{"name":"Necromance","overview":"A withered old woman reaches out and grasps a\r\nbattle-hardened knight by the arm. The knight\r\nlaughs at the crone\u2019s gesture before collapsing in\r\nmere seconds, desiccated and dead.\r\nA scarred and grizzled warrior in breastplate\r\nleads a charge through a detachment of soldiers,\r\nswinging a glaive, shrouded in dark energies, at her\r\nfoes. A shambling, undead vanguard follows her\r\npath, and her slain foes rise to join their ranks.\r\nA grim, robed figure presides before his court,\r\nall arranged in a marble hall of gothic construction.\r\nShambling corpses, abominations of flesh and bone,\r\nand dead-eyed charmed nobles wait in attendance,\r\nforming perfect lines in silent obedience.\r\nNecromancers are spellcasters that hold sway\r\nover the forces of life and death, twisting them to\r\nserve their own ambitions, and commanding small\r\narmies of lifeless, animated thralls.\r\n\r\n[b]Morbid Curiosity\r\n[br][\/b]\r\nNecromancers must match their grand intellects\r\nwith an equal lack of scruples, the willingness to turn\r\nto forbidden knowledge and unquestionably evil\r\nmethods. No matter their means, every necromancer\r\nis driven by a deep fascination with the dark arts\r\nand the power necromancy can afford them. Most\r\nsee themselves as outcast members of the academic\r\nelite, braving new dark territories of magic that other\r\nspellcasters are too cowardly to explore.\r\nHowever, collecting knowledge expanding their\r\nunderstanding is merely a means to an end for most\r\nnecromancers\u2014they are almost always driven by a\r\ndeeper, darker impulse, a goal which pushes them\r\nto the utter brink. This might be the perverted ideal\r\nof a \u201cgreater good\u201d or a goal to right the wrong\r\nof mortality; in every case, necromancy is a grim\r\nimplement for their life\u2019s work.\r\n\r\n[b]Masters of Undeath\r\n[br][\/b]\r\nNecromancers have learned through trial and error\r\nhow to puppet the flesh, bone, and spirits of the\r\ndead, binding them to their will. Through their\r\nterrible magic, they command the forms of lesser\r\nundead, and demand respect from those powerful\r\nenough to resist their thrall. All necromancers share\r\nthe capability of simply animating corpses, along\r\nwith the knowledge and foresight to create new and\r\nterrible undead abominations to further their goals.\r\nBeyond the basic command over the undead, each\r\nnecromancer specializes in a method to impart\r\ntheir will upon the world. Some dive deeply into\r\nthe necromantic arts, whereas others focus on their\r\nability to assert control over others, while others still\r\nmaster the art of both martial and magical combat.\r\nWhile their skills might seem specialized, properly\r\nprepared necromancers can dominate both on the\r\nbattlefield and at the round table.\r\n\r\n[b]Creating a Necromancer\r\n[br][\/b]\r\nAs you create your necromancer, the most important\r\npiece of information to consider is your character\u2019s\r\nambition. What is their goal? How do they intend\r\nto achieve it? How does necromancy fit into the\r\npicture? Once you\u2019ve decided on your ambition,\r\nconsider why they turned to necromancy to\r\naccomplish it. Were they scorned by their previous\r\nspellcasting master? Did they come across an old,\r\nrotting tome filled with forgotten knowledge? Were\r\nthey the survivors of some great attack by another\r\nnecromancer?\r\nWork with your GM to determine how\r\nnecromancy is viewed in the world. Is it just another\r\nmethod of spellcasting, or is it an abominable tool,\r\nused only by the most abhorred spellcaster? How do\r\ncommoners react when they see you? Must you hide\r\nyour thralls from public scrutiny, and if so, how?\r\nFurthermore, do the other player characters know of\r\nyour sinister magic, and if so, how have they reacted\r\nto seeing your puppeteered corpses? Work with\r\nother players, especially those with cleric and paladin\r\ncharacters, to find suitable reasons you might work\r\ntogether.\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can make a necromancer quickly by following\r\nthese suggestions. First, Intelligence should be your\r\nhighest ability score, followed by Constitution, and\r\nthen Strength or Dexterity if you plan to choose\r\nto be the Death Knight ambition. Second, choose\r\na background of your choice, preferably one that\r\nties into your ambition. Third, choose chill touch,\r\nhocuspocus, light, and spark of life for your cantrips,\r\nand then choose detect magic, expeditious retreat,\r\nGahoul\u2019s gruesome garrote, and inflict wounds as your\r\n1st level spells.","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, Investigation, Intimidation, Medicine,\r\nPersuasion, and Religion","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\n[ul]\r\n[li]A dagger and any simple weapon[\/li]\r\n[li](a) a component pouch or (b) an arcane focus[\/li]\r\n[li]A shovel and (a) a dungeoneer\u2019s pack or (b) a scholar\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"Your connection to the realm of negative energy\r\nallows you to cast powerful necromantic spells.\r\n\r\n[b]CANTRIPS\r\n[br][\/b]\r\nAt 1st level, you know four cantrips of your choice\r\nfrom the necromancer spell list. You learn additional\r\nnecromancer cantrips of your choice at higher levels,\r\nas shown in the Cantrips Known column of the\r\nNecromancer table.\r\n\r\n[b]SPELL SLOTS\r\n[br][\/b]\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[b]SPELLS KNOWN OF 1ST LEVEL AND HIGHER\r\n[br][\/b]\r\nYou know two 1st-level spells of your choice from\r\nthe necromancer spell list.\r\nYou learn an additional necromancer spell of\r\nyour choice at each level except 12th, 14th, 16th,\r\n19th, and 20th. Each of these spells must be of a level\r\nfor which you have spell slots. For instance, when\r\nyou reach 3rd level in this class, you can learn one\r\nnew spell of 1st or 2nd level.