The White Necromancer A different path Most necromancers are foul, twisted individuals obsessed with corruption and death. A few, however, embrace the knowledge that true necromancy involves tapping the powers of life as well as those of death and unlife. These enlightened few are known as white necromancers. White necromancers are arcane spellcasters who study the mysterious connection between life and death. They do not walk the same evil path as traditional necromancers, or dark necromancers, as white necromancers call them. Instead, white necromancers honor the dead and seek to aid the living. They have a deep and profound understanding of life’s eternal cycle—the necromantic triad—which makes them potent healers as well as powerful spellcasters. quick build You can make a White necromancer quickly ny following these suggestions. First Charisma should be your highest ability score, followed by constitution. Second choose the Acolyte background. Class Features As a White necromancer you gain the following class features. Hit Points Hit Dice: 1d8 per White necromancer Level

Hitpoints at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer per White Necromancer Level after 1st The White Necromancer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Lore of Life and Death, Friend of the Dead, Spellcasting 2 4 2 — — — — — — — — 2nd +2 Life Bond 2 5 3 — — — — — — — — 3rd +2 Necrotic Transfer, Undying Will 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement, Skeletal Warding 3 7 4 3 — — — — — — — 5th +3 — 3 8 4 3 2 — — — — — — 6th +3 Undying Will Feature 3 9 4 3 3 — — — — — — 7th +3 — 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 Life Sight 3 12 4 3 3 3 1 — — — — 10th +4 — 4 14 4 3 3 3 2 — — — — 11th +4 Grasp of the dead 4 15 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — — 13th +5 Ghost Walk 4 16 4 3 3 3 2 1 1 — — 14th +5 Undying Will Feature 4 18 4 3 3 3 2 1 1 — — 15th +5 Death Warded 4 19 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 — 4 20 4 3 3 3 2 1 2 1 1 18th +6 Undying Will Feature 4 22 4 3 3 3 3 1 2 1 1 19th +6 Ability Score Improvement, 4 22 4 3 3 3 3 2 2 1 1 20th +6 Master of Life and Death 4 22 4 3 3 3 3 2 2 1 1

Proficiency Armor: None

Weapons: Simple Weapons

Tools: None

Saving Throws: Wisdom Charisma

Skills: Choose two from Medicine, Intimidation, Arcana, Religion, insight, Persuasion Equipment You start with the following equipment, in addition to the equipment granted from your background: (a) a quarterstaff or (b) a club

(a) a holy symbol or (b) an arcane focus

(a) a priests pack or (b) an explorers pack Lore of Life and Death You gain advantage when making Religion skill checks pertaining to subjects involving death, burial practices, undead, or the afterlife as well as to all medicine checks. Friend to the dead Beginning at 1st level, undead you encounter may be convinced to become a temporary ally. As an action, you may make a Persuasion, Intimidation or Deception check against one hostile Undead, the dificulty of the check is at the discretion of the DM. A successfull check of this nature turns the undead tou your side of the combat, they will fight against your enemy and act on thier own initive. Your White Necromancer level determines what kinds of undead you might convince, as shown in the Dead Friends table. Outside of combat you gain no specific control over the undead you befriended, although you may ask the undead to provide some service or to otherwise assist you. To make such a request, you must make another Persuasion or intimidation check. If you fail to gain the cooperation of the undead, they will either attempt to return to their grave if mindless, or act upon thier own if intelegent until the spell that raised them expires. Intelligent undead might agree to follow the white necromancer for a prolonged period of time. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own, should it be able to communicate. Failing to properly respect the friendly undead grants Disadvantage on Charisma checks when making new requests of that undead, subject to the GM’s discretion. Any friendly undead gained with this feature will cease allying with you if it gets attacked by any friendly creature. You may have a number of undead allied to you equel to your proficiency modifier. You also gain the ability to touch friendly incorporeal undead for purposes of casting beneficial touch spells or activate touch effects. Dead Friends Level Max. CR Example 1st 1/4 Skeleton, Zombie 4th 1/2 Shadow, Warhorse Skeleton 8th 1 Ghoul, Specter 12th 2 Ghast, Minotaur Skeleton Spellcasting As a student of the powers of both life and death, you can cast White Necromancer Spells. Cantrips At 1st level, you know two Cantrips of your choice from the White Necromancer Spell list spell list. You learn additional White Necromancer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Necromancer table. Preparing and Casting Spells The White Necromancer table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of White Necromancer Spells that are available for you to cast, choosing from the White Necromancer spell list. When you do so, choose a number of White Necromancer Spells equal to your Charisma modifier + your White Necromancer level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level White Necromancer, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of White Necromancer Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your White Necromancer Spells. The power of your Spells comes from your convictions. You use your Charisma whenever a White Necromancer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a White Necromancer spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast a White Necromancer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use an Arcane Focus or a holy Symbol (see "Equipment") as a spellcasting focus for your White Necromancer spells.

