Necromancer V1 - GM Binder

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The Necromancer

Necromancer

S
eeing their target trapped inside a broken tower, Wanderers By Trade
the soldiers advance inside. A body stirs beneath
the rubble, energy spilling from its ruined frame In many part of the world, necromancy is a dark art to be
before being commanded to explode. As the dust feared, driving practitioners out of society. Left without a safe
settles, the elf only laments how the explosion left place, in search of bodies to reanimate. Some might even
her no bodies to reanimate. brave the scorn of civilization again, where they'll offer their
Two bandits creep towards their seemingly services to more open minds.
defenseless victim, where a fat coin purse lies on his belt.
Stone cold hands suddenly reach out from the nearby brush, Creating A Necromancer
dragging the thugs into the darkness. As pale ghouls tear As you create your necromancer, consider what led you down
apart the intruders, their master only smiles in his sleep. this path. Was it the death of a loved one who you wish to
With a cry of despair, the knight runs his sword through the bring back, no matter the cost? Could it simply be the natural
foul creature before him. The zombie simply pulls out the progression of your career?
blade, and violently returns it back its owner. Impressed by Your backstory will shape how you value death, which are
his tenacity, the tiefling decides to make further use out of the reflected in your choice of minions. If you believe life is a
fallen soldier. fleeting thing, then you might callously throw bodies at the
These are the work of necromancers, and the endless problem until it is solved. A more caring past might see you
ranks of undead they command. Their lives are intertwined carefully position your minions to strike, doing everything you
with death, embracing its indifferent caress. Where others can to reduce losses.
see only grief and suffering, necromancers see untapped
potential. Quick Build
One and the Same You can make a necromancer quickly by following these
suggestions. First, Intelligence should be your highest ability
Most blindly believe life and death are polar opposites. In score, followed by Constitution or Dexterity. If you plan to
truth, they are merely two sides of the same coin, and can be become a Spectral Knight, prioritize Strength or Dexterity
flipped by a well practiced mind. Necromancers dedicate depending on your weapons of choice. Second, choose the
themselves to this art, animating the body and calling back scholar background. Third, choose the mage hand and ray of
the soul. frost cantrips, along with the 1st-level spells armor of agathys
Not everyone walked this path from the start. A doctor and shield.
wishing to do more for their patients, might begin
researching methods to save them even after death.
Investigators might need answers no living being can give.
Multiclassing
You must have a Intelligence score of 13 or higher
to multiclass in or out of the necromancer. You
gain proficiency in light armor and simple weapons
when you do so.

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The Necromancer
Level Proficiency Bonus Focus Points Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 - Spellcasting 2 2 1 1st
2nd +2 2 Graven Mind, Waste Not 2 3 2 1st
3rd +2 3 Animating Expression 2 4 2 2nd
4th +2 4 Ability Score Improvement 3 5 2 2nd
5th +3 5 Cemetery Sustenance 3 6 2 3rd
6th +3 6 Animating Expression feature 3 7 2 3rd
7th +3 7 Mental Clarity 3 8 2 4th
8th +3 8 Ability Score Improvement 3 9 2 4th
9th +4 9 Mine Alone 3 10 2 5th
10th +4 10 Animating Expression feature 4 11 2 5th
11th +4 11 Graven Arcanum (6th level) 4 11 3 5th
12th +4 12 Ability Score Improvement 4 11 3 5th
13th +5 13 Graven Arcanum (7th level) 4 12 3 5th
14th +5 14 Animating Expression feature 4 12 3 5th
15th +5 15 Graven Arcanum (8th level) 4 13 3 5th
16th +5 16 Ability Score Improvement 4 13 3 5th
17th +6 17 Graven Arcanum (9th level) 4 14 4 5th
18th +6 18 Unbound by Death 4 14 4 5th
19th +6 19 Ability Score Improvement 4 15 4 5th
20th +6 20 Supreme Intellect 4 15 4 5th

Equipment
Necromancer Features You start with the following equipment, in addition to the
As a Necromancer, you gain the following class features: equipment granted by your background:
Hit Points (a) a light crossbow and 20 bolts or (b) any simple weapon
Hit Dice: 1d8 per necromancer level (a) a component pouch or (b) an arcane focus
Hit Points at 1st Level: 8 + your Constitution Modifier (a) a dungeoneer's pack or (b) a scholar's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Leather armor, any simple weapon, and two daggers
modifier per necromancer level after 1st Alternatively, you can choose to start with 150 gp and opt
Proficiencies to spend some or all of that money on starting equipment.
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Intimidation,
Investigation, Medicine, Nature, and Religion

