{"name":"Necromancer","overview":"","hit_dice":"1d6","hit_points_at_1st_level":"6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per necromancer level after 1st","armor_proficiencies":"None","weapon_proficiencies":"Simple weapons","tools":"None","saving_throws":"Constitution, Intelligence ","skills":"Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Persuasion, and Religion","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\n[ul][li]A dagger and any simple weapon[\/li][li](a) a component pouch or (b) an arcane focus[\/li][li]A shovel and (a) a dungeoneer\u2019s pack or (b) a scholar\u2019s pack[\/li][\/ul]","spellcasting":"Your connection to the realm of negative energy\r\nallows you to cast powerful necromantic spells.\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know four cantrips of your choice\r\nfrom the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels,\r\nas shown in the Cantrips Known column of the\r\nNecromancer table.\r\n\r\n[h2]Spell Slots[\/h2]\r\nThe Necromancer table shows how many spell slots\r\nyou have to cast spells of the 1st level and higher. To\r\ncast one of these spells, you must expend a slot of the\r\nspell\u2019s level or higher. You regain all spell slots when\r\nyou finish a long rest.\r\n\r\n[h2]Spells Known Of 1st Level And Higher[\/h2]\r\nYou know two 1st-level spells of your choice from\r\nthe necromancer spell list.\r\n\r\nYou learn an additional necromancer spell of\r\nyour choice at each level except 12th, 14th, 16th,\r\n18th, 19th, and 20th. Each of these spells must be of\r\na level for which you have spell slots. For instance,\r\nwhen you reach 3rd level in this class, you can learn\r\none new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class,\r\nyou can choose one of the necromancer spells you\r\nknow and replace it with another spell from the\r\nnecromancer spell list, which also must be of a level\r\nfor which you have spell slots.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nIntelligence is your spellcasting ability for your\r\nnecromancer spells, since your power is rooted in the\r\nfine manipulation of negative energy and research\r\ninto magical secrets. You use your Intelligence\r\nwhenever a spell refers to your spellcasting ability. In\r\naddition, you use your Intelligence modifier when\r\nsetting the saving throw DC for a necromancer spell\r\nyou cast and when making an attack roll with one.\r\n\r\n[center][b]Spell save DC [\/b]= 8 + your proficiency bonus[\/center][center]+ your Intelligence modifier[\/center][center][b]Spell attack modifier[\/b] = your proficiency[\/center][center]bonus + your Intelligence modifier[\/center]\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a necromancer spell you know as a\r\nritual if that spell has the ritual tag.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus as a spellcasting focus\r\nfor your necromancer spells. For a necromancer,\r\nthese are typically objects with sentimental value,\r\nsuch as a locket, childhood toy, prison shackle,\r\nor wedding ring, that are altered with magically\r\nconductive materials.\r\n[br] \r\n[br]","class_features":"[h1]Charnel Touch[\/h1]\r\nYour connection to the negative energy realm grants\r\nyou an inner nexus of dangerous power, ready to be\r\nunleashed at a moment\u2019s notice. Starting at 1st level,\r\nyou have a pool of Charnel Touch points equal to\r\nyour necromancer level \u00d7 5 that replenishes when\r\nyou finish a long rest.\r\n\r\nAs an action, declare the number of points\r\nyou wish to expend, up to a maximum of 5 \u00d7 your\r\nproficiency bonus, and make a melee spell attack\r\nagainst one target within your reach. On a hit, you\r\nexpend the declared amount of points and deal\r\nnecrotic damage equal to the points expended. If\r\nyou miss the attack, you don\u2019t expend any points.