Life Bond At 2nd level, you may create a bond between yourself and another friendly, living creature within 90 ft. as an action. you may have one bond active per white necromancer level. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hp below its maximum hp, the bonded creature heals any multiple of 5 hp and you take equivalent hp damage, a creature healed in this way cannot heal beyond your maximum hitpoints. This bond continues until the bonded creature dies, you loose consciousness, the target moves more than 60ft away, or you end it as a bonus action. If you have multiple bonds active, you may end as many as you wants as part of the same bonus action. This feature does not restore temporary Hit Points. Necrotic Transfer At 3rd level, you can transfer some of your life essence to another living creature. As an action, when you touch a friendly creature, you can sacrifice an amount of your own hp equal to 10 + your Constitution modifier. Those hit points are then immediately transferred to the target. If the target of this effect is a subject of your Life Bond, this becomes a bonus action and may be cast without the touch requirement. This feature cannot raise the target's hp higher than its maximum hp total. Undying Will At 3rd level, you choose the type of Undying Will you follow: Will of the Necrotic Healer or Will of the Grave-Bound , both of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Skeletal Warding At 4th level, you gain the ability to conjure 1d4 layers of Skeletal Plating around a single friendly creature once per short rest. This plating grants the target temporary hit points equal to the White Necromancer’s level + charisma modifier per layer. At level 14 you can target up to two friendly creatures using this ability after a short rest. The Plating remains until the Temporary Hit Points are expended or until the you next takes a short or long rest. Life Sight At 10th level, you may use an action to gain 15ft of Blindsight for one minute. This feature only alows you to see living and undead creatures. Constructs and creatures that are niether living nor undead can be detected with this feature.You may use this feature a number times equal to your charisma modifier between long rests. Grasp of the Dead At 11th level, as an action, you can summon a swarm of skeletal arms to burst from the ground to rip and tear at his foes. The skeletal arms erupt from the ground in a 20-ft.-radius burst and must appear from a solid surface. Any enemy in this area makes a Dexterity saving throw. A creature that fails the saving throw takes 6d10 necrotic damage and is considered grappled. A creature that successfuly saves against the effect is dealt no damage and may move normaly in the space. The white necromancer may center this ability anywhere within 60 ft. The skeletal arms disappear at the end of the casters next turn. A white necromancer can use this ability once per day at 11th level, twice per day at 15th level, and three times per day at 19th level. Ghost Walk Beginning at 13th level, you can become incorporeal as an action. While in this form, you can move in any direction and through any object (except for those made of force ala wall of force, bead of force or similar effects). You can only move while in this form. You remain in this form for one minute, but you can end this effect at any time as an action. You can use this ability once per day at 13th level and twice per day at 17th level. Death Warded At 15th level, you have advantage on all saves against death spells and death effects. You are granted a Constitution saving throw to negate such effects, even if one is not normally allowed. Master of Life and Death At 20th level, you become a true master of life and death and you are granted the following effects Once per round, you can cast Harm or Heal as a bonus action. You can use this ability a number of times equal to your charisma modifier.

If you are brought to below 0 hp, you automatically stabilize. you become immune to all death spells and magical death attacks. Ability damage and drain cannot reduce you below 1 in any ability score.

Once per day, you can cast power word kill, but the spell can target only a creature with 150 hp or less.