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Spellcasting Graven Mind
While animating corpses does require an basic At 2nd level, you have awakened your Graven Mind, a mental
understanding of anatomy and biology, it would not be state required to control multiple bodies. This is represented
possible without the aid of magic. See the end of this by focus points, which is the mental energy dedicated for
document for the necromancer spell list. specific functions.
Cantrips Focus Points. You have 2 focus points, and you gain more
At 1st level, you learn the Mending cantrip and two other as you reach higher levels, as shown in the Focus Points
cantrips of your choice from the necromancer spell list. You column of the Necromancer table. You regain all spent
learn additional necromancer cantrips of your choice at focus points when you finish a short or long rest.
higher levels, as shown in the Cantrips Known column of the Mind over Matter. After finishing a short or long rest, you
necromancer table. can assign focus points into three different categories of
Spell Slots Graven abilities. A level prerequisite refers to your level in
The Necromancer table shows how many spell slots you have this class.
to cast your necromancer spells of 1st through 5th level. The Alteration. These abilities enhance and can even
table also shows what the level of those slots is; all of your grant new features for your minions.
spell slots are the same level. To cast one of your
necromancer spells of 1st level or higher, you must expend a Command. These represent complex actions your
spell slot. You regain all expended spell slots when you finish minions can execute during combat.
a short or long rest. Minion. Your loyal servants come in all sorts of
For example, when you are 5th level, you have two 3rd-level shapes and sizes, which can be further modified
spell slots. To cast the 1st-level spell false life, you must through Alterations and Commands. See their
spend one of those slots, and you cast it as a 3rd-level spell. statblocks at the end of the class description. The
Spells Known of 1st Level and Higher focus points you assign to Graven minions cannot
You know two 1st-level spells of your choice from the exceed your focus point maximum.
necromancer spell list. Some subclass features may also require focus points to
The Spells Known column of the Necromancer table activate.
shows when you learn more necromancer spells of your
choice. Each of these spells must be of a level for which you Undead Minions
have spell slots, as shown on the table. For instance, when To summon a minion, you expend your action and 2 focus
you reach 3rd level in this class, you can learn one new spell points to touch the corpse of a Medium or larger sized
of 1st or 2nd level. creature, reanimating their body as a Basic Minion.
Additionally, when you gain a level in this class, you can Alternatively, you can chose to reanimate their corpse in a
choose one of the necromancer spells you know and replace different form, provided you meet the prerequisites to do so.
it with another spell from the necromancer spell list, which Your Graven Minions are distinctly undead or skeletal in
also must be of a level for which you have spell slots. appearance and are protected from further decay. Graven
Minions are allies to you and your companions.
Spellcasting Ability In combat, Graven Minions share your initiative count, but
Intelligence is your spellcasting ability for your necromancer take their turn immediately after yours in an order of your
spells, as your mental and magical prowess stems from hard choosing. Your minions use your spell attack bonus for their
work and dedication. You use your Intelligence whenever a attack rolls.
spell refers to your spellcasting ability. In addition, you use As a bonus action on your turn, you can issue verbal and
your Intelligence modifier when setting the saving throw DC visual commands which they will follow to the best of their
for a necromancer spell you cast and when making an attack abilities. If you don’t issue any, a Graven Minion will use its
roll with one. turn to avoid danger, taking the Dodge action.
Spell save DC = 8 + your proficiency bonus + your If you cast the Mending spell on a Graven Minion, it
regains 2d6 hit points. A minion with 0 hitpoints cannot gain
Intelligence modifier this benefit, and must be summoned again using focus
points.
Spell attack modifier = your proficiency bonus + your You instinctively know where your Minions are located
Intelligence modifier within a 1 mile radius. A Minion outside of your range
Ritual Casting
becomes incapacitated and can't take any actions. Any
Minions outside this range will automatically be dismissed
You can cast any necromancer spell as a ritual if that spell during your next rest. They will also be dismissed if you do
has the ritual tag. not spend focus points to maintain them immediately after
Spellcasting Focus resting.
You can use an arcane focus (found in PHB chapter 5) as a
spellcasting focus for your necromancer spells.

4
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Waste Not Mine Alone
At 2nd level, your efficient workflow allows you to recycle Your control over your minions is absolute. At 9th level, your
organic material, even your own if need be. You can expend 1 minions have advantage on saving throws against effects that
hit dice for every focus required to reanimate a Graven would cause you to lose control of your minions, such as a
Minion. If you lack a corpse to reanimate, it takes 1 minute to cleric's Turn Undead feature. At 15th level, your minions
conjure the minion instead, which appears in an unoccupied become immune instead. At 18th level, they also become
space within 5 feet of you. immune to antimagic fields and any similar effects.
Additionally, your minions are now immune to any effects
Animating Expression that would Charmed and Frightened them.
At 3rd level, you begin to specialize in one of the following Graven Arcanum
Expressions: Biomass, Conduit, Fulminator Mage,
Ghoulcaller, Lord of Bones, or the Spectral Knight. Your At 11th level, your Graven Mind has found a magical secret
choice grants you features at 3rd level and again at 6th, 10th, called an arcanum. Choose one 6th-level spell from the
and 14th levels. Each Expression is detailed at the end of the necromancer spell list as this arcanum.
class description. You can cast your arcanum spell once without expending a
spell slot. You must finish a long rest before you can do so
Ability Score Improvement again.
When you reach 4th level, and again at 8th, 12th, 16th and At higher levels, you gain more necromancer spells of your
19th level, you can increase one ability score of your choice choice that can be cast in this way: one 7th-level spell at 13th
by 2, or you can increase two ability scores of your choice by level, one 8th-level spell at 15th level, and one 9th-level spell
1. As normal, you can’t increase an ability score above 20 at 17th level. You regain all uses of your Graven Arcanum
using this feature. when you finish a long rest.
When you gain a level in this class that grants the Ability
Cemetery Sustenance Score Improvement feature, you can choose to replace one
spell from this feature with another necromancer spell of the
Starting at 5th level, you regain all expended hit die on a long same level.
rest by drawing power from the natural cycle of death and
decay. Unbound by Death
Mental Clarity At 18th level, your mastery over death has rendered you
immune to its effects, causing you to stop aging. You are
Your mind has become accustomed to leading your undead immune to any effect that would age you, and you can't die
legion. At 7th level, you no longer require any actions to from old age. However, you can still die from effects that
command any undead creatures you control. In addition, you would instantly kill you, such as the spell power word kill or
gain the ability to telepathically issue commands to any from exhaustion. In addition, you no longer need food or
Graven Minions within 60 feet of you. water.
Additionally, whenever you would take necrotic or poison
damage, you instead become immune and regain temporary
hitpoints equal to the half of the damage rounded down
instead.
Supreme Intellect
At 20th level, when you roll initiative and have no focus points
left, you regain 8 focus points.

