
“Necromancy is not just one school of magic among many. It is an Art, one that requires the Artist’s entire devotion.” —Kazerabet, Angel of the Dark
A specialist wizard who calls himself a necromancer or a cleric
with the Death domain has significant power over undead
and the forces of negative energy, but a dread necromancer
is their true master. A practitioner of vile and forbidden arts,
the dread necromancer roots about in graveyards, searching
out moldering components for her obscene spells. She calls
upon restless, tormented spirits of the dead, seeking their
arcane secrets. She might be a consummate villain, or perhaps
a tortured hero whose obsession with death leads her along
questionable moral paths.
Making a Dread Necromancer[]
A dread necromancer is similar to other arcane spellcasters
such as wizards, sorcerers, bards, or warmages. She does
not learn spells as quickly as wizards do, nor have access to
such a great variety of spells, but she excels at her primary
repertoire—necromantic, evil, and fear-related spells. She
is a combat caster, with more resilience than a wizard
or sorcerer and a definite emphasis on combat-oriented
necromantic spells.
Abilities: Charisma determines how powerful a spell a
dread necromancer can cast, how many spells she can cast
per day, and how hard those spells are to resist. Like a sorcerer
or wizard, a dread necromancer benefits from high Dexterity
and Constitution scores.
Races: Of the standard races, humans are most likely to
become dread necromancers. They seem by nature to be
more preoccupied with death than longer-lived races, and
hence more apt to drift into a necromantic career. Elf dread
necromancers, while rare, are not unknown, and a few halforcs
inherit a morbid interest in death and gore from both
sides of their lineage.
Among other races, dread necromancers are most common
among the githyanki and the drow. The githyanki actually
hold dread necromancers in high esteem, while drow society
shuns them—more because they dare to worship deities other
than Lolth than because of any real revulsion toward them
and their practices.
Alignment: Not all dread necromancers are evil, although
the best of them could easily be described as evil-tolerant. No
dread necromancer can have a good alignment. Performing
evil acts is a basic feature of the class, but some dread necromancers
manage to balance evil acts with good intentions,
remaining solidly neutral (most PC dread necromancers fall
into this category).
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Charnel touch, rebuke undead | 3 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Lich body DR 2 | 4 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | Negative energy burst 1/day | 5 | — | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | Advanced learning, mental bastion +2 | 6 | 3 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | Fear aura | 6 | 4 | — | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | Scabrous touch 1/day | 6 | 5 | 3 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | Lich body DR 4, summon familiar | 6 | 6 | 4 | — | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | Advanced learning, negative energy burst 2/day, undead mastery |
6 | 6 | 5 | 3 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | Negative energy resistance | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | +5 | +3 | +3 | +7 | Light fortification 25% | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | Lich body DR 6, scabrous touch 2/day | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | Advanced learning, enervating touch | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | Negative energy burst 3/day | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | +7/+2 | +4 | +4 | +9 | Mental bastion +4 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | +7/+2 | +5 | +5 | +9 | Lich body DR 8 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | +8/+3 | +5 | +5 | +10 | Advanced learning, scabrous touch 3/day | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | +8/+3 | +5 | +5 | +10 | Enervating touch, light fortification 50% |
6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | +9/+4 | +6 | +6 | +11 | Negative energy burst 4/day | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +9/+4 | +6 | +6 | +11 | Craft wondrous item | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +10/+5 | +6 | +6 | +12 | Advanced learning, lich transformation | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge(arcana), Knowledge (religion), Profession, and Spellcraft.
Hit Die: d6
Class Features[]
Spellcasting is your greatest strength, although your rate of
spell acquisition is closer to that of a sorcerer than a wizard.
You make up for slower spellcasting progression with a wide
array of special abilities, including a touch attack that uses
negative energy to harm your foes. This attack increases in
strength and gains additional effects as you gain levels.
Because many of your abilities rely on your entering
melee, you are proficient with light armor and have the
ability to cast your spells while wearing light armor. You
also gain a resilience to damage that wizards or sorcerers
do not possess.
Weapon and Armor Proficiency: A dread necromancer
is proficient with all simple weapons and with one martial
weapon of her choice. Her choice of martial weapon is made
when the character takes her first level of dread necromancer
and cannot be changed.
