Necromancer A Dragonborn toils into the night, distracted by her research. The next room over a monstrous creature lurks, waiting patiently for its master's orders. A being cloaked in shadow and face obscured from sight appears over the corpse of the recently slain goblin. Its companions are filled with terror and attempt to flee. One is not so lucky and is met by the cold hand of death. An Elf is cornered on all sides, outnumbered and alone. Yet just when her assailants believe in their victory she speaks words that blacken her very soul. An ogre falls and what rises in its place is a horde of skeletons to turn the tide of battle. Blood, Bones, and the Undead Necromancers don’t aren’t always have to be power hungry amoral figures working to sacrifice a city and raise it as an army of the dead. Some study those dark arts to ensure that their homes are prepared to fight the strongest undead forces and can’t be caught off guard by the powers of darkness. By blood or by bone, through flesh, spirit, or shadow, the necromancer brings agony to their enemies and power to their allies through their dark arts. Creating a Necromancer When creating a Necromancer, decide what kind of path your character chose that led them to the dark magics of necromancy. Do they seek to reverse the death a loved one? Do they seek untold power? How about studying the arts to know how to fight other necromancers? Necromancers powers come from the life of others and drawing power from their demise. They typically are at odds with gods who protect the dead and the passage of death and are usually patrons of beings like Vecna or Orcus, however most are in it for their own personal gain. Quick Build You can make a Necromancer quickly by following these suggestions. First, Intelligence and Constitution should be your highest ability scores. Second, choose the Outlander or Hermit backgrounds. Class Features As a Necromancer, you gain the following class features. Hit Points: Hit Dice: 1d8 per Necromancer level.

Hit Points at First Level: 8 + Constitution Modifier.

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Necromancer level after 1st. Proficiencies Armor: Light armor, Medium armor, Shields

Weapons: Simple Weapons, Scythes

Saving Throws: Intelligence, Constitution

Skills: Choose two from Arcana, History, Nature, Religion, Medicine, Intimidation, Insight, Deception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a scythe or (b) a sword



(a) a component pouch or (b) an arcana focus



(a) a scholar’s pack or (b) a dungeoneer’s pack



(a) two daggers Weapons Name Cost Damage Weight Properties Scythe 10gp 1d6 slashing 5lb. Versatile (1d8) Spellcasting Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this class description for the necromancer spell list. Cantrips You know two cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table. Spell Slots The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these necromancer 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. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the necromancer spell list. The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your necromancer Spells, since their power derives from long hours of study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a necromancer spell you cast and when Making an Attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier The Necromancer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Eternal Cycle 3 2 2 — — — — — — — — 2nd +2 Authority 3 3 3 — — — — — — — — 3rd +2 ─ 3 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 4 3 — — — — — — — 5th +3 ─ 4 6 4 3 2 — — — — — — 6th +3 Authority Feature 4 7 4 3 3 — — — — — — 7th +3 Voices of the Damned 4 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 9 4 3 3 2 — — — — — 9th +4 ─ 4 10 4 3 3 3 1 — — — — 10th +4 Authority Feature 5 11 4 3 3 3 2 — — — — 11th +4 Blackened Soul 5 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 — — — 13th +5 ─ 5 13 4 3 3 3 2 1 1 — — 14th +5 Authority Feature 5 13 4 3 3 3 2 1 1 — — 15th +5 ─ 5 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 15 4 3 3 3 2 1 1 1 1 18th +6 Greater Animate Dead 5 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1 20th +6 Phylactery 5 15 4 3 3 3 3 2 2 1 1 Spellcasting Focus You can use a scythe or a skull as a spellcasting focus for your necromancer spells. Eternal Cycle You have a greater understanding of the cycle of life and death. As an action, you may take one hit die from a willing creature, up to you hit die maximum. You may use this feature once per long rest. You gain additional uses of this feature at 5th, 10th, and 15th level. Authority At the 2nd level, you choose a pillar of necromancy to have authority over. Choose the Authority of Blood, the Authority of Flesh, the Authority of Spirits, the Authority of Bone, all are detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 6th, 10th, and 14th levels. Voices of the Damned Starting at the 7th level, you know the spell speak with dead and can cast it as a ritual. Additionally, you may use this on a corpse that cannot speak and you call its spirit to speak.