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Biomass Guardian Horror
At 14th level, your strength has reached unnatural levels.
Their hulking forms are a terror on the battlefield, shrugging While you are in a merged state, you gain these additional
off blows that would kill lesser beings. Worse of all, these benefits:
behemoths fight with a cunning intelligence only living
creatures possess. The thought of its master piloting the body Your minion's maximum hitpoints increases by a number
is a conclusion few would ever consider, but it will bring equal to 3 times your necromancer level.
sickening awe should their suspicions be confirmed. You cannot moved or displaced against your will.
You are a bulwark of protection, granting other creatures
Living Weapon of your choice within 10 feet the benefits of half cover.
When you choose this expression at 3rd level, your Graven
Mind has been altered to accommodate more commands.
Graven Commands have their focus point costs reduced by 1.
This cannot reduce the focus cost to 0.
Anchorpoint
Also at 3rd level, your presence emits a protective aura for
your allies. When an allied creature within 10 feet of you
takes damage, you can choose to reduce the damage they
take by 1d8, which is then transfered onto you. This feature
doesn't transfer any other effects that might accompany the
damage, and this damage can't be reduced in any way.
Born as One
At 6th level, you learn to join living flesh with rot. You can use
your bonus action to merge yourself inside the body of a
Graven Minion larger than you if they are within 5 feet of you.
You can't cast spells or concentrate on them while merged.
While in this merged state, you gain the following benefits:
Your minion benefits from your senses, saving throws, and
skill proficiencies.
Your size and carrying capacity is determined by the size
of the minion you merged with.
Your minion cannot take any actions, and it takes damage
instead of you. You take any excess damage that would
reduce your minion to 0 hitpoints.
Your AC and ability scores become equal to your minion,
unless your own statistics are higher.
You are able to use any features and abilities available to
your minion.
You have advantage on Strength saving throws and ability
checks.
Your reach for melee attacks increases by 5 feet.
If your minion is reduced to 0 hitpoints, you are ejected
towards the nearest unoccupied space of your minion and are
knocked prone.
Siphon Flesh
At 10th level, your minion hungers for prey. When you reduce
a creature to 0 hitpoints while in a merged state, you can use
your reaction to have your merged minion to regain
temporary hitpoints equal to 1 roll of its hit die plus your
Intelligence modifier. The creature consumed cannot be
created from magic, such as the animals pulled from a Bag of
Tricks.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.

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Conduit Witch Bolt (2 Charges). You can cast the spell witch bolt
as a 1st level spell, which can originate from one of your
Conduit mages harness nature's most powerful source of minions. This ability expends 2 spark charges.
energy to fuel their spells. Lightning itself threatens to escape
the bodies of their minions in bursts of deadly voltage. Fear Gathering Storm
the calm, as a storm is surely approaching. At 10th level, you gain one of the following abilities for your
Spark Meter.
Voltaic Engine
When you choose this expression at 3rd, you develop a Spark Dragon's Breath (4 Charges). You can cast the spell
Meter that harnesses the power of electricity. Whenever one dragon's breath as a 2nd level spell. Its damage type is
of your minions takes lightning damage from an attack or always lightning if cast it this way. This ability expends 4
spell, you gain a spark charge, up to a maximum of 6 spark spark charges.
charges. Each instance of damage can only generate 1 spark Shatter (4 Charges). You can cast the spell shatter as a
charge. You lose all spark charges after 1 minute has passed 2nd level spell. This ability expends 4 spark charges.
without gaining new charges.
When you target one of your minions with an attack or Thundering Fury
force them to make a saving throw against an effect that At 14th level, you gain one of the following abilities for your
deals lightning damage, you can choose to automatically hit Spark Meter.
or have the minion automatically fail the saving throw. You
may choose to not apply any additional effects that normal be Call Lightning (6 Charges). You can cast the spell call
applied with the attack or spell. lightning as a 3rd level spell. This ability expends 6 spark
Each time you gain a feature in this subclass, you choose a charges.
new ability for your Spark Meter. Abilities become active as Thunderstep (6 Charges). You can cast the spell thunder
you gain spark charges, which are indicated in their step as a 3rd level spell, which can originate from one of
descriptions. You can replace any spark abilities you learn your minions. This ability expends 6 spark charges.
after finishing a short or long rest with another one that
shares the same spark costs.
Spark Surge
You gain one of the following abilities for your Spark Meter.
Arc Lightning (1 Charge). Your minions deal an
additional 1d6 lightning damage on a successful attack.
At 3 spark charges, a second creature within 15
feet of the first target also takes 1d6 lightning
damage.
At 5 spark charges, the bolt can jump to a third
target within 15 feet of a previous creature. The
damage dealt by Arc Lightning is now equal to one
roll of the minion's hit die.
Power Cycler (1 Charge). Your minions gain resistance
to lightning damage.
At 3 spark charges, when a minion would take
lightning damage, they instead gain hitpoints equal
to the damage that would have been dealt (after
resistances) and you gain 1 spark charge as if the
minion had taken damage.
At 5 spark charges, when you target a minion with
a cantrip that deals lightning damage, you can
target a second minion within range.
Petrichor Omen
At 6th level, you gain one of the following abilities for your
Spark Meter.
Thunderwave (2 Charges). You can cast the spell
thunderwave as a 1st level spell, which can originate from
one of your minions. This ability expends 2 spark charges.