Dread necromancers are also proficient with light armor,
but not with shields. The somatic components required for
dread necromancer spells are simple, so members of this class
can cast dread necromancer spells while wearing light armor
without incurring the normal arcane spell failure chance.
She still incurs the normal arcane spell failure chance for
arcane spells derived from other classes. In addition, if a
dread necromancer wears medium or heavy armor, or uses
a shield, she incurs the same chance of arcane spell failure as
any other arcane caster if the spell in question has a somatic
component (and most do).
Spellcasting: A dread necromancer casts arcane spells,
which are drawn from the dread necromancer’s spell list
(see page 87). Like a sorcerer, she can cast any spell she
knows without preparing it ahead of time. When a dread
necromancer gains access to a new level of spells, she
automatically knows all the spells for that level given on
the dread necromancer’s spell list. Dread necromancers
also have the option of adding to their existing spell list
through their advanced learning ability as they increase in
level (see below).
To cast a spell, a dread necromancer must have a Charisma
score of 10 + the spell’s level. The Difficulty Class
for a saving throw against a dread necromancer’s spell is
10 + the spell’s level + her Charisma modifier. Like other
spellcasters, a dread necromancer can cast only a certain
number of spells of each spell level per day. Her base
daily spell allotment is given in Table 5–2: The Dread
Necromancer. In addition, she receives bonus spells for
a high Charisma score (see Table 1–1 on page 8 of the
Player’s Handbook).
Charnel Touch (Su): Negative energy flows through
a dread necromancer’s body, concentrating in her
hands. At will, but no more than once per
round, she can make a melee touch attack
against a living foe that deals 1d8 points
of damage, +1 per four class levels. This
touch heals undead creatures, restoring
1 hit point per touch, +1 per four
class levels.
A dread necromancer can use the
spectral hand spell to deliver this
attack from a distance.
Rebuke Undead (Su):
A dread necromancer
can rebuke or command
undead creatures
by channeling negative
energy through her
body. See the cleric class
feature described on page 33
of the Player’s Handbook.
Lich Body: Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body’s increased resilience to physical harm. She gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.
Negative Energy Burst (Su): Beginning at
3rd level, a dread necromancer gains the ability to
emit a burst of negative energy from her body,
harming living creatures within 5 feet of her.
This burst deals 1d4 points of damage per class
level. A successful Will save (DC 10 + 1/2 her
class level + Cha modifier) reduces damage by
half. Undead creatures within this burst are
healed the same amount of hit points as the
damage she deals to living creatures. A dread
necromancer can use this ability once per day at 3rd level,
and one additional time per day for every five levels she
attains beyond 3rd (2/day at 8th level, 3/day at 13th level,
and 4/day at 18th level).
Advanced Learning (Ex): At 4th level, a dread necromancer
can add a new spell to her list, representing the result
of personal study and experimentation. The spell must be
a cleric or wizard spell of the necromancy school, and of a
level no higher than that of the highest-level spell the dread
necromancer already knows. Once a new spell is selected,
it is added to that dread necromancer’s spell list and can be
cast just like any other spell she knows. If a spell is both a
cleric spell and a wizard spell, use the lower of the two spell
levels (when different) to determine what level the spell is
for a dread necromancer.
A dread necromancer gains an additional new spell at 8th,
12th, 16th, and 20th level.
Mental Bastion: Starting at 4th level, a dread necromancer
gains a +2 bonus on saving throws made to resist sleep, stunning,
paralysis, poison, or disease. This bonus increases to
+4 at 14th level.
Fear Aura (Su): Beginning at 5th level, a dread necromancer
radiates a 5-foot-radius fear aura
as a free action. Enemies in the area
must succeed on a Will save (DC 10 +
1/2 her class level + her Cha modifier)
or become shaken. A creature who
successfully saves cannot be affected
by that dread necromancer’s fear aura
for 24 hours.
Scabrous Touch (Su): Starting
at 6th level, once per day a dread
necromancer can use her charnel
touch to inflict disease on a
creature she touches. This ability
works like the contagion spell (see
page 213 of the Player’s Handbook),
inflicting the disease of her choice
immediately, with no incubation
period, unless the target makes
a successful Fortitude save (DC
10 + 1/2 her class level + her Cha
modifier). The DC for subsequent
saving throws to resist the effects
of the disease depends on the disease
inflicted; see page 292 of the Dungeon
Master’s Guide for details.