Blackened Soul At the 11th level, you gain resistance to necrotic damage and have advantage on death saving throws. Greater Animate Dead Starting at 18th level, you have become more adept at raising the dead. When you cast the spell animate dead at a 8th level or higher the spell changes in the following ways: The only type of creature you cannot animate is Undead.

You can now animate creatures of size Huge or smaller.

You cannot animate creatures with a CR of half your necromancer level or higher.

The creature animated in this way has their hit point maximum halfed.

The creature retains all stats and abilities other than Legendary Resistances or Legendary Actions.

To maintain control over the creature every 24 hours, you still must recast the spell, but it can only retain control of 1 creature in this manner. Casting the spell at 9th level lets you retain control over 2 creatures in this manner. Phylactery Beginning at 20th level, you can bind your soul to an item over a long rest. If the chosen item requires attunement, you immediately become attuned to it and it does not count against your normal cap for attunements. If you die, your soul is drawn into the item, and you may begin to create a clone of your original body under the same rules at the clone spell. If you are attuned to a relic that devours your soul on death, it wins over your phylactery. Should your Phylactery be destroyed, you die. Authority Most if not all necromancers are considered evil as desecrating the dead is at the very best taboo. The truth is that many seek power to raise a loved one, gain immortality, or destroy a kingdom, but some wish to stop those who corrupted by this dark power and help others prepare for the future by passing on knowledge. There is no kinship amongst necromancers, and others are at best seen as rivals, servants, or potential experiments. Authority of Blood Ebb and flow, a never ending circle. Those who seek authority over blood, seek authority of the cycle of life and death. From Life to Death Starting when you choose this authority at the 2nd level, you have learned how to use your own vitality to empower your attacks. Before you make a melee attack roll you may expend one of your necromancer hit dice to fuel the attack. Roll the necromancer hit die and add your modifiers as normal, and if the attack hits add the necromancer hit die to that damage. If the attack misses the necromancer hit die is still expended. Lifedrinker Beginning at the 6th level, you have learned to siphon life from an enemy. As an action, you may attempt to steal a hit die from an enemy. The enemy must make a Constitution saving throw against your spell save DC. On a failure the target looses a necromancer hit die and you gain one. The enemy automatically succeeds if they have no hit dice left to give. You can use this ability three times. You regain expended uses after you have completed a long rest. Forced Heartbeat Starting at the 10th level, you have learned to sustain yourself at the edge of death. When you fall to 0 hit points you can use your reaction to expend a necromancer hit die and return yourself to 1 hit point. From Death to Life At the 14th level, have completed your cycle of life and death. As an action, you can wound yourself and drawn your blood into a source of life for later. Roll a necromancer hit die adding the standard modifiers. You take that much damage, and you regain a necromancer hit die. You may use this ability a number of times equal to your Intelligence modifer. You regain expended uses after a long rest. Authority of Bone An overwhelming army of skeletons, lies between many necromancers and their enemies. So many fall into the throes of this power and become threat to kingdoms and villages around the world. Yet some take this tide of bone against giants and dragon to bring evil to its knees. All Shapes and Sizes When you take this Authority at the 2nd level, you can control of a mass of bones that you pull from the earth. As an action, you can expend a number of necromancer hit dice to to your hit dice maximum to you summon forth a swarm of bones that take on a certain form.