\r\nThe damage dealt by your Charnel Touch is\r\ndoubled when you score a critical hit, expending no\r\nadditional points.\r\n\r\nThis attack deals no damage to constructs\r\nand instead heals undead for the amount of points\r\nexpended. You can target a willing creature with this\r\nability without making a spell attack roll.\r\n\r\n[h1]Thralls[\/h1]\r\nWhile lesser spellcasters can only animate flesh and\r\nbone in a rudimentary fashion, and must expend\r\nvaluable energy to maintain their undead\u2019s loyalty,\r\ntrue necromancers can provide their undead with a\r\nportion of their own life force, ensuring long-term\r\nobedience. Beginning at 2nd level, you learn an\r\nancient and powerful ritual that allows you to raise\r\nand command your own army of the undead.\r\n\r\n[h3]Animate Thralls[\/h3]\r\nBy spending 10 uninterrupted minutes performing\r\nthis ritual with a spellcasting focus or component\r\npouch,you can raise the remains of one or more\r\nSmall or Medium humanoids within 30 feet of you\r\ninto undead creatures. Undead created in this way\r\nbecome your thralls. You maintain control over your\r\nthralls indefinitely. Stat blocks for skeletons, zombies,\r\nand other thralls can be found in the Undead Thralls\r\nsection at the end of the class description.\r\n\r\n[h3]Commanding Thralls[\/h3]\r\nIf you are conscious, you can mentally control all of\r\nyour thralls, without using any actions. If you are\r\nunconscious, your thralls will move to protect your\r\nbody from harm, but will not attack.\r\n\r\nIn combat, your thralls take their turns\r\nimmediately before or after your turn each round\r\n(your choice) All thralls collectively share one\r\nreaction and bonus action, which a single thrall can\r\nuse each round.\r\n\r\nThralls use your spell attack bonus to make their\r\nattacks.\r\n\r\n[h3]Maximum Thralls[\/h3]\r\nYou can animate and control one thrall of challenge\r\nrating (CR) 1\/4. As you gain levels in this class, you\r\ncan animate more thralls. The combined CR of all\r\nyour thralls can\u2019t exceed the number shown in the\r\nThrall CR Total column of the Necromancer table,\r\nand the total number of thralls under your control\r\ncan never exceed your proficiency bonus.\r\n\r\nAt any time, you can use your action to sever\r\nyour connection to one or more thralls, releasing\r\nthem. Corporeal undead crumple into a heap and\r\nincorporeal undead flee to the Ethereal Plane.\r\n\r\n[h3]Animate Dead[\/h3]\r\nBeginning at 5th level, a necromancer can learn\r\nthe animate dead spell, a staple of the school of\r\nnecromancy. Necromancers can cast this spell as an\r\naction, instead of over the course of 1 minute. All\r\nundead created by the animate dead spell (as well as\r\nany other magic, such as the create undead spell, that\r\nallows you to control undead) count as your thralls\r\nand can be commanded as such. If your new thralls\r\ngranted to you by a spell cause you to exceed your\r\ntotal CR or number of thralls, you can immediately\r\nsever your connection to any of your existing thralls\r\nso as to stay within these limits. Your thralls can\r\nnever command or create other undead.\r\n\r\nAs always, you can\u2019t reanimate your undead that\r\nhave been reduced to 0 hit points. Your Animate\r\nThralls ritual, the animate dead spell, and similar\r\nmagic only affects humanoid corpses, whereas your\r\nthralls are undead creatures.\r\n\r\n[h1]Bag of Bones[\/h1]\r\nAlso at 2nd level, you learn how to create a\r\nnecromantic magic item, a bag of bones. The bag\r\nconnects to a vast extradimensional space that can\r\nonly hold Medium or smaller corpses, bones, and\r\nundead creatures; it violently expels anything else\r\nplaced within it. You can use an action to place a\r\ncorpse or willing undead creature into the bag, up to\r\na maximum of 10 corpses or undead creatures, or use\r\nyour action to dump the contents of the bag, which\r\nland in spaces within 5 feet of you.