Necromancer
Hit Points
At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.
Key Ability
At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogueβs rackets).
Key Ability: Intelligence
Initial Proficiencies
Saves
Trained in Perception
Trained in Reflex Saves
Trained in Will Saves
Expert in Fortitude Saves
Weapons
Trained in unarmed attacks
Trained in simple weapons
Trained in Necromancer class DC
Armor
Trained in unarmored and light armor
Untrained in medium and heavy armor
Skills
Trained in Occultism
Trained in a number of skills equal to 2 plus your intelligence modifier
Class Features
| Level | Features |
| 1 | Ancestry Feat, Necromancer Spellcasting, Mastery of Life and Death, Fatal Method, Undead Lore, Grim Fascination, Grave Spells |
| 2 | Class Feat, Skill Feat |
| 3 | General Feat, Skill Increase, Mental Wards, Inevitable Return |
| 4 | Class Feat, Skill Feat |
| 5 | Ability Boost, Ancestry Feat, Skill Increase, Reflex Expertise |
| 6 | Class Feat, Skill Feat |
| 7 | General Feat, Skill Increase, Expert Necromancy, Perception Expertise |
| 8 | Class Feat, Skill Feat |
| 9 | Ancestry Feat, Skill Increase |
| 10 | Ability Boost, Class Feat, Skill Feat |
| 11 | General Feat, Skill Increase, Weapon Expertise, Unnatural Fortitude |
| 12 | Class Feat, Skill Feat |
| 13 | Ancestry Feat, Skill Increase, Light Armor Expertise, Weapon Specialization |
| 14 | Class Feat, Skill Feat |
| 15 | Ability Boost, General Feat, Skill Increase, Master Necromancy |
| 16 | Class Feat, Skill Feat |
| 17 | Ancestry Feat, Skill Increase, Undying Resilience |
| 18 | Class Feat, Skill Feat |
| 19 | General Feat, Skill Increase, Epitaph, Legendary Necromancy |
| 20 | Ability Boost, Class Feat, Skill Feat |
Necromancer Spellcasting Feature 1
Your studies into the nature of life and death have resulted in the ability to cast occult spells. You are a spellcaster, and you can cast spells of the occult tradition using the Cast a Spell activity. As a necromancer, your chants are generally inspired by laments, requiems, and other rites for the dead, while your gestures evoke the unnatural movement of muscle and cracking of bone.
At 1st level, you can prepare one 1st-rank spell and five cantrips each morning from your dirge (see below). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
As you increase in level as a necromancer, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Necromancer Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded upβthis is usually equal to the highest rank of necromancer spell slot you have. For example, as a 1st-level necromancer, your cantrips are 1st-rank spells, and as a 5th-level necromancer, your cantrips are 3rd-rank spells.
Dirge
Your occult spells become a part of an internal dirge that echoes throughout your body, bones, and even your spirit. Each day, to prepare your spells, you pull forth pieces of your dirge to vocalize. Your dirge contains your choice of eight occult cantrips, the 1st-rank spell Harm, and four other 1st-rank occult spells of your choice. You choose these from the common spells on the occult spell list or from other occult spells you gain access to. You can prepare and cast harm as an occult spell.
Each time you gain a level, you add two occult spells to your dirge, of any spell rank for which you have spell slots, chosen from common occult spells or others you gain access to and learn via Learn a Spell.
Mastery of Life and Death Feature 1
You have studied the delicate balance of life and death to such a point that you can dance between them with ease. Whenever you Cast a Spell or use an ability that would deal void or vitality damage, you can choose for the spell to do either void or vitality damage to each target separately. When you Cast a Spell or use an ability that would affect or target only living creatures or only undead creatures, you can affect and target both. This does not apply to the healing effects of spells or abilities. For example, you could have the Harm spell deal vitality damage to undead enemies, but it would not be able to heal living allies.
Fatal Method Feature 1
As a necromancer, you select one fatal method at 1st level. This choice determines your combat style: a puppeteer who creates more thralls to fuel spells, or a reaper who becomes more combat-focused with weapons and armor.
Undead Lore Feature 1
Your dealings with death have expanded your knowledge of the macabre. You know the dead and what they are capable of. You become trained in Undead Lore, a special lore skill that can be used to Recall Knowledge regarding undead creatures, haunts, and effects caused by undead creatures or other necromancers, but that can't be used to Recall Knowledge of other topics. At 3rd level, you become an expert in Undead Lore; at 7th level, you become a master in Undead Lore; and at 15th level, you become legendary in Undead Lore.
Grim Fascination Feature 1
As a necromancer, you select one grim fascination at 1st level. This fascination is a focus of necrotic study that you have developed a greater mastery over. However, grim fascinations don't prevent you from studying and using other forms of necromancy. Your choice of grim fascination grants you a grave spell and a thrall enhancement that applies to any thrall you create.
Grave Spells Feature 1
Your necromantic prowess allows you to create unique effects called grave spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to speak to the dead, meditate on local supernatural activity, or contemplate anatomical truths. If you have a thrall when you begin Refocusing, you can destroy it to regain 2 Focus Points when you Refocus.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.
You gain the Necrotic Bomb grave spell and an additional grave spell from your Grim Fascination at 1st level. Therefore, you start with a focus pool of 2 Focus Points. You can learn additional grave spells through necromancer feats.
Grave Cantrips
Grave cantrips are special grave spells that don't cost Focus Points, so you can use them as often as you like. Grave cantrips are granted in addition to the cantrips you choose with necromancer spellcasting. Unlike other cantrips, you can't swap out grave cantrips gained from necromancer feats at a later level, unless you swap out the specific feat via retraining. You learn the Create Thrall and Thrall Charge grave cantrips, which allow you to summon expendable thralls and manipulate them to do your bidding.
Mental Wards Feature 3
You have created wards to protect yourself against the mental effects caused by undead creatures and effects. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a mental or possession effect caused by an undead or haunt, you get a critical success instead.
Inevitable Return Feature 3
The dead do not rest around you. You gain the Inevitable Return reaction.
Reflex Expertise Feature 3
You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.
Guardian Even in the heaviest of armors, you can brace yourself against widespread effects. Your proficiency rank for Reflex saves increases to expert.
Expert Necromancy Feature 7
You wield the necromantic arts with greater finesse. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Perception Expertise Feature 3
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Weapon Expertise Feature 5
Champion, Exemplar, Investigator, Magus, Runesmith You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Druid, Kineticist You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Guardian Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Necromancer, Oracle You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Psychic Training has improved your weapon technique, possibly enhanced by your occult magic. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Sorcerer You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Swashbuckler You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Thaumaturge You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.
Witch, Wizard Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Unnatural Fortitude Feature 11
Your body has been necromantically enhanced. Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
Light Armor Expertise Feature 13
You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Specialization Feature 7
You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Master Necromancy Feature 15
The souls of the dead heed your beck and call. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Undying Resilience Feature 17
Your body has been necromantically enhanced. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail a Fortitude save against a damaging effect, you take half damage.
Epitaph Feature 19
From the deepest crypts of magical knowledge, you summon forth a spell of immense occult power. You gain a single 10th-level spell slot and can prepare a spell in that slot using necromancer spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Mortem Ultimatum necromancer feat to gain a second slot.
Legendary Necromancy Feature 19
Death in one hand, life in the other, you shape the cycles of necromancy. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.