Forms Name Description Prison You use your vitality to try and trap a number of enemies equal to the number of necromancer hit dice you expended. Each enemy you choose in a 30 ft. must make a Dexterity saving throw against your spell save DC. On a failed save the enemy is grappled and may use their action to make an athletics check against your spell save DC to break free on each of their turns. Storm You use your vitality to create a swirling storm of bones. The storm has a diameter of 10ft. Any enemies caught in the storm take 2d6 blugeoning damage. The storm lasts for a number of turns equal to the number of necromancer hit dice expended. You can move the storm up to 15ft as a bonus action. Wall You use your vitality to create a wall of bone. Roll each of the necromancer hit dice expended to create the wall. The total rolled equals the maximum hit points of the wall. The wall is 15ft across and 5ft thick and has an AC of 14. It lasts a number hours equal to the number of necromancer hit dice expended. The wall is vulnerable to bludgeoning damage. Armor You use your vitality to create an armor of bone. The armor raises your AC to 15 so long as you are not wearing armor. It lasts a number of turns equal to the number of necromancer hit dice expended. Overwhelming Force Beginning at the 6th level, the dead you raise or more resilient. When you raise an undead, you may expend your vitality to make them more resilient. Expend any number of necromancer hit dice up to your hit dice maximum, roll each dice and add it to the undead's hit points. Unholy Commander Starting at the 10th level, your power to raise the dead has grown even greater. When you create an undead and grant it atleast one necromancer hit die, it's attacks are considered magical for the purpose of overcoming immunity and resistance to non magical attacks and damage. Marrow Mastery Upon reaching the 14th level, when you expend necromancer hit dice on your All Shapes and Sizes feature you can instead create two, gaining the effects of both as if you had expended the same number of necromancer hit dice for both. You can use this feature once, and regain expended uses when you complete a long rest. Authority of Flesh Undead are not the only creations a necromancer can make. Some spend years learning how to take the weakness of flesh and mold it into something useful. They find one creature, win its undying loyalty, and shape it over and over to fit your needs. Horror of Flesh Starting when you choose this authority at the 2nd level, you construct a Horror of Flesh that obeys your every command. It can understand any language you speak and you can communicate telepathically with it if it is within 100ft of you. It acts on its own initiative. If it dies you may bring it back after a long rest. It is proficient in all saving throws. Choose two skills for it to be proficient in. The rest of its stats can be found on the stat block. The Horror of Flesh has the shape of a standard medium humanoid of your choice when you are first create it. The number of hit points the creature has is determined by how many hit dice you use to create it. When you finish creating the Horror of Flesh after a long rest you can give it a number of hit dice up to your maximum number of hit dice, reducing your number of hit dice by that amount until the creature dies. Roll each hit die, adding your standard modifiers + the creatures Constitution modifier to determine its total health. The Horror of Flesh cannot heal naturally except on long rests. Sculpture Also at the 2nd level, you shape your Horror of Flesh to fit your needs. Choose one of the following mutations to add to the Horror of Flesh, changing its form and its capabilities. You may change your mind and resculpt the Horror of Flesh after a level up. At the 6th and 14th you gain an 2 additional mutation. At the 11th level you gain a greater mutation. You may find the list of mutations at the end of the Authority's description. Horror of Flesh Medium construct, unaligned Armor Class 12

12 Speed 30ft.

30ft. Weight 180lbs. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) Condition Immunities Frightened

Frightened Senses Darkvision 60ft

Darkvision 60ft Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Passive Perception 12

12 Actions Claw. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit. Hit: 5 (1d6 + Str Mod) slashing damage. Pound of Flesh Beginning at the 6th level, the Horror of Flesh's attacks are considered magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage

Stuff of Nightmares At the 10th level, you have learned to shape your Horror of Flesh in a defining way. Choose one of the greater mutations from this list to grant to your Horror of Flesh. You can only have a single greater mutation applied to your Horror of Flesh at a time. Magnum Opus Starting at the 14th level, you have learned to rapidly change your Horror of Flesh to suit your needs. You may now change a single mutation per long rest for another mutation on the list. The greater mutation can only be swapped for another greater mutation. Mutations The manner in which you shape your Horror of Flesh can make or break a necromancer. Altering them often to fit your needs can be the deciding factor in fights. Arm Mutations There is no maximum for body mutations. Bludgeoning The arm of the Horror of Flesh becomes like a stout club. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 1, to a maximum of 20. Mallet Arm. Action. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit. Hit: 8 (1d10 + Str Mod) bludgeoning damage. Bristled The arm of the Horror of Flesh grows many bone-like bristles that may be shot. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Dexterity ability score increases by 2, to a maximum of 20. Bristled Arm. Action. Ranged Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 80/320 ft., one target. Hit: 7 (1d8 + Dex Mod) piercing damage. 20 bristles per long rest. Vise The Horror of Flesh gains a vise like claw. The Horror of Flesh gains the following addition to its statblock. Vise Arm. Action. Grapple checks made with this arm are made at advantage. Piercing The arm of the Horror of Flesh becomes a lance like weapon. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 1, to a maximum of 20. Lance Arm. Action. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 8 (1d10 + Str Mod) piercing damage. Range The arm of the Horror of Flesh becomes an elongated and serrated fleshy whip. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Dexterity ability score increases by 1, to a maximum of 20. Elongated Arm. Action. Melee Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Reach, 10ft. Hit: 7 (1d8 + Dex Mod) piercing damage. Slashing The arm of the Horror of Flesh becomes a single razor sharp blade. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 1, to a maximum of 20. Blade Arm. Action. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 8 (1d10 + Str Mod) slashing damage. Tentacles The Horror of Flesh splits into many long tentacles. The Horror of Flesh gains the following addition to its statblock. Tentacle Arm. Action. Grapple checks made with this arm can be made at a range of 10ft. Synaptic Efficiency - Greater The Horror of Flesh can attack faster. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 2, to a maximum of 20. Multiattack. The Horror of Flesh can make two attacks when it takes the attack action.