\r\n[br]\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[b]SPELLCASTING ABILITY\r\n[br][\/b]\r\nIntelligence is your spellcasting ability for your\r\nnecromancer spells, since your power is rooted\r\nin the fine manipulation of negative energy\r\nand research into magical secrets. You use your\r\nIntelligence whenever a spell refers to your\r\nspellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw\r\nDC for a necromancer spell you cast and when\r\nmaking an attack roll with one.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus\r\n+ your Intelligence modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Intelligence modifier\r\n\r\n[b]RITUAL CASTING\r\n[br][\/b]\r\nYou can cast a necromancer spell as a ritual if that\r\nspell has the ritual tag.\r\n\r\n[b]SPELLCASTING FOCUS\r\n[br][\/b]\r\nYou can use an arcane focus as a spellcasting focus.\r\nFor a necromancer, these are typically objects with\r\nsentimental value, such as a locket, childhood toy,\r\nprison shackle, or wedding ring, that are altered with\r\nmagically conductive materials.","class_features":"[b]Charnel Touch\r\n[br][\/b]\r\nYour connection to the negative energy realm grants\r\nyou an inner nexus of dangerous power, ready to\r\nbe unleashed at a moment\u2019s notice. At 1st level, you\r\nhave a pool of Charnel Touch points equal to your\r\nnecromancer level \u00d7 5 that replenishes when you\r\nfinish a long rest.\r\n[br]\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 reach. On a hit, you expend\r\nthe declared amount of points and deal necrotic\r\ndamage equal to the points expended. If you miss the\r\nattack, you do not expend any points. The damage\r\ndealt by your Charnel Touch is doubled when you\r\nscore a critical hit, expending no additional points.\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[b]Thralls\r\n[br][\/b]\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 the 2nd level, you learn an\r\nancient and powerful ritual which allows you to raise\r\nand command your own army of the undead.\r\n[quote]\r\n[b]VARIANT RULE:[\/b]\r\n[b]NECROMANCY UNLEASHED[\/b]\r\nThis class imposes limitations on animate deadstyle spells, as well as the number and types of\r\nthralls a player can use in order to ensure timely,\r\nbalanced play. If you\u2019d like to throw caution\r\nto the wind and embrace the undead horde\r\nexperience, use this variant rule. Ignore the\r\n\u201cAnimate Dead\u201d header in the Thralls feature.\r\nAnimated undead from spells are separate\r\nfrom your thralls for the purposes of your\r\nclass features, but have no other class-based\r\nlimitations.[\/quote]\r\n\r\n[b]ANIMATE THRALLS\r\n[br][\/b]\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 into undead creatures.\r\nUndead created in this way become your thralls. You\r\nmaintain control over your thralls indefinitely. Stat\r\nblocks for zombies, skeletons, and other thralls can\r\nbe found in the Undead Thralls section at the end of\r\nthe class description.\r\n\r\n[b]COMMANDING THRALLS\r\n[br][\/b]\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\nIn combat, your thralls share your initiative\r\ncount, but take their turns immediately after yours.\r\nAll thralls collectively share one reaction and bonus\r\naction, which a single thrall can use each round.\r\nThralls use your spellcasting modifier to make\r\ntheir attacks.\r\n\r\n[b]MAXIMUM THRALLS\r\n[br][\/b]\r\nYou can animate and control a 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\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[b]ANIMATE DEAD\r\n[br][\/b]\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 in one minute. All undead created\r\nby the animate dead spell (as well as any other magic,\r\nsuch as the create undead spell, which allows you\r\nto control undead) count as your thralls and can\r\nbe commanded as such. If your new thralls granted\r\nto you by a spell cause you to exceed your total CR\r\nor number of thralls, you can immediately sever\r\nyour connection to any of your existing thralls so\r\nas to stay within these limits. Your thralls can never\r\ncommand or create other undead.\r\nAs always, you can\u2019t reanimate your undead\r\nwhich have been reduced to 0 hit points. Your\r\nAnimate Thralls ritual, the animate dead spell,\r\nand similar magic only affects humanoid corpses,\r\nwhereas your thralls are undead creatures.\r\n\r\n[quote]\r\n[b]VARIANT THRALLS[\/b]\r\nWith the GM\u2019s permission, undead raised using\r\nthe Animate Thralls ritual can be of types other\r\nthan humanoids. Such thralls might use existing\r\nundead statistics (such as various skeletons,\r\nzombies, or spirits) when appropriate, or might\r\nuse thrall statistics with variant weapons, AC, or\r\ntraits.[\/quote]\r\n\r\n[b]Bag of Bones\r\n[br][\/b]\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 which 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[br]\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[b]Grave Ambition\r\n[br][\/b]\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 your ultimate goal. Choose one Grave\r\nAmbition, 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[b]Black Arcana\r\n[br][\/b]\r\nAlso beginning at 3rd level, as a bonus action, you\r\ncan expend a spell slot to replenish your Charnel\r\nTouch point pool. Your pool regains 1d8 expended\r\npoints, plus 1d8 for each level of the spell slot\r\nexpended, up a maximum of your pool\u2019s total.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\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[b]Critical Spellcasting\r\n[br][\/b]\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 takes\r\ntwice the number of damage dice dealt by the spell.\r\nThe additional damage only applies to the creature\r\nthat rolled a 1.\r\n[br]\r\nAdditionally, your spell attacks score a critical\r\nhit on a roll of 19 or 20.\r\nStarting at 14th level, creatures automatically\r\nfail their saving throws against your spells and\r\ntake additional damage when they roll 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[b]Enthralling Presence\r\n[br][\/b]\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 can\u2019t be turned or\r\nforcefully controlled by another creature while you\r\nare conscious.