Activating this class feature is a swift
action. The effect lasts until the dread
necromancer makes a successful charnel
touch attack. The spectral hand
spell enables a dread necromancer to
deliver a scabrous touch attack from
a distance.
A dread necromancer can use
this ability once per day at 6th level,
twice per day at 11th level, and three
times per day at 16th level.
Summon Familiar: At 7th level
or anytime thereafter, a dread necromancer
can obtain a familiar. The familiar
she acquires is more powerful than a standard wizard’s or
sorcerer’s familiar, but it is unequivocally evil. The player of
a dread necromancer character chooses one of the following
creatures: Imp (devil), Quasit (demon), Vargouille, or Ghostly Visage.
All these creatures are described in the Monster
Manual except for the ghostly visage, an undead symbiont
described on page 221 of the Fiend Folio.
A dread necromancer’s familiar gains the usual familiar
benefits given on pages 52–53 of the Player’s Handbook, with
two exceptions. Its type does not change, and it does not
gain the exceptional ability to speak with other creatures of
its kind.
A dread necromancer’s familiar can use its ability to deliver touch spells such as its master’s charnel touch, scabrous touch, or enervating touch attack. The master must use a standard action to imbue the touch attack into her familiar.
Undead Mastery: All undead creatures created by a dread
necromancer who has reached 8th level or higher gain a
+4 enhancement bonus to Strength and Dexterity and 2
additional hit points per Hit Die.
In addition, when a dread necromancer uses the animate
dead spell to create undead, she can control 4 + her Charisma
bonus HD worth of undead creatures per class level (rather
than the 4 HD per level normally granted by the spell).
Similarly, when a dread necromancer casts the control undead
spell, the spell targets up to (2 + her Cha bonus) HD/level
of undead creatures, rather than the 2 HD/level normally
granted by the spell.
Negative Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Light Fortification: Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master’s Guide. At 17th level, this fortification increases to 50%.
Enervating Touch (Su): When a dread necromancer
reaches 12th level, she gains the ability to bestow negative
levels when she uses her charnel touch attack. Each day,
she can bestow a total number of negative levels equal to
one-half her class level, but no more than two negative
levels with a single touch. The saving throw to remove the
negative levels has a DC of 10 + 1/2 her class level + her
Charisma modifier.
Activating this class feature is a swift action. The effect
lasts until she makes a successful charnel touch attack.
A dread necromancer can use the spectral hand spell to
deliver this attack from a distance.
Beginning at 17th level, the number of negative levels a
dread necromancer can bestow per day increases to equal
her class level.
Craft Wondrous Item: At 19th level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a lich.
Lich Transformation: When a dread necromancer attains
20th level, she undergoes a hideous transformation and
becomes a Lich. Her type changes to undead, and she gains all
the traits of the undead (see page 317 of the Monster Manual).
She no longer has a Constitution score, all her existing Hit
Dice become d12s, and she must reroll her hit points. A dread
necromancer need not pay experience points or gold to create
her phylactery.
A dread necromancer who is not humanoid does not gain
this class feature.
Dread Necromancer Spell List[]
The dread necromancer’s spell list appears below.
1st Level: Bane, Bestow Wound*, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I*, Undetectable Alignment
2nd Level: Blindness/Deafness, Command Undead, Darkness, Death Knell, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon Undead II*
3rd Level: Crushing Despair, Death Ward, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Speak with Dead, Summon Undead III*, Vampiric Touch
4th Level: Animate Dead, Bestow Curse, Contagion, Death Ward, Dispel Magic, Enervation, Evard's Black Tentacles, Fear, Giant Vermin, Inflict Critical Wounds, Phantasmal Killer, Poison, Summon Undead IV*
5th Level: Blight, Cloudkill, Fire in the Blood*, Greater Dispel Magic, Insect Plague, Lesser Planar Binding, Magic Jar, Mass Inflict Light Wounds, Nightmare, Oath of Blood*, Slay Living, Summon Undead V*, Undeath to Death, Unhallow, Waves of Fatigue
6th Level: Acid Fog, Circle of Death, Create Undead, Eyebite, Geas/Quest, Harm, Mass Inflict Moderate Wounds, Planar Binding, Waves of Exhaustion
7th Level: Control Undead, Destruction, Finger of Death, Greater Harm*, Mass Inflict Serious Wounds, Song of Discord, Vile Death*
8th Level: Create Greater Undead, Horrid Wilting, Mass Inflict Critical Wounds, Symbol of Death
9th Level: Energy Drain, Imprison Soul*, Mass Harm*, Plague of Undead*, Wail of the Banshee
- New spell (see Dread Magic, starting page 125).