Body Mutations There is no maximum for body mutations. Gapping Grin The Horror of Flesh gains a large toothed maw in the middle of its body. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 1, to a maximum of 20. Body Bite. Action. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 9 (1d12 + Str Mod) piercing damage. If the taget is grappled this is a free attack. Regeneration The Horror of Flesh can stitch itself back to gether. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Constitution ability score increases by 2, to a maximum of 20. Regenerate. The Horror of Flesh regains hitpoints equal to its Constitution modifier every hour so long as it is not incapacitated. Rippled Muscles The Horror of Flesh grows stronger. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Strength ability score increases by 2, to a maximum of 20. Lean Build The Horror of Flesh grows faster. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Dexterity ability score increases by 2, to a maximum of 20. Durable Form The Horror of Flesh grows more durable. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Constitution ability score increases by 2, to a maximum of 20. Swimming The Horror of Flesh grows webbing on its hands and feet, fins on its back and tail if it has one, and gills on its neck. The Horror of Flesh gains the following addition to its statblock. Amphibious The Horror of Flesh can breathe air and water. Speed. The Horror of Flesh has a swim speed equal to its movement speed. Tail The Horror of Flesh grows a tail. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Dexterity ability score increases by 1, to a maximum of 20 Tail. Bonus Action. Ranged Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 6 (1d6 + Dex Mod) piercing damage. 20 bristles per long rest. Thick Hide The Horror of Flesh skin hardens. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's AC increases by 2. Camouflage - Greater The Horror of Flesh can blend into its surroundings. The Horror of Flesh gains the following addition to its statblock. Camouflage. The Horror of Flesh can blend into its surroundings as an action and gains +5 to its stealth rolls. Flying - Greater The Horror of Flesh grows fleshy wings. The Horror of Flesh gains the following addition to its statblock. Speed. The Horror of Flesh 40ft. of fly speed.

Leg Mutations A maximum of one leg mutation can be taken from the following list. Jumping The Horror of Flesh gains powerful lower legs. The Horror of Flesh gains the following addition to its statblock. Standing Leap. The Horror of Flesh's long jump is up to 25 feet and its high jump is up to 15 feet without a running start. With a running start, its long jump is its movement speed and its high jump is 20 feet. Floating The Horror of Flesh grows sacks filled with lighter than air gas. The Horror of Flesh gains the following addition to its statblock. Levitate. The Horror of Flesh is always under the effects of the spell levitate. Armored - Greater The Horror of Flesh gains a powerful scorpion like lower body. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's AC increases by 2. Speed. The Horror of Flesh's gains 5ft of movement. Tail. Bonus Action. Melee Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 5 (1d6 + Dex Mod) piercing damage + 8 (3d4) poison damage. Size. The Horror of Flesh's size is now Large. Climbing - Greater The Horror of Flesh gains a powerful spider like lower body. The Horror of Flesh gains the following addition to its statblock. Spider Climb. It gains a climbing speed equal to its movement speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. However, the Horror of Flesh cannot move this way on a slippery surface, such as one covered by ice or oil. Speed. The Horror of Flesh's gains 5ft of movement. Size. The Horror of Flesh's size is now Large. Serpentine - Greater The Horror of Flesh gains a strong snake-like lower body. The Horror of Flesh gains the following addition to its statblock. Constrict. Bonus Action. Melee Weapon Attack: + Str Mod + Necromancer Proficiency to hit, reach 10 ft., one target. Hit: 11 (2d6 + Str Mod) bludgeoning damage, and the target is grappled. It must succeed an opposed athletics check to break free. Until this grapple ends, the target is restrained, and the Horror of Flesh can't constrict another target. Size. The Horror of Flesh's size is now Large. Speed - Greater The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. Speed. The Horror of Flesh's gains 20ft of movement. Trampling Charge. If the Horror of Flesh moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on an opposed athletics check or be knocked prone. If the target is prone, the Horror of Flesh can make another Attack with its hooves against it as a Bonus Action. Hooves Action. Melee Weapon Attack: +Str Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage Size. The Horror of Flesh's size is now Large. Head Mutations There is no maximum for body mutations. Antennae The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Wisdom ability score increases by 2, to a maximum of 20. Telepathy. The Horror of Flesh grows long antennae, gaining the ability to communicate in any language you know, to anyone within 200ft telepathically Large Eye/Many Eyes The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Wisdom ability score increases by 2, to a maximum of 20. Senses. Darkvision 120ft. Perceptive. The Horror of Flesh grows a single large eye or many small eyes, gaining advantage on perception checks based on sight.