\r\n\r\n[b]Undying Servitude\r\n[br][\/b]\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 and not destroyed outright,\r\nyou can use your reaction to restore it to half of its\r\nmaximum hit points. Once you use this ability, you\r\ncan\u2019t use it again until you finish a long rest. \r\n\r\n[b]Lichdom\r\n[br][\/b]\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\r\nyou reach this level, you have completed your\r\nphylactery and are ready to undergo the rite. To do\r\nso, you shut yourself away for 30 days in an isolated\r\nlocation of your choice, and emerge as an immortal\r\nlich, an undead of unsurpassed power. Once the rite\r\nis complete, you gain the following benefits as well\r\nas those dictated by your choice of Grave Ambition.\r\n\r\n[b]PHYLACTERY\r\n[br][\/b]\r\nA phylactery is a small object that houses a lich\u2019s\r\nsoul, safeguarding their immortality. If you drop to\r\n0 hit points, your body crumbles to dust, but your\r\nwill and 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[b]UNDEAD RESILIENCE\r\n[br][\/b]\r\nYou gain immunity to poison and necrotic damage.\r\n\r\n[b]UNDEAD TRAITS\r\n[br][\/b]\r\nYou are immune to the effects of exhaustion and you\r\ndo not 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 which specifically affect undead affect you as\r\nwell. You are immune to any effect that turns undead.\r\n[quote]\r\n[b]PHYLACTERY[\/b]\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\nFurthermore, every phylactery has a\r\nweakness, a critical flaw by which it can be\r\ndestroyed, allowing their lich to be slain\r\npermanently. These weaknesses, too, are unique\r\nto each phylactery. One phylactery might require\r\na ritual to be performed around it for 24 hours,\r\nwhile another might call for the phylactery to be\r\ndipped in the lava of an active volcano. Discuss\r\nwith your GM the form your phylactery takes and\r\nwhat weakness it possesses.[\/quote]\r\n\r\n[b]UNDEAD THRALLS\r\n[br][\/b]\r\nNecromancers use the following creatures as their\r\nthralls: bonebeasts, gorgers, gravetouched ghouls,\r\nskeletons, spirits, and zombies. Unless otherwise\r\nstated, no other undead creatures can be animated\r\nas thralls. A Small or Medium humanoid corpse can\r\nbe animated into any of these undead. Other than\r\nhaving a different size, their statistics are unchanged.\r\nA corpse can become a zombie, gorger, or\r\ngravetouched ghoul. A pile of bones can become a\r\nskeleton or bonebeast. The corpse of a creature that\r\nhas been dead for no more than an hour can become\r\na spirit or visage.\r\n[br]\r\nThe Undead Thralls table can be used as quick\r\nreference for thrall statistics.\r\n\r\n[url:[block:1043604]][\/url]\r\n\r\n[url:[block:1043607]][\/url]\r\n\r\n[url:[block:1043610]][\/url]\r\n\r\n[url:[block:1043616]][\/url]\r\n\r\n[url:[block:1043619]][\/url]\r\n\r\n[url:[block:1043626]][\/url]\r\n\r\n[url:[block:1043629]][\/url]","subclass_options":"[h2]GRAVE AMBITIONS[\/h2]\r\nBecoming a necromancer is seldom an accident.\r\nAlmost all who dive into the secrets of life and death\r\ndo so with a purpose, a method to the madness. This\r\nambition is what drives them into the tenebrous\r\ncorners of forgotten libraries, long abandoned tombs,\r\nand the graveyards of simple commoners. This\r\nambition drives them further into the dark, with\r\nonly the light of their goal to lead them through the\r\nall-consuming shadows. A necromancer\u2019s ambition\r\nrepresents the path to their ultimate goal, the length\r\nthey\u2019ll go to achieve it, and serves to validate their\r\nactions, if only to themselves.\r\n\r\n[h3]Blood Ascendent[\/h3]\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 a\r\nperpetual thirst for blood. Necromancers that wish\r\nto capture a measure of this power without suffering\r\nits myriad weaknesses perform a special ritual with\r\nvampiric blood in order to become blood ascendents.\r\nIn doing so, they fall deathly pale and lose their\r\nreflection within mirrors, but learn to slowly pry out\r\nvampiric powers without fully succumbing to the\r\nall-devouring curse.\r\n\r\n[b]ENTHRALL HUMANOID\r\n[br][\/b]\r\nStarting when you choose this ambition at 3rd level,\r\nyou can use your action to touch an incapacitated\r\nhumanoid, bringing them under your necromantic\r\ncontrol. The creature becomes enthralled by you.\r\nWhile enthralled, the creature is charmed by you\r\nand follows your commands. It remains enthralled\r\nuntil a remove curse spell is cast on it, the charmed\r\ncondition is removed from it, you use this feature\r\nagain, or you release the creature as an action.\r\nAn enthralled creature counts against the total\r\nnumber of thralls under your control and the total\r\nCR of thralls you can control. If the creature is of a\r\nhigher CR than the total CR of thralls you control,\r\nyou can\u2019t enthrall it. You can release thralls under\r\nyour control as a part of the action used to enthrall a\r\ncreature.\r\n\r\n[b]CHARNEL DRAIN\r\n[br][\/b]\r\nAt 3rd level, you drain the essence of those you\r\nslay. When you reduce a hostile creature or an\r\nenthralled humanoid to 0 hit points with your\r\nCharnel Touch ability, you regain hit points equal to\r\nyour Intelligence modifier + your necromancer level\r\n(minimum 3). Additionally, you can choose to knock\r\nthe target unconscious instead of killing it.\r\n\r\n[b]VAMPIRIC TRANSFORMATION\r\n[br][\/b]\r\nStarting at 6th level, you can use your action and\r\nexpend 15 Charnel Touch points to transform for up\r\nto 1 hour, or until you drop to 0 hit points or revert\r\non your turn as an action. Anything you are wearing\r\ntransforms with you, but nothing you are carrying\r\ndoes. Choose one of the following transformations:\r\n[br]\r\n[b]Bat.[\/b] You transform into a Tiny bat. While in bat\r\nform, you can\u2019t speak, your walking speed is 5 feet,\r\nand you have a flying speed of 30 feet. Your statistics,\r\nother than your size and speed, are unchanged.\r\n[br]\r\n[b]Mist.