Necromancer

History

Priests of Rathma, also known as Rathmites or Necromancers, possess the ability to raise the dead and control the forces of life and death. They are a secretive order based in the eastern jungles of Sanctuary and are widely misunderstood and maligned by the outside world. The Necromancers believe in maintaining the delicate Balance between light and darkness in the world. 

They draw their powers from Trag'Oul. Trag'Oul, the one who is forever, among other translations of the name, is an ancient and mysterious dragon-like being who guards Sanctuary and maintains the Balance between the High Heavens and the Burning Hells, intent on keeping Sanctuary free from angelic and demonic influences. His fate is tied to that of Sanctuary.

The Priests of Rathma use a five-sided pattern to represent Trag'Oul, the five points each holding a symbol representing one of the five elements they believe Trag'Oul to be linked to—earth, air, fire, water, and time. As the fulcrum of the Balance, they believe that the elements of Creation are tied to him.

The Priests of Rathma are pragmatic and uncorrupted, seeing death as a natural part of life. They aim to use their powers only to serve the Balance and prevent non-mortal intervention on Sanctuary. Despite their noble intentions, they are often at odds with the Zakarum church and face suspicion from others due to their powers. The Necromancers take on apprentices, but few are chosen to join the priesthood and even fewer become masters.

Throughout history, the Priests of Rathma have played a significant role in maintaining the Balance and opposing the forces of evil, such as during the Sin War and the Mage Clan Wars. They have faced challenges, especially with the return of the Prime Evils to Sanctuary, but have remained steadfast in their mission.

Despite their continued presence and contributions to the world, the Priests of Rathma are still feared and despised by many on Sanctuary.

Class Features

Description

In the blood-soaked field, amidst the grim aftermath of a merciless slaughter, a necromancer stood firm, his dark robes billowing in the wind. He wielded a sinister scythe, its blade gleaming with an otherworldly aura. The ground was littered with the lifeless bodies of farmers, their forms twisted and broken.

Surrounded by a group of aberrations, their muscular bodies covered in matted fur, the necromancer prepared for the impending clash. The goatmen, with their savage horns and bloodshot eyes, snarled and brandished crude weapons, their intent clear - to spill more innocent blood.

As the first charged forward, the necromancer swung his scythe, summoning a skeletal minion from the ground. A ghastly figure, wrapped in tattered shrouds, emerged, its hollow eye sockets glowing with an eerie blue light. With a gesture from the necromancer, it lunged at the goatman, its bony claws slashing through the air, seeking vengeance for the fallen.

The necromancer's power intensified, and a whirling storm of bone materialized around him. The air crackled with dark energy as jagged fragments of bone spun in a chaotic dance. The storm served as a protective barrier, deflecting the goatmen's attacks and slicing through their flesh as they foolishly ventured too close.

With each swing of his scythe, the necromancer unleashed bolts of necrotic energy, tearing through the ranks of the goatmen. Their bodies crumbled under the onslaught, their agonized screams echoing through the field. Yet, the necromancer knew that to secure victory, he needed to tap into his ultimate power

Raising his arms skyward, he chanted ancient incantations, his voice reverberating through the twisted battlefield. From the depths of the earth, a surge of malevolent energy erupted, and the ground shook violently. The bodies of fallen farmers rose, their eyes glowing with the same spectral blue light that permeated the skeletal minion.

A legion of skeletal warriors armed with rusted blades and tattered armor marched towards the remaining goatmen. The ground trembled beneath their footsteps as they closed in, relentless and unstoppable, driven by the desire to avenge the innocent lives lost.

In a flurry of bone and death, the necromancer's undead horde clashed with the goatmen. The air filled with the sounds of swords clashing and bones shattering. The goatmen fought valiantly but were overwhelmed by the sheer numbers and unyielding resilience of the necromancer's army.

As the last fell, the battlefield grew still, save for the eerie whispers of his minions. The necromancer stood amidst the carnage, the storm of bone dissipating around him. With a victorious gleam in his eyes, he surveyed the aftermath, his power undeniable and his vengeance for the fallen fulfilled.


Expanded Spell List

The Necromancer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Level 1 Warlock: armor of agathys, dissonant whispers

Level 3 Warlock: ray of enfeeblement, tasha’s mind whip

Level 5 Warlock: animate dead, life transference

Level 7 Warlock: death ward, vitriolic sphere

Level 9 Warlock: banishing smite, danse macabre


Skeletal Minion

1st-level Necromancer feature

As a bonus action,  you create a skeletal minion at a point you can see within 60 feet of you. It lasts for 1 hour or until you use this feature to create another skeletal minion.

When you create the skeletal minion, you can make a melee spell attack against one creature within 5 feet of it. On a hit, the target takes 1d10 slashing damage. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

As a bonus action you may command the skeletal minion and any other minions you have active to attack. You can summon the skeletal minion a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Bond of Bone

1st-level Necromancer feature

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you may summon a Bone Sickle or Bone Scythe. It uses your Charisma modifier instead of Strength or Dexterity for attack and damage rolls. The strength of these weapons increase as you progress in levels. At 5th level the weapon you summon is a +1, at 11 level it is a +2, and at 17th level it is a +3.


Bone Armor

6th-level Necromancer feature

Your skeletal minion can help defend you and others. When you or a creature you can see takes damage while within 10 feet of the skeletal minion, you can use your reaction to create a barrier of bone around of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced increases to 2d8.


Bone Storm

10th-level Necromancer feature

You gain the ability to unleash a devastating storm of bone shards upon your enemies. For 1 minute as an action, you can create a vortex of swirling bone fragments in a 10-foot radius originating from you. Each creatures that enters the area or starts begins their turn there must make Dexterity saving throw against your Warlock spell save DC. On a failed save, a creature takes 3d8 necrotic damage and is blinded until the end of its next turn. On a successful save, a creature takes half damage and isn't blinded.

Once you use this feature, you must finish a short or long rest before you can use it again.


Army of the Dead

14th-level Necromancer feature

You gain the ability to raise an army of the dead to fight by your side. As an action, you can summon an additional 2 skeletal minions as well as 2 skeletal mages. You may command all to attack as a bonus action and my specify what creatures to target.

The skeletal mages are stationary where summoned and cast Eldritch Blast. The attack roll, damage, and additional features gained from your invocations apply to these casts.

These undead minions last for 1 round. Once you use this feature, you must finish a long rest before you can use it again.

For Generic Warlock Information go to https://www.dndbeyond.com/classes/warlock