| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| +3 | Strength | |
| +0 | Dexterity | |
| +6 | Constitution | |
| +8 | Intelligence | |
| +8 | Wisdom | |
| +0 | Charisma |
| +0 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +3 | Athletics | STR | |
| +0 | Deception | CHA | |
| +4 | History | INT | |
| +4 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +4 | Investigation | INT |
| +8 | Medicine | WIS | |
| +8 | Nature | INT | |
| +4 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +8 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
CHARNEL TOUCH:
You can draw upon an inner nexus of necromantic power. You have a pool of Charnel Touch points equal to 5 × your Necromancer level that replenishes when you finish a Long Rest.
As a Magic action, you can channel this negative energy through your touch. Choose a number of Charnel Touch points to expend, up to a maximum of 5 × your Proficiency Bonus, and make a melee spell attack against one creature within reach. On a hit, the target takes Necrotic damage equal to the number of points expended. This damage is doubled without expending additional points if the attack roll scores a Critical Hit. If the spell attack misses, the Charnel Touch points aren’t expended.
THRALLS: Unlike other spellcasters, you animate Undead creatures with a portion of your own life force, ensuring obedience.
You can animate Undead thralls by performing a ritual over the course of 10 minutes, which can be done during a Short Rest. The remains of one or more Medium or Small Humanoids within 30 feet of yourself rise as Undead creatures. These Undead become your thralls, and you maintain control over them indefinitely. Stat blocks for Skeletons, Zombies, and other thralls can be found in the Undead Thralls section at the end of the class description.
You can mentally control all your thralls without an action. If you have the Incapacitated condition, your thralls will move to protect your body from harm, but won’t attack.
In combat, your thralls take their turns immediately before or after your turn each round (your choice). All thralls collectively share one Reaction and Bonus Action, which a single thrall can use each round.
Thralls use your spell attack modifier for their attacks. If one of your thralls forces a creature to make a saving throw, it uses your spell save DC.
healing your thralls you can use your Charnel Touch on Undead under your control without making an attack roll. Instead of dealing Necrotic damage, the Undead regains Hit Points equal to the number of Charnel Touch points expended.
maximum thralls you can animate and control one thrall that has a Challenge Rating of 1/4. As you gain Necromancer levels, you can animate more thralls. The combined CR of all your thralls can’t exceed the number shown in the CR Total column of the Necromancer Features table, and the total number of thralls under your control can’t exceed the number shown in the Thralls column of the Necromancer Features table.
At any time, you can take a Magic action to sever your connection to one or more thralls. Corporeal Undead crumple into a heap and incorporeal Undead flee to the Ethereal Plane.
when you cast another spell that lets you create or control Undead, the other Undead count as your thralls and can be commanded as such. If these thralls exceed your total Challenge Rating or number of thralls, you can immediately sever your connection to any of your existing thralls to stay within these limits. Your thralls can never command or create other Undead.
As always, you can’t reanimate Undead that have been reduced to 0 Hit Points. Your Animate Thralls ritual, the Animate Dead spell, and similar magic only affects Humanoid corpses, whereas your thralls are Undead creatures.
DEAD SPACE:
You gain an extradimensional space that can hold up to 12 Medium or smaller corpses, piles of bones, or Undead creatures. The extradimensional space is linked to an item of your choice, such as a bag, a cloak, or a backpack. As a Magic action, you can use the linked item to place a corpse, pile of bones, or willing Undead creature in the extradimensional space, or to dump out contents of your choice from the extradimensional space. Thralls stored in your Dead Space count toward the total number of thralls under your control. The contents land in spaces of your choice within 5 feet of you, or as near to you as possible if those spaces are occupied.
You can link any item you can carry to the extradimensional space by performing a ritual over the course of 1 hour which can be done during a Short Rest. The previous item linked to the space becomes disconnected when you link a new one.
DARK ARCANA: As a Bonus Action, you can expend a spell slot to replenish your Charnel Touch pool. The pool regains points equal to your Intelligence modifier plus 1d8 for each level of the spell slot expended, up to a maximum of your pool’s total.
ANIMATE DEAD:
You always have the spell prepared. When you cast this spell, its casting time is an action instead of 1 minute. You can also create a Spirit using the spell.
Additionally, you can animate the corpse of any Medium or Small creature that isn’t Undead, instead of only Humanoids. The resulting Undead always uses the statistics of a Skeleton, Spirit, or Zombie.
CRITICAL SPELL CASTING:
Your potent Necromancy grants you the following benefits.
When a creature rolls a 1 on the d20 for a saving throw against one of your spells, it suffers a Critical Failure. It fails the save regardless of its modifiers or the spell save DC. If the spell deals damage, you roll all of the spell’s damage dice twice and add them together, then add any relevant modifiers. This additional damage applies only to the creature that rolled a 1.
Your spell attacks can score a Critical Hit on a roll of 19 or 20 on the d20.
GARDEN OF THE GRAVE: When you perform your Animate Thralls ritual, you can choose to plant corpse flowers in any of your thralls, causing each such thrall to have the following benefits. Plant. The thrall is a Plant instead of an Undead, but counts as Undead for the purpose of your Necromancer features. Necrosynthesis. Whenever you take a Short or Long Rest, the thrall takes root in the ground and regains Hit Points equal to 1d8 plus your Intelligence modifier.
CHARNEL ENTANGLE: When you deal 5 or more damage with Charnel Touch, the target must succeed on a Strength saving throw against your spell save DC or have the Restrained condition until the end of your next turn as weeds and brambles grasp at it.
HALO OF SPORES:
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
SYMBIOTIC ENTITY:
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
FUNGAL INFESTATION:
at 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
weapons: simple, Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
armors: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
tools: Herbalism kit
languages:
THALLS:
max cr: 1
max thralls: 2
https://dnd5e.wikidot.com/druid:spores
https://dnd5e.wikidot.com/druid
https://magehandpress.com/2025/03/necromancer-base-class-5e2024
https://drive.google.com/file/d/1-IMz94SRZgy5-Wlo164HIeGfN7y4dbMP/view
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.