Pheromone Sense The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. The Horror of Flesh's Wisdom ability score increases by 1, to a maximum of 20. Senses. Blind sight 10ft. Pheromones. The Horror of Flesh grows a sensitive slit like nose, gaining advantage on perception checks based on smell and survival checks. Long Tongue The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. Tougue. Bonus Action. Melee Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 25 ft., one target. Hit: 5 (1d4 + Str Mod) bludgeoning damage. The target is also pulled 5 feet toward the Horror of Flesh. Toothy Maw The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. Head Bite. Bonus Action. Melee Weapon Attack. + Str Mod + Necromancer Proficiency to hit, reach 5 ft., one target. Hit: 7 (1d8 + Str Mod) piercing damage. If the taget is grappled this is a free attack. Bile Pouch - Greater The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. Bile Spit. Action. Ranged Weapon Attack. + Dex Mod + Necromancer Proficiency to hit, reach 15 ft., one target. Hit: 18 (3d8) acid damage. Corrupted Carrier. When the Horror of Flesh is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 17 Constitution saving throw. On a failed save, the creature takes 27 (6d8) acid damage. On a success, the creature takes half as much damage. Lantern - Greater The Horror of Flesh gains a strong horse like lower body. The Horror of Flesh gains the following addition to its statblock. Bright. The Horror of Flesh glows for 30ft of bright light, and an additional 30ft of dim light. The light can be turned off as a bonus action. Lure. The Horror of Flesh pulses the light if it is on and an enemy of your choice within 30ft of the Horror of Flesh must make a DC 15 Wisdom saving throw or must move half its speed toward the Horror of Flesh, provoking attacks of opportunity. Authority of Souls Treading close to the Ethereal Plane, the Authority of Souls uses their own life force to aid their allies or destroy their foes. Puppeteer of Souls When you take this Authority at the 2nd level, you can use your bonus action to splinter a portion of your spirit and cast it into an ally, expending a necromancer hit die. When you deal damage to an enemy, the chosen ally has advantage on their next attack. At 6th level, you can cast this spirit into two allies at once. Soul Preservation Beginning at the 6th level, you can use your reaction to expend a hit die and gain resistance to non magical slashing piercing or bludgeoning till the end of your next turn. Empowered Soul Upon reaching the 10th level, you have learned how to further empower your allies with your soul framents. When you expend the necromancer hit die through your Puppeteer of Souls feature, roll the necromancer hit die. That damage is added to your allies next attack should it hit. Possession At the 14th level, you may attempt to possess a creature with a CR rating of half your necromancer level. Your soul leaves your body and enters the target creature. If the creature takes damage from any source other than you, you must make a concentration check or be expelled from its body. As an action you may expend a hit die per turn to deal that damage to the target. If the target dies during this time you may take over its body, gaining its size, race, Strength, Dexterity, and Constitution ability scores. You can use this ability once per long rest.