7
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Fulminator Mage
Knowing the next body is just an explosion away, Fulminators
are ruthless in their displays of necromancy. Their minions
are expendable, and their enemies even more so.
Creaking Time Bombs
When you choose this expression at 3rd level, you always
have the Final Parting Alteration prepared, which does not
cost any focus points to maintain. Your minions can also take
their action to explode early, activating Final Parting in the
process.
Additionally, the damage from Final Parting increases by 1
hit die of the exploding minion when you reach 5th level (3
dice), and again at 11th (4 dice) and 17th levels (5 dice).
Improved Implosions
Also at 3rd level, ordinary explosions are beginning to feel
dull. When a creature fails their saving throw against an
explosion from Final Parting, they subjected to any chosen
effects from the list below. You may choose one effect without
expending focus points, but additional effects cost 1 focus
point each.
Adaptive Force. The damage type changes to one of the
following; acid, cold, fire, lightning, poison, or thunder.
Concussive Blast. Saving throws made to maintain
concentration on spells and other effects are made with
disadvantage.
Deafening Silence. Creatures are Blinded and Deafened
until the start of your next turn.
Dive the Backline
Your minions are slippery little things that like to go boom.
Starting from 6th level, the base movement speed of your
minions increases by 10 feet and they don't provoke
opportunity attacks.
Reuse, Reduce, Reanimate
At 10th level, nothing goes to waste. When a hostile creature's
hitpoints are reduced to 0 from a Final Parting Alteration,
you can recapture their essence for yourself. By expending
your reaction and 1 focus point, you summon a Basic Minion
from one of their last occupied spaces.
Putrefying Pressure
At 14th level, you learn to overpressurize your minions. As an
action, you can begin to overcharge a minion, concentrating
on this effect as if it were a spell.
At the end of your turn if the overcharged minion has not
been killed or if you are still maintaining concentration, the
damage dealt by its Final Parting increases by 2 of the
minion's hit die. You can end concentration early if you
choose (no action required). The maximum damage die that
can be dealt is equal to your necromancer level.
If you would lose concentration or if the overcharged
minion dies, it explodes early and deals the accumulated
damage in a 40 feet sphere.
Once you use this feature, you can't do so again until you
finish a long rest, unless you spend 3 focus points to use it
again.

8
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Ghoulcaller Amassed Presence
At 10th level, your aura compounds the effects of death and
Ghoulcallers specialize in summoning hordes of undead, decay. If you have at least one minion inside your aura, you
burying their opponents with sheer numbers advantage. can activate one of the following effects using a bonus action.
Throw enough bodies at a problem and it will be solved You and your minions are immune to your aura’s effects. The
eventually. If it can crawl, it can fight. chosen effect persists until you are knocked unconscious, die,
Graveyard Swarm or use a bonus action to deactivate it.
When you choose this expression at 3rd level, your Graven Grasp of the Undying. At the start of your turn, each
Mind has expanded to handle more bodies. Graven Minions hostile creature inside your aura must make a Wisdom
you raise and maintain have their focus point costs reduced saving throw. On a failed save, Graven Minions inside your
by 1. This cannot reduce their focus costs to 0. aura have advantage on attacks rolls against that creature.
Double Trouble Localized Disruption. Hostile creatures inside your aura
Also at 3rd level, raising an army quickly is your expertise. suffer the effects of difficult terrain. Flying creatures must
Whenever you use your action to animate a Graven Minion, succeed on a Constitution saving throw or be knocked
you can raise a second minion of the same type as part of the prone.
action. You still pay any focus points required to raise and
maintain each minion. Rolling Deathball
At 14th level, your undead army is an unstoppable tidal wave.
Aura of Command As an action, you and any Graven Minions inside your Aura of
At 6th level, your minions are bolstered by an Aura of Command move together in a straight line up to your
Command you emit. This aura has a radius in feet equal to 5 movement speed, ignoring the effects of difficult terrain.
times your proficiency bonus. You and any minions inside this Each creature that enters your Aura of Command must
aura gain a bonus to saving throws equal to your Intelligence make a Strength saving throw. On a failed save, a creature
modifier. A minion can only benefit from one Aura of takes 1d6 force damage for each Graven Minion inside your
Command at a time. Aura of Command and is knocked prone. They only take half
as much damage rounded down on a success.
Once you use this feature, you can’t do so again until you
finish a short or long rest, unless you dismiss 2 Graven
Minions you currently control.

9
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Lord of Bones Violent Outburst
Your leadership skills has allowed you launch coordinated
Contrasting their Ghoulcaller cousins, Bone Lords focus on attacks with your minions. At 10th level, you can use your
quality over quantity. Corpse soldiers do not flinch against action on your turn to have each minion make one attack.
overwhelming odds, and will not break rank at the first signs You can use this feature once per short or long rest.
of defeat. They are their master's unbreakable spear, and an Starting at 17th level, you can use this feature twice per rest.
immovable object to their foes.
Overwatch Battlefield Promotion
A commander will need a good pair of eyes to survey the At 14th level, you learn a special ritual that transforms a
battlefield. At 3rd level, you learn the find familiar spell and minion into your herald. After finish a short or long rest,
can cast it once per long rest without expending a spell slot. choose one of your minions to become your herald. They gain
Any familiars summoned this way is always an undead in the visual appearance of a field drummer, standard bearer, or
appearance and its creature type becomes undead. The spell any similar position of your choosing.
doesn't count against your number of spells known. A herald emits a empowering aura to your minions within
The familiar is also considered as a Graven Minion, a 20 feet radius, causing them to make their attacks with
allowing it to benefit from any Alterations your minions advantage while they're inside the aura. On a hit, they deal an
normally would. The familiar does not require focus points to additional 2d8 necrotic damage.
maintain, as it is sustained by magic rather than your mental A minion can only gain the benefits of one herald at a time.
abilities.
Shieldbearers Unsure Where to Start?
Also at 3rd level, your Graven Mind expands to accommodate
specialized training. You always have Martial Technique I and Lord of Bones is aimed to be the beginner
Martial Technique II Alterations prepared. subclass, with abilities that universally useful.
When you want to branch out into more specific
Reaper Guard playstyles, try the other subclasses out.
Your minions have grown experienced in wielding arms and
armor. At 6th level, they gain proficiency with heavy armor
and wearing armor doesn't impose disadvantage on their
Dexterity (Stealth) checks.
Additionally, your minions learn one Fighting Style option
of your choice from the fighter class.
Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace the chosen fighting
style with a different one from the fighter class.