\r\n\r\nYou can transform any container you can carry\r\ninto a bag of bones by performing a special ritual over\r\nthe course of 1 hour while you hold it. This container\r\nceases to be magical if you perform this ritual again\r\nto create a new bag of bones. The container always\r\nconnects to the same extradimensional space. If the\r\nbag is placed inside an extradimensional space, such\r\nas that created by a bag of holding, it is destroyed. Its\r\ncontents remain in the same extradimensional space\r\nuntil you create a new bag.\r\n\r\n[h1]Grave Ambition[\/h1]\r\nWhen you reach 3rd level, you decide on a proper\r\npath of research into the dark arts in order to carve\r\na path leading toward your ultimate goal. Choose a\r\nGrave Ambition, detailed at the end of the class. Your\r\nchoice grants you features at 3rd level, and again at\r\n6th, 10th, and 20th level.\r\n\r\n[h1]Black Arcana[\/h1]\r\nAlso beginning at 3rd level, as a bonus action, you\r\ncan expend a spell slot to replenish your Charnel\r\nTouch pool. Your pool regains 1d8 expended points,\r\nplus 1d8 for each level of the spell slot expended, up\r\nto a maximum of your pool\u2019s total.\r\n\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you\r\ncan\u2019t increase an ability score above 20 using this\r\nfeature.\r\n\r\n[h1]Critical Spellcasting[\/h1]\r\nAt 5th level, your potent necrotic powers punish\r\nyour enemy at the first sign of weakness. When a\r\ncreature rolls a 1 on a saving throw against one of\r\nyour spells, it automatically fails the save, and you\r\ncan roll all the spell\u2019s damage dice a second time,\r\nadding the total to the spell\u2019s damage against that\r\ncreature. The additional damage only applies to the\r\ncreature that rolled a 1.\r\n\r\nAdditionally, your spell attacks score a critical\r\nhit on a roll of 19 or 20.\r\n\r\nStarting at 14th level, a creature automatically\r\nfails its saving throw against your spells and\r\ntakes additional damage when it rolls a 1 or a 2.\r\nAdditionally, your spell attacks score a critical hit on\r\na roll of 18\u201320.\r\n\r\n[h1]Enthralling Presence[\/h1]\r\nAt 7th level, the negative energy that flows through\r\nyou reinforces your thralls against those who would\r\nseek to destroy or control your servants. Your thralls\r\nand other undead you control are immune to effects\r\nthat turn undead and can\u2019t be forcefully controlled by\r\nanother creature while you are conscious.\r\n\r\n[h1]Undying Servitude[\/h1]\r\nWhen you reach 18th level, your connection to\r\nyour thralls can pull them back from the brink of\r\ndestruction. When a thrall under your control is\r\nreduced to 0 hit points but not destroyed outright,\r\nyou can use your reaction to restore it to half of its\r\nmaximum hit points. Once you use this feature, you\r\ncan\u2019t use it again until you finish a long rest.\r\n\r\n[h1]Lichdom[\/h1]\r\nBy 20th level, you have unlocked the pinnacle of\r\nnecromantic prowess, through which you will\r\nconquer death itself: The Rite of Lichdom. When you\r\nreach this level, you have completed your phylactery\r\nand are ready to undergo the rite. To do so, you shut\r\nyourself away for 30 days in an isolated location\r\nof your choice, and emerge as an immortal lich,\r\nan undead of unsurpassed power. Once the rite is\r\ncomplete, you gain the following benefits as well as\r\nthose dictated by your choice of Grave Ambition.