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Ignotum

8 Level (0/48000 XP for level-up) Background Living Dead, Long Dead Race / Species / Heritage True Neutral Alignment
Overlord Necromancer
Level 8
Hit Dice: 8/8
1d6+1 Class 1

STR
12
+1
DEX
12
+1
CON
13
+1
INT
20
+5
WIS
14
+2
CHA
16
+3
43
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+1 Dexterity
+4 Constitution
+8 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+11 Arcana INT
+1 Athletics STR
+8 Deception CHA
+8 History INT
+2 Insight WIS
+5 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+8 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+8 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Background Assignments:
+1 to DEX, Prof in History and Nature, Prof in Calligrapher's Supplies
Living Dead Race:

  • Ability Scores: +2 INT +1 CON
    Size: Small
    Speed: 30 Feet
    Creature Type: Undead

    Traits
    Dead Flesh - Living Dead are immune to the poisoned condition and damage.
    Channel Resistance - Living Dead gain advantage on saving throws to turn undead.
    Magically Sustained - Living Dead do not need to eat or drink but do still require a full night’s rest to recover their energy.
    Darkvision - Living Dead have a 60 foot dark vision

  • Long Dead (Skeleton)
    Once the rotten flesh has fallen off a Living Dead they are referred to as Long Dead. Their bony bodies still able to move about thanks to the magic that sustains them
    Lifespan - 200 years

    Traits
    Light Weight - Due to your lack of muscle and meat you are easy to grab onto. Allies may grapple you as a bonus action instead of a standard action and you do not impose a movement detriment while grappled.
    Skeletal Reconstruction - Your limbs are easily replaceable. As a standard action you can replace one of your non-head limbs with a new limb of equal size healing yourself for 2d6+Level. This can only be done once per long rest.


Charnel Touch:

  • Starting at 1st level, you have a pool of Charnel Touch points equal to
    your necromancer level × 5 that replenishes when
    you finish a long rest.
    As an action, declare the number of points
    you wish to expend, up to a maximum of 5 × your
    proficiency bonus, and make a melee spell attack
    against one target within your reach. On a hit, you
    expend the declared amount of points and deal
    necrotic damage equal to the points expended. If
    you miss the attack, you don’t expend any points.
    The damage dealt by your Charnel Touch is
    doubled when you score a critical hit, expending no
    additional points.
    This attack deals no damage to constructs
    and instead heals undead for the amount of points
    expended. You can target a willing creature with this
    ability without making a spell attack roll.


Thralls:

    While lesser spellcasters can only animate flesh and bone in a rudimentary fashion, and must expend

valuable energy to maintain their undead’s loyalty,
true necromancers can provide their undead with a
portion of their own life force, ensuring long-term
obedience. Beginning at 2nd level, you learn an
ancient and powerful ritual that allows you to raise
and command your own army of the undead.
ANIMATE THRALLS
By spending 10 uninterrupted minutes performing
this ritual with a spellcasting focus or component
pouch,you can raise the remains of one or more
Small or Medium humanoids within 30 feet of you
into undead creatures. Undead created in this way
become your thralls. You maintain control over your
thralls indefinitely. Stat blocks for skeletons, zombies,
and other thralls can be found in the Undead Thralls
section at the end of the class description.
COMMANDING THRALLS
If you are conscious, you can mentally control all of
your thralls, without using any actions. If you are
unconscious, your thralls will move to protect your
body from harm, but will not attack.
In combat, your thralls take their turns
immediately before or after your turn each round
(your choice) All thralls collectively share one
reaction and bonus action, which a single thrall can
use each round.
Thralls use your spell attack bonus to make their
attacks.
MAXIMUM THRALLS
You can animate and control one thrall of challenge
rating (CR) 1/4. As you gain levels in this class, you
can animate more thralls. The combined CR of all
your thralls can’t exceed the number shown in the
Thrall CR Total column of the Necromancer table,
and the total number of thralls under your control
can never exceed your proficiency bonus.
At any time, you can use your action to sever
your connection to one or more thralls, releasing
them. Corporeal undead crumple into a heap and
incorporeal undead flee to the Ethereal Plane.

ANIMATE DEAD
Beginning at 5th level, a necromancer can learn
the animate dead spell, a staple of the school of
necromancy. Necromancers can cast this spell as an
action, instead of over the course of 1 minute. All undead created by the animate dead spell (as well as
any other magic, such as the create undead spell, that
allows you to control undead) count as your thralls
and can be commanded as such. If your new thralls
granted to you by a spell cause you to exceed your
total CR or number of thralls, you can immediately
sever your connection to any of your existing thralls
so as to stay within these limits. Your thralls can
never command or create other undead.
As always, you can’t reanimate your undead that
have been reduced to 0 hit points. Your Animate
Thralls ritual, the animate dead spell, and similar
magic only affects humanoid corpses, whereas your
thralls are undead creatures.

Bag of Bones:

  • Also at 2nd level, you learn how to create a necromantic magic item, a bag of bones. The bag connects to a vast extradimensional space that can only hold Medium or smaller corpses, bones, and undead creatures; it violently expels anything else placed within it. You can use an action to place a corpse or willing undead creature into the bag, up to a maximum of 10 corpses or undead creatures, or use your action to dump the contents of the bag, which land in spaces within 5 feet of you. You can transform any container you can carry into a bag of bones by performing a special ritual over the course of 1 hour while you hold it. This container ceases to be magical if you perform this ritual again to create a new bag of bones. The container always connects to the same extradimensional space. If the bag is placed inside an extradimensional space, such as that created by a bag of holding, it is destroyed. Its contents remain in the same extradimensional space until you create a new bag.