[\/b] You transform into a Medium cloud of\r\nmist. While in mist form, you can\u2019t take any actions,\r\nspeak, or manipulate objects. You are weightless,\r\nhave a flying speed of 20 feet, can hover, and can\r\nenter a hostile creature\u2019s space and stop there. In\r\naddition, if air can pass through a space, you can do\r\nso without squeezing, and you can\u2019t pass through\r\nwater. You have advantage on Strength, Dexterity,\r\nand Constitution saving throws, and you have\r\nresistance to bludgeoning, piercing, and slashing\r\ndamage.\r\n\r\n[b]CHILDREN OF THE NIGHT\r\n[br][\/b]\r\nBy 10th level, the hordes of the night answer to your\r\nbeck and call. When you perform your Animate\r\nThralls ritual, you can summon one or more swarms\r\nof bats, swarms of rats, or wolves to serve as your\r\nthralls. You command these creatures as your thralls.\r\nWhen one of these creatures is reduced to 0 hit\r\npoints or released by you, it vanishes in a cloud of\r\nmist.\r\n\r\n[b]LICHDOM: NOSFERATU\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nYou have embraced the blood curse of vampirism to\r\nbecome a vampire lord in all but name: a nosferatu.\r\n[br]\r\n[b]Coffin Phylactery.[\/b] Your phylactery is a\r\ncoffin filled with grave dirt. When you drop to 0 hit\r\npoints, you reform in your coffin after 1 hour. You\r\nare permanently weakened until you spend 24 hours\r\nresting in the coffin. During this time, your hit point\r\nmaximum is reduced to 1, and you drop to 0 hit\r\npoints if you begin your turn in sunlight.\r\n[br]\r\n[b]Regeneration.[\/b] At the start of each of your\r\nturns, you regain 10 hit points. You don\u2019t gain this\r\nbenefit if you have 0 hit points or you are in direct\r\nsunlight.\r\n[br]\r\n[b]Vampiric Agility.[\/b] Your movement speed\r\ndoubles. Additionally, you can climb difficult\r\nsurfaces, including upside down on ceilings, without\r\nneeding to make an ability check.\r\n\r\n[h3]Death Knight[\/h3]\r\nSome necromancers are content to sit in dusty old\r\ntombs with musty old tomes, privy to pick apart a\r\nbattlefield for fresh ingredients and new company.\r\nThe death knight is a predator among scavengers,\r\nable to reap his own rewards through the melding\r\nof magic and traditional combat. Death knights\r\nare necromancers that chose to take a more direct\r\napproach to solving their problems. Well-armed and\r\nwell-protected, the death knight brings a flurry of\r\nsteel with the might of death behind every strike. \r\n\r\n[b]INTENSIVE COMBAT RESEARCH\r\n[br][\/b]\r\nStarting when you choose this ambition at 3rd level,\r\nyou\u2019ve honed your body and mind to the various\r\ntools of war. You gain proficiency with medium\r\narmor, shields, and martial weapons. Additionally,\r\nyou can perform the somatic components of spells\r\nwhile wielding weapons or shields you are proficient\r\nin, as long as you have your arcane focus on your\r\nperson.\r\n\r\n[b]CHARNEL STRIKE\r\n[br][\/b]\r\nAlso at 3rd level, when you take the Attack action\r\non your turn, you can channel your Charnel Touch\r\nthrough a weapon strike as part of the attack. When\r\nyou do so, make an attack with a melee weapon\r\ninstead of a spell attack. On a hit, the target suffers\r\nthe weapon attack\u2019s normal effects, in addition to the\r\nnecrotic damage of Charnel Touch. You can only deal\r\nnecrotic damage using this ability once per turn.\r\nAdditionally, whenever you deal damage using\r\nthis ability or a Charnel Touch attack, you gain\r\ntemporary hit points equal to the necrotic damage\r\ndealt, up to a maximum of half your total hit points.\r\n\r\n[b]EXTRA ATTACK\r\n[br][\/b]\r\nBeginning at 6th level, you can attack twice, instead\r\nof once, whenever you take the Attack action on your\r\nturn.\r\n[br]\r\nAdditionally, your melee weapon attacks score a\r\ncritical hit on a roll of 19 or 20.\r\n\r\n[b]OVERCHARGED THRALLS\r\n[br][\/b]\r\nAt the 10th level, your inner nexus of energy has\r\nspread to your thralls, turning them into your own\r\npersonal pools of spare energy when the need arises.\r\nWhen one of your thralls dies or you release it,\r\nyour Charnel Touch point pool regains a number of\r\nexpended points equal to your necromancer level.\r\n\r\n[b]LICHDOM: IMPERATOR\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nDue to your martial capabilities and incredibly\r\npotent inner nexus of necromantic power, you have\r\ntransformed into an imperator lich; an undead\r\ncreature unmatched in both arcane and combat\r\nprowess. You gain the following features in addition\r\nto the Lichdom feature:\r\n[br]\r\n[b]Completed Combat Research.[\/b] You gain\r\nproficiency in heavy armor if you did not have it\r\nalready, and gain resistance to bludgeoning, piercing,\r\nand slashing damage.\r\n[br][b]Peerless Charnel Strike.[\/b] The necrotic\r\ndamage caused by Charnel Touch ignores resistance\r\nand immunity to necrotic damage.\r\nAdditionally, you can gain any number of\r\ntemporary hit points from your Charnel Strike,\r\ninstead of a maximum of half your total hit points.\r\n\r\n[h3]Overlord[\/h3]\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\r\n[b]OVERLORD SPELLS\r\n[br][\/b]\r\nAt 3rd level, 5th, 7th, and 9th level you learn the\r\nfollowing spells, which don\u2019t count against your\r\nnumber of spells known. If you gain access to a spell\r\nthat does not appear on the necromancer spell list,\r\nthe spell is nonetheless a necromancer spell for you.\r\n[table]\r\n[tr]\r\n[th]Necromancer\r\nlevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]hold person, suggestion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]haste, slow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]compulsion, confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]dominate person, geas[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]CHARNEL BOON\r\n[br][\/b]\r\nAt 3rd level, you can grant a boon to minions by\r\nempowering them with your own potency. As a\r\nbonus action on your turn, you can expend any\r\nnumber of points from your Charnel Touch pool to\r\nempower each of your thralls within 30 feet. Until\r\nthe beginning of your next turn, the thrall gains a +1\r\nbonus to attack rolls, damage rolls, and their AC for\r\nevery 5 points expended, up to a maximum of +3.