Undying Wills Each White Necromancer must decide whether it is the secrets of life or death that they hold most sacred. The Undying Will you decide to follow reflects that choice. Necrotic Healer The Necrotic Healer is dedicated to preserving and protecting life and the well being of others, wielding the strength of life and death to shield others from harm. Soothing Touch Begining when you choose this archetype at 3rd level, you can relieve a creature of one minor condition. Your touch can remove the poisoned, diseased, charmed, frightened, paralyzed, blinded, deafened, or stunned conditions by transferring the condition to your. If the target of this effect is a subject of your Life Bond, this becomes a bonus action and may be cast without the touch requirement. You must suffer the full effects of the condition transferred for 3 rounds or for the condition’s original duration, whichever is shorter These effects cannot be reduced or negated in any way. If multiple conditions affect a targeted creature, you may choose which condition to remove. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Enhanced Healing At 6th level, all of your healing done gains bonus healing equal to 1d10 + your White necromancer level. Necromancer’s Sacrifice Beginning at 14th level, when an ally within 60 ft. is hit by an attack or fails a saving throw, you can, as a reaction, magically transfer the resulting wounds and/or effects to yourself instead of the target. You are affected as if you were hit by the attack or failed the saving throw and take all the damage and suffers all of the adverse effects of doing so. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way. If this ability is used against an effect that also targets you or includes you in its area, you suffer the effects for both yourself and the target you spared, potentially taking damage or suffering other consequences twice. You may use this ability once per day at 14th level, gaining one addition use at 17th level. Protective Aura At 18th level, you can, as an action, emit a 30-ft. aura that protects against death effects for one minute. Living creatures within this area are immune to all death spells and death effects. You may use this feature a number of times equal to your Charisma modifier. Grave-Bound Those who take on the Will of the Grave-Bound work tirelessly to bring closure and meaning to the undead, often taking aspects of the undead unto themselves. Undead Companion When you take this archetype at 3rd level, You can form a supernatural bond with an undead creature. An undead companion is so closely connected to its master that it shares his alignment exactly and is unswervingly loyal to him. See the undead companions section below for complete details. With 8 hours of work and the expenditure of 50gp worth of gems,salt and candles you call forth an Spirit from the grave to serve as your faithful companion. You normally select you companion from among the following Undead: a Skeleton, a Ghost, a Zombie, or a Shadow. However, your DM might pick one of these Undead for you, based on the surrounding population, your background, or other relevent information. At the end of the 8 hours, your Undead Companion arises and gains all the benefits of your Grave's Bond ability. You can have only one Undead companion at a time. An undead companion of any type begins with the weapons stated in the Undead Companion Section unless otherwise decided by your DM. If your Undead companion is ever slain, you may expend an equal amount of gold and components too re-summon them. If the Physical body of either a Zombie or Skeleton companion is destroyed, you may bring it back as either a Ghost or Shadow. Grave's Bond Your undead companion gains a number of benefits while it is linked to you. Your undead companion looses its multiattack if it has one.

The Undead companion obeys your commands to the best of its ability. It rolls for its own initive, but you decide the actions it takes. If you become unconcious your compain acts on its own.

Your undead companion has abilities and game statistics determined in part by your level. Your Companion uses your proficientcy bonus in two skills of your choice and gaiins proficiency in all saving throws.

For each level after 3rd your undead companion gains an aditional hit die and increases its hitpoints accordingly.

Whenever you gain the ability score improvement class feature, your companions abilities also improve. Your companion can increase one ability score of your choice by 2 or two diferent ability scores of your choice by 1. As normal your companion cannot increase any ability score above 20 unless its description specifies otherwise.

Your Companion can only wear Non-Magical armor and wield Non-Magical weapons if it has a corporeal form.

Your companions may only wear or wield items that they are proficient in.

Out of the Grave At 6th level, you begin to take on undead traits. You gain resistance to neecrotic damage and immunity to both poison damage and the poisoned condition. Your Undead companion gains advantage on all saving throws while you are within 60ft. In addition, when you make an attack or cast a spell as your action, your companion may make an attack as a reaction. Voice of the Dead At 14th level, you can now cast Speak with Dead at will, in addition, you gain the ability to telepathicly communicate with your grave bound companion. Your companion can understand you even if they are unintellegent and regardless of thier capacity for language, they can speak to you in images and feelings. Superior Binding At 18th level, you and your undead companion have broken the bounds of normal necromancy. Your companion may now wear and benefit from magical armor and weapons. Your companion can wear magicically enhanced armor and wield magic weapons provided they doent require attunement. In addition, an incorporeal companion may also benefit this way if you spend 8 hours per item, binding the items to it. You also gain attributes based on the type of undead companion you currently have bound. Skeleton You gain Immunity to both the Exaustion and Frightened effects. You Gain the maximum amount of plating/ temporary hitpoints via your skeletal warding class feature after every short or long rest. Your form does become somewhat thinned and bony. While you do not have veunerability to bludgeoning damage, you do you best to avoid encounters where you may be on the recieving end of attack made with bludgeoning weapons. Ghost, Shadow You gain the ability to use your Ghost Walk class feature at will. You also gain resistances to Acid, Cold, Fire, Lightning, and Thunder damage. You also gain the strength drain ability of the Shadow. You make a Melee spell Attack against one living creature. On a successful hit, you deal 3d8 necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or Long Rest. Your form becomes vaguely transparent and your face becomes ghostly and haunted. You do not have Vunerability to radient damage, but you do your best to avoid fights where that type of damagemay be dealt. Zombie You gain Immunity to both the Exaustion and Charmed effects. Your also gain the ability to Bite as a Zombie does. You gain the ability to enhance your melee attacks. Your melee strike now deals 3d4 + your strength or Dexterity modifier, and any creature struck by this attack must make a DC 17 constitution saving throw or be poisoned for one minute. Your skin becomes a bit green ( or whatever relevent color it would were you undead) and some wounds may remain more obviously open wounds (though healing still works as well as ever). While you do not gain vuenerability to slashing damage, you avoid bladed combat to the best of your ability.