Grave Ambition, Overlord:

  • When you reach 3rd level, you decide on a proper path of research into the dark arts in order to carve a path leading toward your ultimate goal. Choose a Grave Ambition, detailed at the end of the class. Your choice grants you features at 3rd level, and again at 6th, 10th, and 20th level.



Black Arcana:

  • Also beginning at 3rd level, as a bonus action, you can expend a spell slot to replenish your Charnel Touch pool. Your pool regains 1d8 expended points, plus 1d8 for each level of the spell slot expended, up to a maximum of your pool’s total.



4th Level Feat: Skill Expert

  • +1 to CON, Proficiency in Nature, Expertise in Arcana



Critical Spellcasting:

  • At 5th level, your potent necrotic powers punish your enemy at the first sign of weakness. When a creature rolls a 1 on a saving throw against one of your spells, it automatically fails the save, and you can roll all the spell’s damage dice a second time, adding the total to the spell’s damage against that creature. The additional damage only applies to the creature that rolled a 1. Additionally, your spell attacks score a critical hit on a roll of 19 or 20.

  • Starting at 14th level, a creature automatically fails its saving throw against your spells and takes additional damage when it rolls a 1 or a 2. Additionally, your spell attacks score a critical hit on a roll of 18–20.




OVERLORD SPELLS

  • You learn additional spells when you reach certain levels in this class, as shown in the table below. Each of these spells counts as a necromancer spell for you, but it doesn’t count against the number of necromancer spells you know.


Necromancer
Level Spells
3rd hold person, suggestion
5th haste, slow
7th compulsion, confusion
9th dominate person, geas


CHARNEL BOON:

  • At 3rd level, you can grant a boon to minions by empowering them with your own potency. As a bonus action on your turn, you can expend any number of points from your Charnel Touch pool to empower each of your thralls within 30 feet of you. Until the start of your next turn, those thralls gain a +1 bonus to their attack rolls, damage rolls, and AC for every 5 points expended, up to a maximum of +3.




Overlord Level 6 Despotic Discourse:

  • When you reach 6th level, your black magic has granted you a silver tongue, which you can use to manipulate those around you. You gain proficiency in one of the following skills of your choice: Deception chosen.

  • Additionally, you can use your Intelligence, instead of Charisma, for Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.


Enthralling Presence:

  • At 7th level, the negative energy that flows through you reinforces your thralls against those who would seek to destroy or control your servants. Your thralls and other undead you control are immune to effects that turn undead and can’t be forcefully controlled by another creature while you are conscious.


8th Level Feat: Downcaster
Thanks to study or deep introspection, you have
achieved a firm grasp on spellcasting fundamentals,
granting you the following benefits:
• If you learn spells, you learn 4 spells of your
choice of 3rd level or lower from your class’s spell
list, which don't count against your total number
of spells known. These spells must be of a level for
which you have spell slots.
• You can use your action to divide a spell slot of
5th level or lower into two or more lower-level
spell slots whose combined level is equal to or less
than the original slot’s level. Any spell slot you
create with this feat vanishes when you recover
spell slots after a short or long rest.

8th Level Feat: Downcaster

Features & Traits
Weapons: Dagger, Hook Hand, Shovel

Miscellaneous: Arcane Focus, Scholar's Pack, Identify Components

Magic Items:

  • Graverobber's Spade (Uncommon) - +1 to attacks with it and to your spell attacks and your spell save DC

  • Ring of Puzzler's Wit (Uncommon) - This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.

  • Icy Shades – 1 charge per long rest. You gain immunity to one source of fire damage before the shades melt. They recharge at dawn.


Miscellaneous Magic Items (Useless/Non-Combat or skill check related): Hat of Vermin, Horn of Silent Alarm, Lantern of Tracking (for undead), Pot of Awakening, Cleansing Stone, Cloak of Billowing, Medal of Wit, Orb of Direction, Orb of Time, Pipe of Smoke Monsters, Pipe of Remembrance, Wand of Conducting, and Wand of Smiles

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2540, Platinum: 0 Money
Spell Save DC = 8 + prof + Int + 1
Spell Attack = prof + Int + 1

Cantrips:

  • Spark of Life

  • Hocuspocus

  • Eye of Anubis

  • Mage Hand

  • Eldritch Orb


1st Level:

  • Dead Mist Lash

  • Identify (D)

  • Gahoul's Shrieking


2nd Level:

  • Protect Threshold

  • Acid Arrow

  • Hold Person

  • Suggestion


3rd Level:

  • Call Lightning

  • Dispel Magic (D)

  • Counterspell (D)

  • Animate Dead (D)

  • Haste

  • Slow


4th Level:

  • Grasp of the Grave

  • Compulsion

  • Confusion

  • Phantasmal Killer


*(D) = Downcaster
Spellcasting
Weapons: Simple

Armor: None

Tools: Calligrapher's Supplies

Saving Throws: Constitution, Intelligence

Skills: Expertise Arcana, Investigation, Deception, History, Religion, Nature

Languages: Common

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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