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Spectral Knight
Some choose not to animate physical bodies, preferring to
harness the souls trapped in purgatory instead. Spectral
Knights harness vengeful spirits to aid them in battle,
allowing them to take plenty of punishment and dish it right
back.
Ethereal Protection
When you choose this Expression at 3rd level, you are
protected by a spectral shield, which manifests as a swirling
maelstrom of spirits around yourself.
Once each turn if you have hit a creature with an attack,
you can expend 1 focus point to gain temporary hitpoints
equal to your Intelligence Modifier plus twice your
necromancer level (minimum of 6).
Once per round when you replace your temporary
hitpoints, you can choose to vent the excess energy as a
forceful blast. Creatures in a 5 feet radius must succeed on a
Constitution saving throw or take 1d8 psychic damage. They
only take half as much damage rounded down on a success.
This damage increases when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).
Weapons Whispering
From the ramblings of mad spirits, you learn to bear arms. At
3rd level, you gain proficiency in medium armor, shields, and
martial weapons.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Know Your Place
At 10th level, your spectral shield lashes out when struck. If a
creature deals damage to you while your spectral shield is
active, it must succeed on a Wisdom Saving Throw or take
1d8 psychic damage.
At 14th level, this damage increases to 2d8 psychic
damage.
In addition, when you are hit by an attack, you can expend
your reaction and 1 to 5 focus points to increase your AC by
the number of focus points spent until the start of your next
turn, potentially causing the attack to miss.
Know My Name
At 14th level, when you reduce a hostile creature's hitpoints
to 0, your maddening spirits celebrate in a frenzied
cacophony. Each creature of your choice within 30 feet must
make a Wisdom Saving Throw. On a failed save, they are
overcome with fear and cannot target you with melee or
ranged attacks until the start of your next turn.

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Battle Wagon
Graven Alterations Focus Points: 2
Adamantine Blessing Prerequisites: Colossus Minion
Focus Points: 2 Your Colossus minions grow a bony cage on top their
Your minions can't be affected by critical hits. backs, allowing 4 Small or 2 Medium sized creatures to ride
inside. A creature gains half cover and moves with the minion
Aggressive while riding it. If a creature is within 5 feet of the Colossus,
Focus Points: 2 they can spend their bonus action to enter the cage.
Prerequisites: 5th level Burrowing Limbs
When a minion scores a critical hit with a melee weapon or Focus Points: 2
reduce a creature to 0 hit points with one, it can make one Prerequisites: 5th level
melee weapon attack as a bonus action.
Your minions gain a burrowing speed equal to their base
Ambusher movement speed.
Focus Points: 2 Creatures of Night
Your minions can take the Disengage or Hide action as a Focus Points: 2
bonus action on each of their turns.
Prerequisites: 5th level
Alacrity While in dim light or darkness, your minions can take the
Focus Points: 2 Hide action as a bonus action.
Your minions can take the Disengage or Dash action as a Esoteric Resistance
bonus action on each of their turns.
Focus Points: 2
Artful Disguise Prerequisites: 9th level
Focus Points: 1 Choose one of the following damage types: force, necrotic,
Through clever magical glamor, your minions resemble or radiant. Your minions gain resistance to the chosen
normal humanoids in appearance. To discern that they are damage type. This Alteration can be taken multiple times.
disguised, a creature can use its action to inspect their
appearance and must succeed on an Intelligence Elemental Resistance
(Investigation) check against your spell save DC. Focus Points: 2
Prerequisites: 7th level
Bramble Hide Choose one of the following damage types: acid, cold, fire,
Focus Points: 2 lightning, poison, or thunder. Your minions gain resistance to
When your minions are hit by a melee attack, they deal 1d4 the chosen damage type. This Alteration can be taken
piercing damage to the attacker. multiple times.

12
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Final Parting Mimicry
Focus Points: 2 Focus Points: 1
Instead of triggering the Undead Fortitude feature, your Your minions are now capable of halting speech. To discern
minions can explode violently when they are reduced to 0 that they are undead, a creature can carefully listen using
hitpoints instead. Each creature within a 5 feet radius must their action and must succeed on an Wisdom (Perception)
make a Dexterity Saving Throw or take bludgeoning damage check against your spell save DC.
equal to two rolls of the minions hit dice. They only take half
as much damage on a success rounded down. Powerful Build
Focus Points: 2
Footwork Your minions count as one size larger when determining
Focus Points: 1 their carrying capacity and the weight they can push, drag, or
Prerequisites: 7th level lift.
Your minions ignore the effects of difficult terrain.
Physical Resistance
Grasping Limbs Focus Points: 2
Focus Points: 1 Prerequisites: 5th level
Your minions gain a climbing speed equal to their base Choose one of the following damage types: bludgeoning,
movement speed. piercing, or slashing. Your minions gain resistance to the
chosen damage type. This Alteration can be taken multiple
Horde Tactics times.
Focus Points: 2
Prerequisites: 7th level Siege Engines
Your minions have advantage on attack rolls against a Focus Points: 2
creature if at least one other minion is within 5 feet of the Your minions deals double damage to objects and
creature and the minion isn't incapacitated. structures.
Immutable Form Spell Sculptees
Focus Points: 2 Focus Points: 2
Your minions become immune to any spell or effect that Prerequisites: 5th level
would alter its form, unless they choose to. You learn to shield your minions from friendly fire. Your
minions can choose to automatically succeed on their saving
Long Limbed throws against any spells you cast, and they take no damage
Focus Points: 2 if they would normally take half damage on a successful save.
When your minions make a melee attack, their reach is 5
feet greater than normal. Spell Delivery
Focus Points: 1
Magical Attacks Your minions can deliver a spell you cast that has a range
Focus Points: 1 of touch. The Minion must be within 120 feet of you.
Prerequisites: 5th level
Your minion's attacks are considered magical for purpose Skill Zombie
of overcoming resistance and immunity to nonmagical Focus Points: 1
attacks and damage. Your minions gain proficiency with an artisan's tool or a
skill of your choice. This Alteration can be taken multiple
Magic Resistance times.
Focus Points: 2
Prerequisites: 7th level Tough
Your minions gain advantage on saving throws against Focus Points: 2
spells and other magical effects. Prerequisites: 5th level
Your minions maximum hitpoints increases by 2 for each
Martial Technique I necromancer level you have.
Focus Points: 1
Your minions gain proficiency in simple weapons and light Webbed Limbs
armor. Focus Points: 1
Your minions gain a swimming speed equal to their base
Martial Technique II movement speed.
Focus Points: 1
Prerequisites: Martial Technique I Winged Limbs
Your minions gain proficiency in martial weapons, medium Focus Points: 3
armor, and shields. Prerequisites: 9th level
Your minions gain a flying speed equal to their base
movement speed.