Playing a Dread Necromancer[]
You hold the power of death in the palm of your hand (quite literally, albeit on a small scale at the start of your career). If your career continues as planned, you will survive forever as a lich. This destiny naturally makes you superior to lesser mortals who are doomed to molder in their crypts or shuffle about mindlessly as your animated minions. You favor somber clothing, cultivate a pale and gaunt appearance, and speak in soft, low, sinister tones. You might harbor some vague notions about using your dark powers for the good of the world, but your most important motivation is your own power—and, ultimately, your transformation into an eternal undead creature. You approach every adventure with these goals at least in the back of your mind, if not at the forefront. What forgotten secrets might you unearth on this journey? What clues might you uncover to the location of ancient crypts and artifacts? What elements of this tomb design might you incorporate into your own eventual lair? Altruism rarely motivates you to undertake an adventure, but other motives might easily disguise themselves as concern for others.
Religion
The gods of good and light do not tolerate dread necromancers
among their followers (even good-aligned death gods
such as Osiris). Most dread necromancers worship Wee
Jas, Vecna, or especially Nerull, while some worship even
darker gods, whose names are mentioned only in whispers,
or fi endish lords such as Orcus. Other dread necromancers
are completely impious, seeking personal power in order to
establish themselves as gods, rather than offering worship
to any other deity, no matter how foul.
Other Classes
Dread necromancers have much in common with wizards,
particularly specialist necromancers. They often join
associations of wizards or sorcerers, where such groups
exist, in order to acquire more spells. Paladins and clerics
of good deities dislike dread necromancers, nor do druids
hold any fondness for them. Other character classes are able
to work alongside dread necromancers, particularly if their
own goals or methods are equally unsavory.
Combat
A dread necromancer’s participation in combat is a balancing
act. She wants to be able to deliver touch attacks, but
light armor and her relatively weak (d6) Hit Dice offer
only modest protection against enemy attacks. The spectral
hand spell is an effective solution that allows her to remain
apart from the thick of melee while using her charnel
touch (and other spells). Her familiar can also deliver these
attacks for her, although it is little less fragile than the dread
necromancer herself.
Gaining the ability to cast animate dead is a bit like taking
the Leadership feat and acquiring a squadron of followers.
Skeletons and zombies can shield a dread necromancer
from enemy attacks, open doors and spring traps while she
remains at a safe distance, and wait on her hand and foot.
Dread necromancers always look for opportunities to animate
fallen foes of Large or larger size, since they make even more
effective combatants.
As a dread necromancer reaches the higher levels of her
class, her charnel touch becomes ever more fearsome and
she eventually transforms into an undead creature herself.
By this point she has probably acquired magic items that
bring her Armor Class to a respectable level and thus might
be more willing to wade into the thick of melee with her
charnel touch. Of course, by the time she can cast horrid
wilting there might be little need for her to enter melee
at all.
Advancement
Dread necromancers often have some tragic experience in
their early lives that marks the beginning of their fascination
with death, undeath, and the power of necromancy.
She might have been the sole survivor of a terrible massacre,
hiding somewhere while she watched her family,
friends, and neighbors cut down, or perhaps forced to hide
in a pile of corpses in order to escape the soldiers who
razed her village. Other dread necromancers experience
some supernatural connection to a long-dead civilization
or a single notable figure of the ancient past. She might
have been haunted since childhood by strange dreams in
which she muttered phrases in some forgotten language,
waking with the compulsion to investigate dusty ruins
in search of arcane lore.
Corrupt spells (see page 125) represent a store of spells not on a dread necromancer’s normal spell list that she can nevertheless learn and cast. Feats that improve her spellcasting, particularly metamagic feats, are often the most useful, though Combat Casting and Mobility are particularly important for spellcasters who enter melee to deliver touch attacks.
Dread Necromancer Characters[]
- Enthor Euskardia