\r\n\r\n[h3]Phylactery[\/h3]\r\nA phylactery is a small object that houses a lich\u2019s\r\nsoul, safeguarding its immortality. If you drop to 0\r\nhit points, your body crumbles to dust, but your will\r\nand mind escape to the phylactery. After 1d4 + 1\r\ndays, a new body coalesces as near to your phylactery\r\nas possible and you return to life (or rather, unlife).\r\nWhen your body reforms, you gain the benefits of a\r\nlong rest. The new body is identical in every way to\r\nthe one that was destroyed.\r\n\r\n[h3]Undead Resilience[\/h3]\r\nYou gain immunity to necrotic and poison damage.\r\n\r\n[h3]Undead Traits[\/h3]\r\nYou are immune to the effects of exhaustion and you\r\ndon\u2019t need to eat, drink, sleep, or breathe. You must\r\nstill rest for 4 hours a day to gain the benefits of a\r\nlong rest. Though your type is humanoid, spells and\r\neffects that specifically affect undead affect you as\r\nwell. You are immune to any effect that turns undead.\r\n[quote]\r\n[h2]Phylactery[\/h2]\r\nA lich\u2019s phylactery is as much a memento as it\r\nis their anchor to immortality, and as such, no\r\ntwo are alike. Phylacteries are often constructed\r\nfrom objects with sentimental value, such as\r\nfamily heirlooms or prized possessions, but can\r\nbe fashioned from swords, pieces of armor, or\r\neven entire castles.\r\n\r\nFurthermore, every phylactery has a weakness,\r\na critical flaw by which it can be destroyed,\r\nallowing its lich to be slain permanently. These\r\nweaknesses, too, are unique to each phylactery.\r\nOne phylactery might require a ritual to be\r\nperformed around it for 24 hours, while another\r\nmight call for the phylactery to be dipped in\r\nthe lava of an active volcano. Discuss with your\r\nGM the form your phylactery takes and what\r\nweakness it possesses.[\/quote]\r\n","subclass_options":"[h1]Grave Ambitions[\/h1]\r\nBecoming a necromancer is seldom an accident.\r\nAlmost all who dive into the secrets of life and\r\ndeath do so with a purpose, a method to the\r\nmadness. This ambition is what drives them into\r\nthe tenebrous corners of forgotten libraries, longabandoned tombs, and the graveyards of simple\r\ncommoners. Ambition drives them further into\r\nthe dark, where only the light of their end goal can\r\nlead them through the all-consuming shadows. A\r\nnecromancer\u2019s grave ambition represents the path\r\nto their ultimate goal, to what lengths they\u2019ll go to\r\nachieve it, and serves to validate their actions, if only\r\nto themselves.\r\n\r\n[h2]Blood Ascendant[\/h2]\r\nNecromantic might comes in many forms, but\r\na singular, ancient source is the blood curse of\r\nvampirism. Though it promises much\u2014immortality,\r\nagility, charm\u2014it comes paired with insidious\r\ndrawbacks, from the stinging burn of sunlight to\r\na perpetual thirst for blood. Necromancers that\r\nwish to capture a measure of this power without\r\nsuffering its myriad weaknesses perform a special\r\nritual with vampiric blood in order to become\r\nBlood Ascendants. In doing so, they fall deathly pale\r\nand lose their reflection within mirrors, but learn\r\nto slowly pry out vampiric powers without fully\r\nsuccumbing to the all-devouring curse.\r\n[br]\r\n[hr]\r\n[h2]Death Knight[\/h2]\r\nSome necromancers are content to sit in dusty tombs\r\nwith moldering tomes, occasionally picking apart a\r\nbattlefield for fresh ingredients and new company.\r\nBy contrast, death knights are a predators among\r\nscavengers, seizing their goals through a melding\r\nof magic and traditional combat. Bolstered with\r\ndark energies and sturdy armor, the death knight\r\nwields a weapons edged with death itself. They are\r\nsimultaneously the vanguard and general of their\r\nundead forces, unafraid of getting their hands dirty\r\nwhen necessary.