Necromancer Feats
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Necromancer_Feats
Level 1: Spellcasting
You have learned to cast spells not through divine favor or natural talent, but by delving into the forbidden arts of death, soulbinding, and entropy. Your magic stems from an intimate understanding of life’s end and what lies beyond it by coaxing power from remains, commanding echoes of departed spirits, and binding death itself to your will. The information below details how you use those rules with Necromancer spells, which appear on the Necromancer spell list later in the class’s description.
Cantrips
You know three cantrips of your choice from the Necromancer spell list. Whenever you gain a Necromancer level, you can replace one of your cantrips with another cantrip of your choice from the Necromancer spell list. When you reach Necromancer levels 4 and 10, you learn another cantrip of your choice from the Necromancer spell list, as shown in the Cantrips column of the Necromancer Features table.
Spell Slots
The Necromancer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Necromancer spell list. The number of spells on your list increases as you gain Necromancer levels, as shown in the Prepared Spells column of the Necromancer Features table. Whenever that number increases, choose additional spells from the Necromancer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Necromancer, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Necromancer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Necromancer spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Necromancer spells for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Necromancer spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Necromancer spells.
Level 1: Undead Legion
As a master of undeath, you summon and command the essence of the fallen to serve your will. This power is represented not by individual monsters, but through an abstract mechanic called Minions—a symbolic expression of the undead hordes under your control. Minions represent undead creatures you have summoned into your service—conceptually present for roleplaying and flavor, but not treated as physical monsters in combat. They do not occupy space on the battlefield, cannot be targeted by attacks or area effects, and do not take independent actions. Instead, Minions are used to empower your abilities, simulate undead presence, and build toward powerful necromantic actions.
Summoning Minions
You can summon one Minion as a bonus action on your turn. When you do, choose a Minion type from among those you have unlocked (see Minion Types below). You cannot summon a new Minion if doing so would exceed your current maximum; if you would, you must choose an existing Minion to dismiss instead. In addition to this bonus action summoning, certain class features such as the Gravecaller feature and some Necromancer spells may allow you to generate multiple Minions at once. However, all such gains are still subject to your Minion Limit. Vorlage:Hinweis
Minion Types
At 1st level, you gain access to Zombie Minions and Skeleton Minions. At higher levels, you unlock additional Minion types—such as Ghosts, Wights, and others—which offer unique passive and active effects. See the Minion Types section for details.
Minion Limit
The number of Minions you can have at one time is determined by your level, as shown in the Minion Limit column of the Necromancer class table. This limit applies regardless of how the Minions were created, whether through bonus actions, spellcasting, or other features.
Using Minions
Each type of Minion has two mechanical effects:
- Active Ability: A magic action that consumes Minions of a single type to produce a unique, scaling effect. The more Minions used, the stronger the effect.
- Passive Effect: A global modifier or benefit that applies whenever a Minion is consumed or included in another action (such as Commandeer).
Unless a feature or passive effect specifies partial consumption, all Minions used for an active ability are fully consumed. For example, if you use 3 Skeleton Minions to attack, all 3 are expended at once. You may not mix Minion types when activating an ability unless another feature, such as Commandeer, allows it.
Available Minions at 1st Level
At 1st level, you have access to the following Minion types:
- Ghoul: Ghoul Minions represent ravenous, feral undead—quicker than zombies but less durable. They lunge with grotesque claws that can momentarily paralyze prey in place.
- Shadow: Shadow Minions are formless darkness given malice—expressions of entropy that weaken the living with every touch, eroding their vitality and strength.
- Skeleton: Skeleton Minions are fragile but deadly, embodying swift precision and long-range power.
- Specter: Specter Minions are drifting echoes of the dead—ephemeral spirits that drain warmth and will with a chilling wail and a spectral touch.
- Will-o'-Wisp: Will-o’-Wisp Minions are capricious flickers of malicious light blazing across the battlefield, blinding, confusing, and feeding on the panic of dying creatures.
- Zombie: Zombie Minions represent slow, relentless corpses—resilient, numerous, and ideal for drawn-out battles where endurance and presence matter more than precision.
You gain additional Minion types at 5th Level (Banshee, Ghost, Wight, Wraith), 11th Level (Death Knight, Vampire), and 17th Level (Lich).
Level 2: Gravecaller
Your mastery of undeath allows you to draw power from the fallen on the battlefield, turning death itself into a wellspring of arcane might. When a creature within 60 feet of you dies, you can use your reaction to harvest its lingering vitality. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. Upon using Gravecaller, choose one of the following effects based on the challenge rating of the creature that just died:
| CR Range | Spell Slot Regained | Minions | Healing |
|---|---|---|---|
| 0–1 | 1st | 1 | 3d8 + Spellcasting Modifier |
| 2–4 | 2nd | 2 | 6d8 + Spellcasting Modifier |
| 5–10 | 3rd | 3 | 9d8 + Spellcasting Modifier |
| 11–16 | 4th | 4 | 12d8 + Spellcasting Modifier |
| 17+ | 5th | 5 | 15d8 + Spellcasting Modifier |
- Spell Slot Regained: You regain one expended spell slot of the listed level. If you have no expended slots of that level, you instead regain the highest expended slot of a lower level.
- Minions Gained: You gain the specified number of Minions of any types you choose, which count toward your Minion limit. At the DM’s discretion, creatures with massive size or unique traits may yield additional Minions, up to your cap of 5.