13
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Knock Them Down
Graven Commands Focus Points: 2
A Graven Command you learn becomes available to all your Prerequisites: Bruiser or Colossus Minion
Graven Minions. A minion prerequisite indicates the As an action, the minion charges in a 20 feet line, causing
Command can only be used by those minion types. the first creature in the path to make a Strength saving throw.
On a failed save, they take damage equal to 2 rolls of the
Bone Shards minion's hit die and is knocked prone. They only take half as
Focus Points: 1 much damage rounded on a success and are not knocked
The minion is able to fling bone shards as a ranged prone. Creatures larger than the minion have advantage on
weapon attack with a range of 60 feet. This attack uses your the save.
spell attack modifier. On a hit, it deals damage equal to one
roll of minion's hit die plus the its Dexterity Modifier. Leaping Slam
Focus Points: 2
Brace for Impact Prerequisites: Bruiser or Colossus Minion
Focus Points: 1 As an action, the minion leaps towards a point up to 30 feet
As a bonus action, the minion braces itself against danger. away, slamming into the ground with great force. Creatures
It gains advantage on saving throws that would forcibly move in a 15 feet radius around that point must make a Strength
or knock it prone until the start of your next turn. saving throw. On a failed save, a creature takes force damage
equal to 3 rolls of the minion's hit die and is knocked prone.
Cleaving Strike They only take half as much damage rounded down on a
Focus Points: 1 success.
When a minion makes a successful melee attack, it can use
its bonus action to make another attack against a second Martyrdom
creature within 5 feet of the original target. Focus Points: 1
When another creature takes damage from an attack or
Heavy Backhand spell, you can expend your reaction and order a minion within
Focus Points: 2 5 feet of the creature to take the damage instead. This feature
Prerequisites: Bruiser or Colossus Minion doesn't transfer any other effects that might accompany the
As a bonus action, the minion delivers a stunning blow to a damage, and this damage can't be prevented or reduced in
creature within 5 feet and causes them to make a any way.
Constitution saving throw.
On a failed save, they take bludgeoning damage equal to 2 Noxious Blast
rolls of the minion's hit die and are knocked back 10 feet. Focus Points: 2
They are also Stunned until the start of their next turn if they As an attack, the minion exhales toxic gas towards a
collide with a piece of hard cover such as a brick wall, large creature within 15 feet. The target must succeed on a
boulder or sturdy tree. Constitution saving throw or take poison damage equal to 1
A successful save only causes a creature to take half as roll of the minion's hit die and become Poisoned until the
much damaged rounded down. start of your next turn. A Poisoned target takes damage equal
to 2 rolls of the minion's hit die instead.
Hostage Taker
Focus Points: 2 Shockblast
As an action, the minion can attempt to grab another Focus Points: 2
creature within 5 feet, and the target must succeed on a Prerequisites: Colossus Minion
contesting Athletics check or be Grappled by the minion. The As an action, the Colossus shatters the earth with a
target cannot be larger in size than the minion. groundbreaking punch, causing all creatures in a 60 feet
While it is Grappling the target, the minion only takes half cone to make a Strength saving throw. On a failed save, a
of the damage it would normally take, and the Grappled creature takes 3d12 thunder damage and is knocked prone.
creature takes the other half of the damage. It can make They only take half as much damage rounded down on a
another succeeding Athletics check at the end of its turns, success. This attack deals double damage to objects and
ending the effect on a success. structures.
Taunting Display
Focus Points: 2
Prerequisites: Bruiser Minion
As an action, the minion puts on a threatening image.
Hostile creatures who are within 5 feet of the minion that can
see it must make a Wisdom saving throw. On a failed save, a
creature is taunted and must an attack on their next turn
against the taunting minion, if available.