\r\n\r\n[b]DESPOTIC DISCOURSE\r\n[br][\/b]\r\nWhen you reach the 6th level, your black magic has\r\ngranted you a silver tongue, which you can use to\r\nmanipulate those around you. You gain proficiency\r\nin your choice of Deception, Intimidation, or\r\nPersuasion.\r\n[br]\r\nAdditionally, you can use your Intelligence\r\ninstead of Charisma for Charisma (Deception),\r\nCharisma (Intimidation), and Charisma (Persuasion)\r\nchecks. \r\n\r\n[b]SACRIFICIAL THRALLS\r\n[br][\/b]\r\nAt the 10th level, you can force your thralls to\r\nsacrifice themselves to ensure your own safety.\r\nWhen you are targeted by an attack, you can use\r\nyour reaction to force a thrall within 5 feet of you to\r\nbecome the new target of the attack or spell. Once\r\nyou use this ability, you can\u2019t do so until you finish a\r\nshort or long rest.\r\n\r\n[b]LICHDOM: TYRANT\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a\r\nlich. Your desire for control has warped your\r\ntransformation, turning you into a tyrant lich. Your\r\nflesh and bone rapidly decay, reducing your features\r\nto nothing more than two glowing dots beneath your\r\nhood. You gain the following features in addition to\r\nthe Lichdom feature:\r\n[br]\r\n[b]Immortal Rule.[\/b] If you drop to 0 hit points,\r\nyou can choose to possess a nearby body, instead\r\nof beginning the process of reforming at your\r\nphylactery. When you do so, choose an unconscious\r\nhumanoid or the corpse of one that has died within\r\nthe last minute that is within 100 feet of you to\r\npossess (a creature warded by a protection from evil\r\nand good or magic circle spell can\u2019t be possessed).\r\nOnce you possess a body, you control it. Your\r\ngame statistics are replaced by the statistics of the\r\ncreature, though you retain your alignment and your\r\nIntelligence, Wisdom, and Charisma scores. If the\r\nbody has 0 hit points when you possess it, its type\r\nbecomes undead and it regains 50 hit points, up to\r\nits hit point maximum. You retain the benefit of your\r\nown class features. If the target has any class levels,\r\nyou can\u2019t use any of its class features.\r\nIf you possess the body of an unconscious\r\ncreature, the creature makes a Charisma saving\r\nthrow against your spellcasting DC every 8 hours.\r\nOn a success, you are ejected from the body and\r\nbegin the process of reforming at your phylactery.\r\nYou are also ejected if the body dies or you choose to\r\nleave it as an action. You can only possess a creature\r\nonce using this ability.\r\n[br]\r\n[b]Tyrant\u2019s Influence.[\/b] You can expend 25 points\r\nfrom your Charnel Touch pool to cast the spell\r\ndominate beast without using a spell slot or spell\r\ncomponents. You can spend 30 points to cast the\r\nspell dominate person, or 60 points to cast the spell\r\ndominate monster without using a spell slot or spell\r\ncomponents.\r\n\r\n[h3]Pale Master[\/h3]\r\nNecromancers are defined by their ambition. Some\r\nwish to conquer, others to control, but all utilize their\r\nnecromantic powers as a means to an end, a way to\r\npave the way to their true ambitions. Pale masters\r\nare no different, but few have grand plans to compete\r\nwith the overlords nor dedicate themselves to the art\r\nof war as the death knights do. Rather, pale masters\r\ndedicate themselves to self-improvement and the\r\ngrowth of their powers. Pale masters range from the\r\ncurious mage\u2019s college student to the power hungry\r\nspellcaster harassing the local hamlets. With the\r\nability to embolden their spells, communicate with\r\nthe undead, reduce the bravest souls to quibbling\r\ncowards, and effortlessly command their thralls in the\r\nthick of battle; these seemingly aimless spellcasters\r\nare no less a threat than any other necromancer.\r\n\r\n[b]CHARNEL EMPOWER\r\n[br][\/b]\r\nStarting when you choose this ambition at 3rd\r\nlevel, you can empower your spells with potent\r\nnecromantic energy from your own well of magic.\r\nWhen you cast a necromancy spell of 1st level\r\nor higher which deals damage, you can expend a\r\nnumber of points up to your level + your Intelligence\r\nmodifier from your Charnel Touch point pool. When\r\nyou do so, you add necrotic damage equal to the\r\nnumber of points spent to one of the spell\u2019s targets.\r\n\r\n[b]UNDEAD EMPATHY\r\n[br][\/b]\r\nAlso at 3rd level, your command of the undead\r\naffects the will of those who aren\u2019t under your\r\ncontrol. Whenever an undead creature tries to attack\r\nyou, it must make a Wisdom saving throw against\r\nyour spell save DC. On a failed save, its attack misses\r\nand, if its Intelligence is 4 or lower, it becomes\r\nfriendly to you and your allies.\r\n[br]\r\nAdditionally, you have advantage on Charisma\r\nchecks you make against undead with Intelligence of\r\n5 or higher.\r\n\r\n[b]FRIGHTENING GAZE\r\n[br][\/b]\r\nBeginning at 6th level, you gain proficiency in the\r\nIntimidation skill, if you did not have it already.\r\nAdditionally, you can expend 10 Charnel Touch\r\npoints as a bonus action to fix your horrific gaze on\r\na creature you can see within 60 feet. This creature\r\nmust make a Wisdom saving throw against your spell\r\nsave DC or be frightened of you for 1 minute. The\r\nfrightened target can repeat the saving throw at the\r\nend of each of its turns, ending the effect on itself on\r\na success. \r\n\r\n[b]THRALL RUSH\r\n[br][\/b]\r\nBeginning at 10th level, whenever you roll initiative\r\nand are not surprised, you can command each of\r\nyour thralls to either move up to their movement\r\nspeed or attack once.\r\n\r\n[b]LICHDOM: PALE ASCENDANT\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nYour skin clings tightly to your bones, your muscles\r\nwither, and your eyes turn milky and dull. Yet,\r\nthrough the veil of weakness your body exudes\r\nunbelievable arcane power. You gain the following\r\nfeatures in addition to the Lichdom feature:\r\n[br][b]Devour Soul.[\/b] When you reduce an hostile\r\ncreature to 0 hit points, you can immediately devour\r\nthe creature\u2019s soul to refuel your horrific powers (no\r\naction required). Roll 1d8, and regain a number of\r\nexpended spell slots whose combined level is no\r\ngreater than the number rolled. You can\u2019t use this\r\nfeature again until you finish a long rest.