- Healing Received: You gain a pool of hit points equal to the amount rolled. You can divide this pool between yourself and one other creature within 60 feet.
You can only choose one of these benefits each time you use Gravecaller.
Level 2: Commandeer
You gain the ability to direct your Minions with precision and tactical cruelty, blending their essences into powerful custom effects. This feature represents your growing mastery over your undead horde, allowing you to combine multiple Minion types into unique abilities called commands. As an action, you may expend Minions of specific types and quantities to execute a command. Each command has its own requirements, which specify:
- The types of Minions needed (e.g., Zombie, Will-o’-Wisp).
- The minimum or exact number of each type required.
- The resulting effect, which may scale based on how many Minions were used.
You may only use a command if you meet all of its listed requirements. When you do, you expend the Minions involved and resolve the effect. Unless otherwise noted, commands consume all listed Minions upon use. The available commands are detailed in the Command List. You can use this feature as many times as you like, provided you have the required Minions to execute a command. Vorlage:Hinweis
Creating New Commands:
As a Necromancer, you are encouraged to experiment with new combinations of Minion types. If you describe a new command to your DM—specifying the types and numbers of Minions used and the intended effect—they may allow it as a valid addition to your list of usable commands.
Level 3: Gravecraft
You gain a Necromancer subclass of your choice. A subclass is a specialization that grants you features at certain Necromancer levels. For the rest of your career, you gain each of your subclass's features that are of your Necromancer level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Necromancer levels 8, 12, 16, and 19.
Level 5: Undead Permanence
Your mastery over undeath allows you to create a small cadre of loyal, lasting servants. These minions linger even when not in combat, acting as scouts, sentries, or shadows at your side. You gain a number of Permanent Minions based on your character level, as shown below:
| Necromancer Level | Permanent Minions |
|---|---|
| 5th | 2 |
| 11th | 3 |
| 17th | 4 |
These minions are considered summoned minions for the purposes of your Undead Legion feature but are distinct from the minions you normally summon during play. At the start of each combat, your Permanent Minions automatically manifest and count toward your maximum Minion limit, ready to be used as normal. Regardless of how many Permanent Minions are expended during combat, all of them return to your control and are available again after the combat ends. Your Permanent Minions can be used freely outside of combat and possess darkvision out to 60 feet. They can perform any reasonable actions appropriate to their undead form—such as speaking, carrying objects, passing through walls, or posing as a corpse—and use your ability scores for any checks they make. While you concentrate and remain stationary, you can telepathically control them within 60 feet, perceiving through their senses. If a Permanent Minion is attacked outside of combat, it is instantly destroyed and cannot return until you complete a short rest. You can change the types of your Permanent Minions when you finish a short or long rest.
Level 6: Subclass Feature
You gain a feature from your Necromancer Subclass.
Level 7: Life and Death
Your mastery of necromancy lets you manipulate life and death on a target-by-target basis. When you cast a necromancy spell that deals hit point damage or a spell that restores hit points to one or more creatures, you can choose to invert the effect individually for each target. For each target you choose to invert:
- If the spell would deal damage, it instead heals that target for the amount of damage rolled. No saving throw or attack roll is made against that target when healing, and any additional harmful effects of the spell do not apply to that target.
- If the spell would heal, it instead deals damage to that target. The target must make a Constitution saving throw. On a failed save, it takes full damage equal to the healing amount; on a successful save, it takes half damage.
For spells with ongoing effects lasting more than one turn, this inversion applies only to the initial application of healing or damage on the turn the spell is cast. You can use this feature a number of times equal to your Intelligence modifier, and you regain all uses after you finish a long rest.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Level 9: Black Oath
Your very presence blights the living and nourishes the dead. When you reduce a creature to 0 Hit Points using a Minion effect, Command, or a Necromancy spell, you can summon two minions instead of one before the end of your next turn using your bonus action.
Level 10: The State Between
Your bond with undeath pulls you into a twilight realm. Neither truly alive nor fully dead. When death claims you, you instead linger in this state between, drawing strength from your minions to keep fighting. When you are reduced to 0 hit points but not outright killed, you can choose to remain conscious and active instead of falling unconscious. You enter a state of undeath that lasts up to 1 minute, you run out of Minions, or are healed. While in this state:
- You do not make death saving throws and cannot be stabilized by any means.
- You cannot summon Minions by any means during this state.
- At the end of each of your turns, and whenever you take damage, you must sacrifice one Minion of your choice. If you have no Minions remaining when this would occur, you die immediately.
If you regain any hit points during this state, the effect ends and you return to life with your current hit points. Once you use this feature, you can’t use it again until you finish a long rest.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Level 14: Subclass Feature
You gain a feature from your Necromancer Subclass.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Level 18: The Endless Host
Your minions become an unstoppanble tide. When a Minion would be destroyed or consumed, you can choose to sacrifice 10 hit points per Minion to keep it summoned instead. If you do, the chosen Minion remains active until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier, and you regain all uses after a long rest.
Level 19: Ability Score Improvement
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Level 20: March of the Undead
Your mastery over undeath reaches its peak, allowing you to command your forces with absolute authority. Once per long rest, you can use a bonus action to choose one of the following effects:
- Legion Replenishment: Instantly summon minions up to your maximum limit. You may replace any existing minions with new types as part of this effect.
- Unyielding Command: Until the end of your turn, you do not expend any minions when using their active effects or Commands.