14
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Graven Minions Bruiser Minion
Basic Minion Focus Points: 5
Focus Points: 2 Prerequisites: 5th level

Basic Minion Bruiser Minion


Medium undead, shares your alignment Large undead, shares your alignment

Armor Class 10 + PB (natural armor) Armor Class 12 + PB (natural armor)


Hit Points 5 + 3 times your necromancer level (the Hit Points 5 + 5 times your necromancer level (the
minion has a number of Hit Dice [d8s] equal to minion has a number of Hit Dice [d10s] equal to
your Necromancer level) your Necromancer level)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 4 (-3) 10 (0) 6 (-2) 19 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (0) 6 (-2)

Condition Immunities Exhaustion, Poisoned Condition Immunities Exhaustion, Poisoned


Senses darkvision 60 ft., passive Perception 10 + PB Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak Languages understands the languages you speak
Challenge — Challenge —
Proficiency Bonus (PB) equals your bonus Proficiency Bonus (PB) equals your bonus

Undead Fortitude. If damage reduces the minion to 0 Magical Weapons. The Bruiser's attacks are magical.
hit points, it can make a Constitution saving throw
with a DC of 5 + the damage taken, unless the Undead Fortitude. If damage reduces the minion to 0
damage is radiant or from a critical hit. On a hit points, it can make a Constitution saving throw
success, the minion drops to 1 hit point instead. with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a
Unusual Nature. The Minion doesn't require air, food, success, the minion drops to 1 hit point instead.
drink, or sleep.
Unusual Nature. The Bruiser doesn't require air, food,
Actions drink, or sleep.
Attack. The Minion makes an attack with its Slam or Actions
with any weapon its wielding.
Multiattack. The Bruiser makes 2 attacks with its
Slam. Melee Weapon Attack: your spell attack Slam or with any weapon its wielding.
modifier to hit, reach 5 ft., one target. Hit: 4 (1d6 +
1) bludgeoning damage. Slam. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) bludgeoning damage.

15
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Colossus Minion
Focus Points: 7
Prerequisites: 11th level

Colossus Minion
Huge undead, shares your alignment

Armor Class 14 + PB (natural armor)


Hit Points 5 + 7 times your necromancer level (the
minion has a number of Hit Dice [d12s] equal to
your Necromancer level)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 22 (+6) 6 (-2) 10 (0) 6 (-2)

Condition Immunities Exhaustion, Poisoned


Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge —
Proficiency Bonus (PB) equals your bonus

Magical Weapons. The Colossus' attacks are magical.


Undead Fortitude. If damage reduces the minion to 0
hit points, it can make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a
success, the minion drops to 1 hit point instead.
Unusual Nature. The Colossus doesn't require air,
food, drink, or sleep.

Actions
Multiattack. The Colossus makes 3 attacks with its
Slam or with any weapon its wielding.
Empowered Slam. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage and 7 (2d6)
necrotic damage.

16
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Necromancer Spell List
Cantrips (0 Level) 2nd Level 4th Level 7th Level
Booming Blade Aid Banishment Finger of Death
Chill Touch Augury * Blight Mirage Arcane
Friends Blindness/Deafness Complusion Power Word Pain
Frostbite (XG) Darkvision Death Ward Resurrection
Green-Flame Blade (SC) Enlarge/Reduce Evard's Black Tentacles Symbol
Guidance Enthrall Greater Invisibility Tether Essence
Infestation (XG) Feather Fall Hand of Dominance (HB)
Lightning Lure Gentle Repose * Locate Creature 8th Level
Mage Hand Hold Person Phantasmal Killer Antimagic Field
Mending Invisibility Shadow of Moil (XG) Abi-Dalzim's Horrid Wilting
Poison Spray Levitate Sickening Radiance (XG) (XG)
Prestidigitation Magic Weapon Storm Sphere (XG) Antipathy/Sympathy
Ray of Frost Mind Spike Maddening Darkness (XG)
Resistance Ray of Enfeeblement 5th Level Power Word Stun
Sapping Sting Shadow Blade (XG) Antilife Shell
Cloudkill 9th Level
Shocking Grasp Silence *
Spare the Dying Soul Tithe (HB) Contagion Power Word Kill
Spectral Blade (HB) Spectral Smite (HB) Desecrate Earth (HB) Storm of Vengeance
Toll the Dead Suggestion Dominate Person Time Ravage
True Strike Wither and Bloom Enervation True Resurrection
Insect Plague
1st Level 3rd Level Negative Energy Flood
Armor of Agathys Bestow Curse Raise Dead
Bane Bone Cage (HB)
Blur Call Lightning 6th Level
Cause Fear (XG) Counterspell Bones of the Earth
Caustic Blessing (HB) Dispel Magic Chain Lightning
Command Fear Circle of Death
Cure Wounds Feign Death * Contingency
Detect Evil and Good Fly Disintegrate
Detect Magic * Grasp of Dominance (HB) Eyebite
Expeditious Retreat Haste Harm
False Life Hunger Of Hadar Magic Jar
Gift of Alacrity Hypnotic Pattern Mental Prison (XG)
Healing Word Life Transference Soul Cage
Inflict Wounds Lightning Arrow
Longstrider Lightning Bolt
Ray of Sickness Remove Curse
Shield Revivify
Unseen Servant * Slow
Witch Bolt Speak with Dead
Spirit Shroud
Stinking Cloud
(HB) indicates the spell is Homebrewed.
(SC) indicates the spell is from the Sword Coast
Adventurer’s Guide.
(XG) indicates the spell is from Xanathar's Guide to
Everything.
a small asterisk (*) indicates the spell can be cast as a
ritual.