\r\nA creature whose soul is devoured cannot\r\nbe restored to life by means other than a true\r\nresurrection or wish spell.\r\n[br]\r\n[b]Paralyzing Touch. [\/b]When you expend 20 or\r\nmore points when making a Charnel Touch attack,\r\nthe target must succeed on a Constitution saving\r\nthrow against your spell save DC or be paralyzed for\r\n1 minute. The target can repeat the saving throw at\r\nthe end of each of its turns, ending the effect on itself\r\non a success.\r\n\r\n[h3]Pharaoh[\/h3]\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 have been revived by modern necromancers,\r\nwho take on the guise of the erstwhile pharaohs.\r\nTheir magic is a hybrid of divine and arcane\r\ninfluences, the legacy of god-kings from a forgotten\r\nage.\r\n\r\n[b]PHARAOH SPELLS[\/b]\r\nAt 3rd level, 5th, 7th, and 9th level you learn the\r\nfollowing spells, which don\u2019t count against your\r\nnumber of spells known. If you gain access to a spell\r\nthat does not appear on the necromancer spell list,\r\nthe spell is nonetheless a necromancer spell for you.\r\nNew spells are marked with an asterisk.\r\n[br]\r\nAdditionally, you learn the thaumaturgy cantrip,\r\nwhich is a necromancer spell for you and does not\r\ncount against your total number of cantrips known.\r\n[table]\r\n[tr]\r\n[th]Necromancer\r\nlevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]halo of flame, lesser restoration[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]snakestaff, revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]death ward, divination[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]insect plague, greater restoration[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]CHANNEL DIVINITY\r\n[br][\/b]\r\nStarting at 3rd level, you can channel your pseudodivinity to fuel magical effects. You start with one\r\neffect: Ankh of Radiance. When you use your\r\nChannel Divinity, you choose which effect to create.\r\nYou must then finish a short or long rest to use your\r\nChannel Divinity again. Additionally, if you expend\r\n15 Charnel Touch points as an action, you can regain\r\nyour Channel Divinity.\r\n[br]\r\n[b]Ankh of Radiance.[\/b] As an action, you can\r\nbrandish your holy symbol and wreath each creature\r\nyou choose within 60 feet in a holy radiance, which\r\nlasts for one minute. Whenever a creature with a\r\nholy radiance makes an attack roll or saving throw,\r\nit can roll a d4 and add the number rolled to the\r\nattack roll or saving throw. The first time a creature\r\nwith a holy radiance takes damage, it has resistance\r\nto that damage. The holy radiance then ends for this\r\ncreature.\r\n\r\n[b]HOLY SYMBOL\r\n[br][\/b]\r\nAlso at 3rd level, you can use a holy symbol as a spell\r\nfocus for your necromancy spells.\r\n\r\n[b]MOCK DIVINITY\r\n[br][\/b]\r\nBeginning at 6th level, you can convincingly reflect\r\nthe trappings of a demigod walking the earth. You\r\ncan create the following additional effects when\r\nusing the thaumaturgy cantrip:\r\n[ul]\r\n[li]You can brighten or darken the sun or moon, affecting a 100-foot radius, for up to 1 minute. You can change darkness to dim light, or dim light to bright light, or vice-versa. Additionally, you can heighten bright light to a blazing radiance which causes disadvantage on Wisdom (Perception) checks which rely on sight, or deepen darkness to a pitch black which limits darkvision to a 30-foot radius. This deeper darkness has no effect on creatures which can see in magical darkness.[\/li]\r\n[li]At a point you can see within 100 feet, you manifest a Huge illusory avatar of a deity which mimics your movements and projects your speech in a booming voice for 1 minute.[\/li]\r\n[\/ul]\r\n[b]CHANNEL DIVINITY:[\/b]\r\n[b]SCARAB OF JUDGEMENT\r\n[br][\/b]\r\nStarting at 10th level, you can use your Channel\r\nDivinity to transfer life from the undead to the living.\r\nAs an action, you can touch an undead creature you\r\ncontrol and choose a willing humanoid you can see\r\nwithin 60 feet. The undead is destroyed and reduced\r\nto dust, and the humanoid regains hit points equal to\r\nthe undead\u2019s hit points. Once a creature regains hit\r\npoints in this way, it can\u2019t do so again until it finishes\r\na short or long rest.\r\n\r\n[b]LICHDOM: GOD-KING\r\n[br][\/b]\r\nAt 20th level, you undergo the ancient funeral rites of\r\nthe pharaohs, removing your organs and entombing\r\nyour body in a sarcophagus amongst your worldly\r\npossessions. You become the oldest and most exalted\r\ntype of lich: a god-king. You gain the following\r\nfeatures in addition to the Lichdom feature:\r\n[br]\r\n[b]Canopic Phylacteries.[\/b] Your phylactery\r\nhas also changed with your transformation. Your\r\nstomach, lungs, intestines, and liver have been\r\nremoved and placed into canopic jars. Each one has\r\na specific weakness, which you will need to discuss\r\nwith your GM, and your regeneration is only stopped\r\nwhen all four canopic jars are destroyed. When you\r\nare destroyed, you reform at your sarcophagus.\r\n[br]\r\n[b]Mummy Rot.[\/b] When you expend 20 or more\r\npoints when making a Charnel Touch attack, the\r\ntarget must succeed on a Constitution saving throw\r\nagainst your spell save DC or be cursed with mummy\r\nrot. The cursed target can\u2019t regain hit points, and its\r\nhit point maximum decreases by 10 (3d6) for every\r\n24 hours that elapse. If the curse reduces the target\u2019s\r\nhit point maximum to 0, the target dies, and its body\r\nturns to dust. The curse lasts until removed by the\r\nremove curse spell or other magic.\r\n[br]\r\n[b]Whirlwind of Sand. [\/b]As an action, you can\r\nmagically transform into a whirlwind of sand,\r\nmove up to 60 feet, and revert to your normal form.\r\nWhile in whirlwind form, you are immune to all\r\ndamage, can\u2019t be grappled, petrified, knocked prone,\r\nrestrained, or stunned. Equipment you are wearing\r\nor carrying remain in your possession.