two steps against a Vulnerable target (including this attack, if it’s a Natural 13+ Hit).
  • Wights (Champion): Your Horror deals ongoing necrotic damage equal to your level in addition to any other damage on a Natural Even hit or miss.
  • Vampires (Epic): Your Horror makes the target Weakened (11+ save ends) on a Natural 13+ Hit.
Wave of Decay
Spell, Daily, Standard
Provokes

Choose a nearby enemy. They take 1d6 x Level necrotic damage, multiplied by the escalation die. As a quick action once per turn until the end of the encounter, you may repeat the above effect against any nearby enemy (using the current escalation die value) until you don’t repeat the effect or you drop an enemy with the effect.

5th Level #

Death’s Call
Spell, At-Will, Quick
Spend 1 Focus

Choose a non-mook creature you can see in the encounter. If that creature is the next creature to drop to 0 HP, you gain 2 Focus (this can put you over your maximum, but any excess goes away at the end of the encounter).
Rotting Curse
Spell, Daily, Standard
Provokes

Make an attack vs PD on a nearby enemy.

Hit: 1d6 x Level ongoing necrotic damage. Each time the target fails its save, increase the size of the damage dice by one step. The target is Enervated while taking this ongoing damage.

Miss: 1d4 x Level ongoing necrotic damage.

Summon Wraith
Spell, Daily, Standard
13+ Blaspheme

You summon (or raise) one significant incorporeal undead wraith, which lasts until the end of the encounter unless destroyed first. This wraith has the following attributes:

Attacks:
Ghost Blade
Melee Attack (To Hit: +Level + 2 vs. PD)
Hit: 1d4 x Level necrotic damage.

Spiral Assault
Spell (To Hit: +Level + 2 vs. PD)
1d3 nearby targets
Hit: Necrotic damage equal to your level. The Wraith can teleport next to one target it hits with Spiral Assault as a free action.
Special: Can only be used on even escalation.

Defenses:
Level x 5 + 5 HP.
15 + Level AC/PD/MD
Weak to radiant
Resist 13+ against all damage other than force or radiant

Other: Flight.

In Epic Tier, you summon two Wraiths instead of one.

Uncanny Form
Spell, Daily, Standard
13+ Blaspheme

Choose a nearby ally who is staggered or dying (including yourself). Restore their health to full and remove any conditions from them. Afterwards, the target is weak to radiant and halves all healing until the end of the encounter, no matter the source.

7th Level #

Cone of Corruption
Spell, Daily, Standard

Make an attack vs PD on 1d3+1 nearby enemies.

Odd Hit: 2d8 x Level necrotic damage.

Even Hit: As Odd Hit and the target is Hampered (11+ save ends).

Miss: Half damage.

Feigned Defeat
Spell, Daily, Standard
Provokes

You lose 1d12 x Level HP, which can’t be prevented or reduced in any way. At the start of your next turn, you heal using 3 free recoveries (starting at 0 if you were below 0 HP or even dead).
Ghost Form
Spell, Daily, Standard

Choose yourself or a nearby ally. Until the end of the encounter, the target gains Flight and Resist 13+ against all damage except Force and Radiant.

The target halves all healing while this is in effect, no matter the source.

9th Level #

Finger of Death
Spell, Daily, Standard
Provokes

Make an attack vs the higher of MD or PD on a nearby group of mooks, single-strength enemy, staggered double-strength enemy, or staggered and Vulnerable triple-strength enemy.

Hit: The target dies. If targeting a group of mooks, every remaining mook in the group dies.

Miss: You take 1d4 x Level necrotic damage and regain Finger of Death after the encounter.

The Last of the Wine
Spell, Daily, Standard
Provokes

Make an attack against a number of nearby enemies less than or equal to the current Escalation die value.

Hit: 2d10 x Level + Volition x Tier necrotic damage.

Miss: Half damage.

Special: After casting The Last of the Wine, make a 11+ Blaspheme check for every attack roll you made. You drop to 0 HP (this can’t be prevented in any way).

Vampiric Form
Spell, Daily, Standard

Until the end of the encounter or until you drop to -50 HP, you heal using a free recovery at the start of each turn. While this is in effect, you may make the following attack vs MD as a free action against any nearby enemy that rolls a Natural 8- Miss against you or as an Interrupt action against enemy who attacks you.

Odd Hit: The target is weakened until the end of its next turn. Even Hit: The target is confused until the end of its next turn.

Sample Necromancers #

Two sample Necromancers in Adventurer, Champion, and Epic tier are provided below.

Ancestral Medium

A priest of an ancient cult, this necromancer calls upon their ancestors to assist in their struggles.

Class Attribute Choice: +1 AC and Vitality
Background Ability: Graceful

Talents

  • Deathspeaker
  • Redeemer
  • Thrallmaster

1st Level

  • Necromancies: Channel Life, Grasp from the Grave, Summon Horde, Terror
  • Adventurer Perk: Redeemer

5th Level

  • Necromancies: Channel Life, Grasp from the Grave, Negative Energy Shield, Summon Horde, Summon Horror, Summon Wraith
  • Adventurer Perks: Redeemer, Deathspeaker, Thrallmaster, Wasting Away
  • Champion Perk: Redeemer

8th Level

  • Necromancies: Channel Life, Grasp from the Grave, Negative Energy Shield, Ghoul Form, Ghost Form, Summon Horde, Summon Horror, Summon Wraith
  • Adventurer Perks: Redeemer, Deathspeaker, Thrallmaster, Wasting Away
  • Champion Perks: Redeemer, Deathspeaker, Thrallmaster
  • Epic Perk: Redeemer

Occult Scholar

A student of forbidden knowledge, this necromancer plumbs hidden depths and casts debilitating curses and incantations.

Class Attribute Choice: +1 PD and MD
Background Ability: Indomitable

Talents

  • Cackling Soliloquist
  • Lust for Power
  • Souldrinker

1st Level

  • Necromancies: Sword of Faith, Hammer of Faith
  • Adventurer Perk: Blasphemy

5th Level

  • Necromancies: Death’s Gauntlet, Chant of Endings, Terror, Unholy Blast
  • Adventurer Perks: Lust for Power, Cackling Soliliquist, Souldrinker, Blasphemy
  • Champion Perk: Blasphemy

8th Level

  • Necromancies: Death’s Gauntlet, Chant of Endings, Terror, Unholy Blast, Circle of Death, Wave of Decay, Rotting Curse, Cone of Corruption
  • Adventurer Perks: Lust for Power, Cackling Soliliquist, Souldrinker, Blasphemy
  • Champion Perks: Lust for Power, Cackling Soliliquist. Blasphemy
  • Epic Perk: Blasphemy