Spell List Cantrips chill touch dancing lights Guidance light Mending message Resistance ray of frost Spare the Dying 1st Level cure wounds detect magic detect evil and good detect poison and disease fog cloud Identify inflict wounds protection from evil and good ray of sickness Sleep mage armor unseen servant 2nd level blindness/deafness Darkness Darkvision Deathknell* detect thoughts gentle repose invisibility Levitate ray of enfeeblement silence see invisibility 3rd Level animate dead bestow curse Daylight Fear Fly gaseous form phantom steed Slow speak with dead vampiric touch 4th level death ward greater invisibility ice storm 5th level antilife shell cone of cold Contagion magic jar raise dead 6th level circle of death create undead Disintegrate Eyebite otiluke’s freezing sphere Heal Harm true seeing wall of ice 7th level finger of death Resurrection Symbol 8th level Antipathy/ Sympathy Clone Power Word Stun 9th level astral projection power word kill Time Stop true resurrection

Undead Companions Ghost (Companion) Medium undead, Alignment same as caster's Armor Class 11

11 Hit Points 12 (3d6 + 3 + 1d6 per Summoner's level after 3rd)

12 (3d6 + 3 + 1d6 per Summoner's level after 3rd) Speed 0 ft., 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, piercing, and slashing from nonmagical attacks

Acid, Fire, Lightning, Thunder; Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Poison

Poison Condition Immunities Charmed, Exahastion, frightened, grapples, paralized, petrified, poisoned, prone, restrained

Charmed, Exahastion, frightened, grapples, paralized, petrified, poisoned, prone, restrained Senses Darkvision 60ft., passive Perception 11

Darkvision 60ft., passive Perception 11 Languages Those known in life, and one known by caster if it doesnt already have one

Those known in life, and one known by caster if it doesnt already have one Proficiencies Light and medium armor, All simple weapons, Shortswords Incorporeal Movement. The ghost (companion) can move through other creatures as if they were difficult terrain. Actions Withering touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (2d6 + 3) necrotic damage Horrifying Visage. Each hostile, non-undead creature within 60ft of the ghostthat can see it must succed on a DC 13 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also ages 1d4 X 2 years. A frightened target can repeat the saving throwm at the end of each of its turns, ending the frightened condition on itself on a success.If a target's saving throw is successful or the effect ends fir it, the target is immune ti the ghost horrifyng visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occuring. Shadow (Companion) Medium Undead, Alignment same as Caster's Armor Class 12

12 Hit Points 12 (3d6 + 3 + 1d6 per caster level after 3rd)

12 (3d6 + 3 + 1d6 per caster level after 3rd) Speed 40ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-31) Skills Stealth +4(+6 in dim light or darkness)

Stealth +4(+6 in dim light or darkness) Damage Vulnerablities Radiant

Radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks

acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities Necrotic, poison

Necrotic, poison Condition Immunities exhaustion, frightend, grappled, paralyzed, petrified, poisoned, prone, restrained

exhaustion, frightend, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages one known by caster

one known by caster Proficiencies Light armor, All simple weapons, All ranged weapons, Shortswords Amorphous The shadow can move through a space as narrow as 1in wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit 9 (2d6 + 2) necrotic damage, and the target's strength score is reduced by 1d2. The target dies if this reduces its strength to 0. Otherwise the reduction lasts until the target finishes a short or long rest.