\r\n[br]\r\n[hr]\r\n[h2]Overlord[\/h2]\r\nThere are few ambitions the common man fantasizes\r\nabout more than the power to rule. From the\r\nignoble peasant to the haughty nobility, many\r\ndream of a world in which they are in charge. Some\r\nnecromancers, known as overlords, see their magic\r\nas an opportunity to accomplish this common\r\ndream. Overlords seek control both on and off the\r\nbattlefield, using dark magics to bolster their allies as\r\nwell as manipulate their enemies.\r\n[br]\r\n[hr]\r\n[h2]Pale Master[\/h2]\r\nSome necromancers wish to conquer, and others to\r\ncontrol, but all utilize their necromantic powers as\r\na means to an end, a way to pave the way to their\r\ntrue ambitions. Pale masters are no different, but few\r\nhave grand plans to compete with the overlords nor\r\ndedicate themselves to the art of war as the death\r\nknights do. Rather, pale masters dedicate themselves\r\nto self-improvement and the growth of their powers.\r\nPale masters range from the curious mage\u2019s college\r\nstudent to the power-hungry spellcaster harassing\r\nthe local hamlets. With the ability to embolden their\r\nspells, communicate with the undead, reduce the\r\nbravest souls to quibbling cowards, and effortlessly\r\ncommand their thralls in the thick of battle, these\r\nseemingly aimless spellcasters are no less a threat\r\nthan any other necromancer.\r\n[br]\r\n[hr]\r\n[h2]Pharaoh[\/h2]\r\nThe god-kings of ancient kingdoms practiced a\r\nunique style of necromancy, forgotten to time.\r\nThrough the extraction of organs, the desiccation of\r\nflesh, and innumerable enchantments, those ancient\r\nkings were able to rule their subjects as divine,\r\nundead beings, long past their mortal deaths. While\r\nthose kingdoms have been lost to the shifting sands\r\nand wild jungles of the world, their methods have\r\nbeen preserved in the carvings of colossal temples\r\nand revived by modern necromancers, who take on\r\nthe guise of the erstwhile pharaohs. Their magic is a\r\nhybrid of divine and arcane influences, the legacy of\r\ngod-kings from a forgotten age.\r\n[br]\r\n[hr]\r\n[h2]Plague Lord[\/h2]\r\nThe power of plagues can\u2019t be denied. A single\r\ndisease can single-handedly overwhelm a nation,\r\nor even an empire. Necromancers that realize the\r\npotential within sickness will often seek to wield\r\nthat power themselves. These are known as plague\r\nlords, commanders of vermin and disease alike.\r\nA plague lord\u2019s touch is toxic, and vermin protect\r\nthem from harm, can transfer their spells through\r\nunconventional means, and spread their filth to their\r\nthralls.\r\n[br]\r\n[hr]\r\n[h2]Reanimator[\/h2]\r\nThrough bubbling test tubes and sparking electrodes,\r\nyou have discovered the true heart of necromancy:\r\nmad science. You\u2019ve experimented in far-reaching\r\ndisciplines of surgery, alchemy, and physics, using\r\nyour animated minions as gruesome test subjects and\r\nwalking surgical dummies. Most crucially, you have\r\ndiscovered that lightning can imbue almost anything\r\nwith a semblance of life, from the smallest severed\r\nmuscle to the most towering and soulless golems. \r\n[br]\r\n[hr]\r\n[h2]Reaper[\/h2]\r\nThe oblivion of death is the sure wellspring\r\nof all necromancy, a dark abyss into which all\r\nnecromancers stare, and which sometimes stares\r\nback. Those rare necromancers that gamble\r\nwith their own souls might become intertwined\r\nwith death, becoming reapers, figures of shadow\r\nand demise that beckon others to the afterlife.\r\nFor performing this deed, they strengthen their\r\nconnection to the distant oblivion, until they are but\r\ntenebrous shadows: harbingers of an inevitable end.","table_data":"","source":"Valda's Spire of Secrets","jsondata":"","tags":"Necromancer","isShared":"on","templateId":"5460","blockId":"1323276","world":"ce321e87-8541-44a1-9d42-cfcd0ba589c3","folder":"23776"}