\r\n\r\n[h3]Plague Lord[\/h3]\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 that\r\npower themselves. These are known as plague lords,\r\ncommanders of vermin and disease alike. A plague\r\nlord\u2019s touch is toxic, vermin protect them from harm,\r\ncan transfer their spells through unconventional\r\nmeans, and spread their filth to their thralls. \r\n\r\n[b]CHARNEL TOXIN\r\n[br][\/b]\r\nAt 3rd level, even your touch can cause sickness.\r\nWhen you expend 10 or more points when making\r\na Charnel Touch attack, the target must succeed on a\r\nConstitution saving throw against your spell save DC\r\nor be poisoned until the beginning of your next turn.\r\n\r\n[b]VILE CONGREGATION\r\n[br][\/b]\r\nStarting at 3rd level, leagues of vermin cling to your\r\nskin and swarm over others nearby. Whenever a\r\ncreature within 5 feet of you makes an attack roll or\r\nsaving throw, you can roll 1d4 and subtract the result\r\nfrom its attack roll or saving throw. This ability has\r\nno effect on constructs and undead.\r\n\r\n[b]PROJECTILE SPEW\r\n[br][\/b]\r\nBeginning at 6th level, your own inner nexus of\r\npower has become a volatile cocktail of disease,\r\nallowing your spells to have a far greater reach. You\r\ncan reach creatures out to 15 feet with your Charnel\r\nTouch feature and spells with a range of Touch, as\r\nyou use magically imbued projectile vomit to deliver\r\nyour payload.\r\n\r\n[b]BLOATED THRALLS\r\n[br][\/b]\r\nAt the 10th level, your thralls have become hives of\r\nvermin and disease, ready to burst at any moment.\r\nWhen a thrall drops to 0 hit points or you release\r\nit, you can choose to cause it to explode in a shower\r\nof poison, gore, and vermin. Each creature within 5\r\nfeet of the thrall, other than yourself and your other\r\nthralls, must make a Dexterity saving throw against\r\nyour spell save DC. On a failed save, a creature takes\r\n4d6 poison damage and is poisoned until the start of\r\nyour next turn. A creature is not poisoned and takes\r\nhalf as much on a successful save.\r\n\r\n[b]LICHDOM: CORPULENT LICH\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nYour obsession with disease and rot has affected\r\nyour transformation: your body engorges, much like\r\na waterlogged corpse, and your skin turns a sickly\r\ngreen. You gain the following features in addition to\r\nthe Lichdom feature:\r\n[br]\r\n[b]Gore Burst.[\/b] When you drop to 0 hit points,\r\nyour body explodes in a shower of plague and\r\nnecromantic energy. Each creature in a 20-foot\r\nsphere centered on you must make a Dexterity\r\nsaving throw against your spell save DC. On a failed\r\nsave, a creature takes 5d10 necrotic damage and 5d10\r\npoison damage and is poisoned until the start of your\r\nnext turn. A creature is not poisoned and takes half\r\nas much damage on a successful save.\r\n[br]\r\n[b]Master of Disease. [\/b]When you use your\r\nCharnel Toxin ability and expend 25 or more points\r\nfrom your Charnel Touch pool, the target creature\r\nis poisoned for up to 1 minute on a failed save.\r\nAdditionally, you can also apply two of the following\r\neffects of your choice which affect the creature while\r\nit is poisoned:\r\n[ul]\r\n[li]Choose one ability score. The target has disadvantage on ability checks and saving throws made with that ability score.[\/li]\r\n[li]The creature can only see out to a radius of 10 feet.[\/li]\r\n[li]The creature falls prone at the end of each of its turns.[\/li]\r\n[li]The creature loses an additional 1d6 hit points whenever it takes damage.[\/li]\r\n[li]The creature can speak only in a babbling nonsense language while poisoned, and can\u2019t perform the verbal components of spells. At the end of each of its turns, the creature can make a Constitution saving throw against your spell save DC, ending this effect on a success.[\/li]\r\n[\/ul]\r\n\r\n[h3]Reanimator[\/h3]\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\r\n[b]SKILLED SURGEON\r\n[br][\/b]\r\nBeginning when you choose this ambition at 3rd\r\nlevel, you gain proficiency in the Medicine skill,\r\nif you did not already have it. You can use your\r\nIntelligence, instead of Wisdom, for Wisdom\r\n(Medicine) checks.\r\n\r\n[b]MAD SCIENCE\r\n[br][\/b]\r\nAt 3rd level, you can spend 10 minutes installing a\r\nmonstrous graft on one of your thralls that does not\r\nhave the Incorporeal Movement trait. Additionally,\r\nyour thralls don\u2019t lose hit points or hit dice from\r\ninstalling or removing grafts, and it takes them no\r\ntime to recover after the attachment of a new graft. \r\n\r\n[b]CHARNEL VOLTAGE\r\n[br][\/b]\r\nAt 3rd level, you supplement your necromantic\r\nenergies with arcing bolts of electricity. You can\r\nchoose to deal lightning damage with your Charnel\r\nTouch. When you expend 5 or more points when\r\nmaking a Charnel Touch attack and deal lightning\r\ndamage, you can cause the energy to arc to a second\r\ncreature within 5 feet of the target. The creature\r\nmust make a Dexterity saving throw against your\r\nspell save DC, taking lightning damage equal to half\r\nthe number of Charnel Touch points expended on a\r\nfailure.\r\n\r\n[b]LAZARUS BOLT\r\n[br][\/b]\r\nStarting at 6th level, as an action, you can drive a\r\nbolt into the torso of a creature within 5 feet of you\r\nthat has died within the last minute and shock it\r\nback to life. That creature returns to life with 1 hit\r\npoint. This feature can\u2019t return to life a creature that\r\nlacks a heart, a creature that has died of old age, or\r\na creature that is missing vital organs. Once this\r\ncreature returns to life, you can restore hit points to\r\nit using your Charnel Touch ability for 1 minute, as if\r\nthe creature were one of your thralls.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]ARCANE STITCHING\r\n[br][\/b]\r\nStarting at 10th level, you\u2019ve learned how to inscribe\r\nmagical effects on your thralls using gruesome\r\narcane stitches. You can expend 10 points from your\r\nCharnel Touch pool to apply an arcane stitch to one\r\nof your thralls in a process requiring 1 minute of\r\nwork with a needle and thread. The arcane stitch\r\nlasts until your thrall uses it, your thrall is killed, or\r\nyou use this feature again. You can apply any of the\r\nfollowing arcane stitches:\r\n[br]\r\n[b]Augmented Incision.