17
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grasp of Dominance
Expanded Spells 3rd level necromancy
Bone Cage Casting Time: 1 action
3rd level conjuration Range: Self (30 foot radius)
Casting Time: 1 Action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (*a pinch of bone dust) You create a giant skeletal hand that grabs a creature you can
Duration: Concentration, Up to 1 minute see within 30 feet of you. The target must succeed on a
A mossy ribcage erupts from the ground, trapping a creature Strength saving throw or be pulled up to 30 feet in a straight
you can see within range inside. They must make a Strength line toward you and take 4d8 bludgeoning damage.
saving throw or take 5d6 bludgeoning damage and be At Higher Levels. When you cast this spell using a spell slot
Restrained for the duration. They only take half as much of 4th level or higher, the damage increases by 1d8 for each
damage rounded down on a success and aren't Restrained. slot level above 3rd.
At the end of each of its turns, the target can make another
Strength saving throw. On a success, the spell ends on the Spell Lists. Necromancer
target.
Hand of Dominance
Spell Lists. Necromancer 4th level conjuration
Damprot Casting Time: 1 Action
3rd level enchantment Range: Self (60 feet line)
Components: V, S
Casting Time: 1 Action Duration: Instantaneous
Range: 90 feet
Components: V, S, M (*a poisonous gland from a frog) You send forth a giant skeletal claw, pushing enemies aside.
Duration: Concentration, Up to 1 minute Each creature in the path must make a Dexterity saving
throw. They take 5d8 necrotic damage on a failed save and
You attempt to infect a creature you can see with damprot. are pushed to the end of the line. They only take half as much
The target must succeed on a Constitution saving throw or damage rounded down on a success and aren't pushed.
become infected for the duration of the spell (it can choose to Creatures larger than you have advantage on the saving
fail). throw.
A 40 feet sphere of pus then spreads from the infected
creature that moves with it, causing creatures that enter the At Higher Levels. When you cast this spell using a spell slot
pool for the first time on a turn or starts its turn inside to of 5th level or higher, the damage increases by 1d8 for each
make a Constitution saving throw. On a failed save, a creature slot level above 4th.
takes 3d8 poison damage. On a successful save, the creature
takes half as much damage rounded down. This spell has no Spell Lists. Necromancer
effect on undead or constructs. Soul Tithe
At Higher Levels. When you cast this spell using a spell slot 2nd level necromancy
of 4th level or higher, the poison damage increases by 1d8 for Casting Time: 1 action
each slot level above 3rd. Range: 60 feet
Spell Lists. Necromancer Components: V, S, M (*a piece of black cloth)
Duration: Concentration, Up to 1 minute
Desecrate Earth A creature within range must succeed on a Charisma saving
5rd level conjuration throw or become cursed until the spell ends. Once per turn
Casting Time: 1 Action when the cursed target takes damage from an attack or spell,
Range: 150 feet it takes an additional 1d6 psychic damage.
Components: V, S, M (*a femur bone) If the cursed target is reduced to 0 hitpoints, their soul is
Duration: Concentration, Up to 1 minute violently harvested. All creatures within a 20 feet radius of
the target become Frightened of you for the spell's duration.
You channel unholy energy into the lands, transmuting a 40
feet circle into a graveyard for the spell's duration. The At Higher Levels. When you cast this spell using a spell slot
ground is considered difficult terrain. Any creature inside the of 3rd level or higher, the extra damage dealt increases by
circle must make a Strength saving throw. The creatures take 1d6 above 2nd.
5d8 bludgeoning damage and are knocked prone on a failed
save, or only half as much damage rounded down on a Spell Lists. Necromancer
success. You can repeat this effect as an action while you
maintain concentration.
Spell Lists. Necromancer

18
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spectral Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5 foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make
a melee attack with it against one creature within 5 feet of
you. On a hit, the target suffers the weapon attack’s normal
effects and becomes sheathed in spiritual energy until the
start of your next turn. If the target takes damage before then,
you gain 1d4 temporary hitpoints, and the spell ends.
At Higher Levels. The temporary hitpoints gained
increases to 1d6 at 5th level, and again at 11th level (1d8),
and 17th level (1d10).
Spell Lists. Necromancer, Paladin (Optional), Warlock
(Optional)
Spectral Smite
2nd level evocation
Casting Time: 1 bonus action, which you take immediately
after hitting a creature with a weapon or an Unarmed
Strike.
Range: Self
Components: V
Duration: Instantaneous
As you hit your target, they are enveloped in a burst of
spiritual energy and takes an extra 2d6 Necrotic damage. You
then gain temporary hitpoints equal to half of the damage
dealt by this spell, rounded down.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the extra damage dealt increases by
1d6 for each slot.
Spell Lists. Necromancer, Paladin (Optional)
Toxic Blessing
1st level evocation
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You fling a ball of energy towards a point you can see within
range. Creatures in a 20 feet sphere must succeed on a
Constitution saving throw or take 2d8 poison damage. They
only take half as much damage rounded down on a success.
Undead creatures regain hitpoints equal to the damage rolled
instead.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the poison damage dealt increases by
1d8 above 1st.
Spell Lists. Necromancer

19
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credits

Necromancer Cover - Necromancer by Anton Nazarenko


Page 2 - Necromancer by Bodgan Marcia
Page 3 - Necromancer Vladimir by Sperasoft
Studio
Page 4 - Ghoul's Night Out by Fajareka
Setiawan
Fulfill the fantasy of summoning undead minions Page 6 - Undead Giant by Alex Constad
and enhance them with upgrades! Customize Page 7 - Gramarye by Audrey A.
Page 8 - Necromancer by JasonTN
your zombies with over 30 Graven Alterations Page 9 - Gisa, Glorious Resurrector by Yongjae
Choi
and 10 unique Commands! Includes 6 Animating Page 11 - Death Knight by Adnan Ali
Expressions that each focus on different Page 12 - Diablo 3 Necromancer by Thanh
Tuấn
archetypes and 9 new class exclusive spells. Page 15 - Zombie Invasion by dongbiao lu
Page 16 - Skeleton Warrior by Jason Nguyen
Page 19 - Tasha, the Witch Queen by Martina
Fačková

Special Thanks
To my loyal test subjects friends, Cookie, Vaz'ko
and Vetmon. Their insights were invaluable in
the creation of this project.

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