[\/b] The thrall gains\r\nadvantage on attack rolls and ability checks until the\r\nend of its turn (no action required).\r\n[br]\r\n[b]Bulwark Backstitch.[\/b] The thrall casts shield\r\nwhen an attack would hit it.\r\n[br]\r\n[b]Fleet Threads.[\/b] The thrall\u2019s movement speed is\r\ntripled until the end of its turn (no action required).\r\n[br]\r\n[b]Searing Suture.[\/b] On a hit, the thrall deals an\r\nadditional 3d6 necrotic or lightning damage (your\r\nchoice).\r\n\r\n[b]LICHDOM: PATCHWORK GOLEM\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nThrough abominable works of alchemy and surgery,\r\nyou have constructed yourself an artificial body to\r\nact as the vessel for your soul.\r\n[br]\r\nGolem Form. Your Strength, Dexterity, and\r\nConstitution scores become 20 if they weren\u2019t already\r\nhigher, and you have resistance to bludgeoning,\r\npiercing, and slashing damage from nonmagical\r\nweapons that aren\u2019t adamantine. Additionally, you\r\ndon\u2019t lose hit points or hit dice from installing or\r\nremoving grafts, and it takes you no time to recover\r\nafter the attachment of a new graft.\r\n[br]\r\nMagic Resistance. You have advantage on\r\nsaving throws against spells and other magical\r\neffects.\r\n\r\n[b]Reaper\r\n[br][\/b]\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.\r\n\r\n[b]SHROUD OF DEATH\r\n[br][\/b]\r\nStarting when you choose this ambition at 3rd level,\r\nyou manifest a wispy cloak of darkness about your\r\nperson, which you can hide or reveal as a bonus\r\naction. While cloaked, you levitate one inch off the\r\nground and ignore nonmagical difficult terrain.\r\nAdditionally, you can walk across fluid surfaces, such\r\nas water and quicksand.\r\n\r\n[b]CHARNEL VEIL\r\n[br][\/b]\r\nAt 3rd level, you can fade from view like a specter of\r\ndeath. Whenever you expend 5 or more points when\r\nmaking a Charnel Touch attack, you can become\r\ninvisible until the start of your next turn. During this\r\ntime, you make no sound while you move.\r\n\r\n[b]UMBRAL FORM\r\n[br][\/b]\r\nBeginning at 6th level, as an action, you can sink into\r\na surface, flattening until only a shadow remains.\r\nAs a shadow, you can only move along the surfaces\r\nto which you are attached, but you gain a climbing\r\nspeed equal to your movement speed.\r\nAdditionally, while in the form of a shadow,\r\nyou can move across difficult surfaces, including\r\nceilings, without needing to make an ability check.\r\nYou can\u2019t talk or manipulate objects, and any objects\r\nyou are carrying or holding can\u2019t be dropped, used,\r\nor otherwise interacted with. You can\u2019t attack or cast\r\nspells.\r\n[br]\r\nOpportunity attacks have disadvantage against\r\nyou while you are in the form of a shadow.\r\nIf you are in darkness as a shadow, you are\r\neffectively invisible to creatures without darkvision\r\nor the ability to see in darkness.\r\nYou can end this ability as a bonus action on\r\nyour turn.\r\n\r\n[b]WRAITH FLIGHT\r\n[br][\/b]\r\nBeginning at 10th level, spirits you command move\r\nwith an unearthly speed. The flying speeds of your\r\nthralls are doubled. Additionally, when one of your\r\nthralls flies out of an enemy\u2019s reach, opportunity\r\nattacks against it have disadvantage.\r\n\r\n[b]LICHDOM: HARBINGER\r\n[br][\/b]\r\nAt 20th level, you have reached the pinnacle of\r\nnecromancy and transformed yourself into a lich.\r\nYou have become an embodiment of death itself,\r\na harbinger of the ultimate end. Clad in shadows,\r\nyou seem little more than a grim skeletal presence\r\nin a foreboding robe, a sight which all men fear to\r\nbehold.\r\n[br]\r\n[b]Death\u2019s Touch.[\/b] When you use Charnel Touch\r\nagainst a creature you can see and roll an 11 or\r\nhigher on the d20 for the spell attack roll, you hit the\r\ntarget, regardless of its AC.\r\n[br]\r\n[b]Fell Flight.[\/b] You gain a 50-foot flying speed.\r\nGrim Harvest. When you kill a humanoid\r\nusing Charnel Touch, you rip their soul from their\r\nbody, which animates as a visage under your control. ","table_data":"LEVEL | PROF. BONUS | TOTAL THRALLCR | FEATURES | CANTRIPS KNOWN | SPELLS KNOWN\r\n1st | +2 | \u2014 | Spellcasting, Charnel Touch | 4 | 2\r\n2nd | +2 | 1\/4 | Thralls, Bag of Bones | 4 | 3\r\n3rd | +2 | 1\/2 | Grave Ambition, Black Arcana | 4 | 4\r\n4th | +2 | 1\/2 | Ability Score Improvement | 5 | 5\r\n5th | +3 | 1 | Critical Spellcasting | 5 | 6\r\n6th | +3 | 1 | Grave Ambition Feature | 5 | 7\r\n7th | +3 | 1 | Enthralling Presence | 5 | 8\r\n8th | +3 | 1 | Ability Score Improvement | 5 | 9\r\n9th | +4 | 2 | \u2014 | 5 | 10\r\n10th | +4 | 2 | Grave Ambition feature | 6 | 11\r\n11th | +4 | 2 | \u2014 | 6 | 12\r\n12th | +4 | 2 | Ability Score Improvement | 6 | 12\r\n13th | +5 | 3 | \u2014 | 6 | 13\r\n14th | +5 | 3 | Critical Spellcasting improvement | 6 | 13\r\n15th | +5 | 3 | \u2014 | 6 | 14\r\n16th | +5 | 3 | Ability Score Improvement | 6 | 14\r\n17th | +6 | 4 | \u2014 | 6 | 15\r\n18th | +6 | 4 | Undying Servitude | 6 | 15\r\n19th | +6 | 4 | Ability Score Improvement | 6 | 15\r\n20th | +6 | 4 | Lichdom | 6 | 15 \r\n\r\nSpell slots\r\n[b]Necromancer level | 1ST | 2ND | 3RD | 4TH | 5TH | 6TH | 7TH | 8TH | 9TH[\/b]\r\n1st | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n2nd | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n3rd | 4 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4th | 4 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n5th | 4 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n6th | 4 | 3 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n7th | 4 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n8th | 4 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n9th | 4 | 3 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014\r\n10th | 4 | 3 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n11th | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n12th | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 |\u2014 | \u2014\r\n15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | \u2014\r\n17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1043633","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}