{"name":"Necromancer","overview":"A misunderstood genius putting old parts together to form a new and beautiful creation. A bounty hunter slinging blades of blood at a target. A man using hordes of zombies to do his bidding. What do all these people have in common? They're using the school of magic that resurrects and redirects the flow of life. Necromancy. There are many paths and philosophies that necromancers may take, and it's not for everyone, but one misconception that's often spread ignorantly is that there's something wrong, or even evil about it. This is false. Many necromancers will take up the craft to save something they care about, or simply to study the intricacies and philosophy of unlife. ","hitdice":"d8","hitpointsfirstlevel":"8 + con","hitpointsathigherlevels":"nd8 + con","armorproficiencies":"Light","weaponproficiences":"Simple, martial","tools":"Stitcher's tools, blood kit, decrepit bones ","savingthrows":"Intelligence, dexterity","skills":"Arcana, history, nature, medicine, perception ","equipment":"Your choice of\r\n\r\n[ul]\r\n[li]Stitcher's tools[\/li]\r\n[li]Blood kit[\/li]\r\n[li]Decrepit bones[\/li]\r\n[\/ul]\r\nStitcher's tools include a sketchbook\/notepad for detailed anatomy sketches and notes, as well as a set of needles and thread for stitching. Grants proficiency to stitching related checks.\r\n\r\nBlood kit contains various vials and syringes for storing one's blood for spell purposes. Grant a bonus 5 hit points per day for hemomancy spells. (Does not contribute to health total)\r\n\r\nDecrepit bones are a small bag of bones that almost hum with old, dangerous power. Grant proficiency to intimidate checks.","spellcasting":"[h3]A necromancer,[\/h3]\r\nno matter what path, uses magic essentially in the same way. The natural course of life is like a river, and a necromancer stands next to this river like anyone else. The difference, however, is that they are aware of this river. They use their knowledge of the river and its flow to direct its course, like placing a log or a boulder in it. Intelligence is the preferred modifier for spellcasting","features":"\r\n[table]\r\n[tr]\r\n[th][h1]Level[\/h1]\r\n[\/th]\r\n[th]Prof. Bonus[\/th]\r\n[th]Abilities[\/th]\r\n[th]Cantrip[\/th]\r\n[th]1[\/th]\r\n[th]2[\/th]\r\n[th]3[\/th]\r\n[th]4[\/th]\r\n[th]5[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]+2[\/td]\r\n[td]Master's will[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]+2[\/td]\r\n[td]Necromantic surge[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[td]Path choice, Macabre seance[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[td]Read the bones[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[td]Death's majesty[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]+3[\/td]\r\n[td]Lich mirror, path ability[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]+3[\/td]\r\n[td][\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]+3[\/td]\r\n[td][\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]+4[\/td]\r\n[td]Macabre seance 2\/day[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]+4[\/td]\r\n[td]Necromantic prowess, path ability[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]+4[\/td]\r\n[td][\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]+4[\/td]\r\n[td][\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]+5[\/td]\r\n[td]Rend the veil, path ability[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]+5[\/td]\r\n[td][\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]+5[\/td]\r\n[td]Macabre seance 3\/day[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]+5[\/td]\r\n[td]Bursting with unlife[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]+6[\/td]\r\n[td][\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]+6[\/td]\r\n[td]Undead kinship[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]+6[\/td]\r\n[td][\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]+6[\/td]\r\n[td]Necromantic mastery[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Masters will[\/h3]\r\nYou have a tight connection with your creations, which grants your proficiency bonus to all wisdom checks taken by undead under your control\r\n\r\n[h3]Necromantic surge[\/h3]\r\nYou may burn spell slots to surge your necromantic powers. Heal 1d8 per spell level to any 1 zombie\r\n\r\n[h3]Subclass choice[\/h3]\r\nChoose a specialty in necromancy depending on your philosophy.\r\n\r\n[h3]Macabre seance[\/h3]\r\nCost: 3 bodies per spell level or 25 GP per spell level\r\nTime: 10 minutes\r\nYou may perform a special dark ritual using materials and the cycle of life of and death\r\nCast a spell with a ritual tag. When you do, gain a benefit:\r\nYou count as bloodied for the spell\r\nIf it makes a zombie it makes an additional of the same kind\r\nZombies raised by this spell gain a proficiency bonus to ac and damage die upgrade\r\nOr, at 13th level, instead you may cast spells otherwise inaccessible due to spell level\r\n\r\n[h3]Read the bones[\/h3]\r\nSpeak with dead as a cantrip\r\n\r\n[h3]Death's majesty[\/h3]\r\nOnce per long rest, select undead less than or equal to your proficiency bonus, if they fail a will save, they act as if charmed for 24 hours, alternatively create undead with cr less than or equal to half your proficiency. No corpses are required for the creation. \r\n\r\n\r\n[h3]Lich mirror[\/h3]\r\nOnce per long rest, if you would reach 0 or lower hit points, make an undead fortitude roll instead.\r\n[h3]\r\nNecromantic prowess[\/h3]\r\nDirecting zombies is growing easier, you now can direct a movement and action in one bonus action. \r\n\r\n[h3]Rend the veil[\/h3]\r\nYour connection to the forces of unlife allow you to cast necromancy spells you would otherwise not have access to using macabre seance\r\n\r\n[h3]Bursting with unlife[\/h3]\r\nAll zombies you create have their maximum hit points increased by class level.\r\n\r\n[h3]Undead kinship[\/h3]\r\nGain immunities of undead as well as your zombies gaining your intelligence bonus to damage rolls\r\n\r\n[h3]Necromantic mastery[\/h3]\r\nDirecting zombies becomes a free action, and Macabre seance becomes 1 minute instead of ten, and you no longer have to renew control over zombies you created","subclasses":"Each path of necromancy has a drastically different philosophy that influences their view on undead.\r\n[h1]Stitcher[\/h1]\r\nThe stitcher's philosophy is that necromancy is a path to new life, and that is displayed in the intricate. meticulous stitch work and their semi intelligent, permanent creations. Their companions are the peak of their work, always being improved on. A stitcher's companion is many things. A showcase of the extent of their skill, a protector, sometimes even their most trusted friend. A stitcher's companion is sentient, stronger than the average zombie, and is constantly being improved as their master learns.\r\n\r\n3rd level\r\nUndead companion -con is based on proficiency bonus, refer to undead companion sheet for corresponding progression and creation info.\r\nNecromantic surge effect:\r\nHealth given to any single target is now a d12 unless it's your companion, in which case it becomes 2d6.\r\n\r\n6th level\r\nYour companion gains advantage on all spell saves when within 50 feet of you\r\n\r\n10th level\r\nEach time a spell is cast your companion gains class lvl+spell lvl temporary hp 1\/short rest at 10, 2 at 14th and 3 at 17th.\r\n\r\n13th level\r\nRedirect more fully the stream of life, granting your undead companion regeneration 20 and resistance to all for up to 1 minute [concentration] 1 per short rest at 13, 2 at 15, 3 at 17, and 4 at 20\r\n\r\n[h3]The three paths[\/h3]\r\nEven within the ranks of stitchers, there are different views on what a companion should be like. Representing bravery and strength is the Sunmarcher. Representing swiftness and grace is the Moonrunner. And last but not least, the Deadlight, representing leadership and unity. Each path is a facet that a stitcher will perfect over a lifetime, or maybe even a few.\r\n[h2]Sunmarcher[\/h2]\r\nOn use of Necromatic surge, light bursts forth, shedding 30 feet of intense light and 30 of dim in a radius around the user, causing a blast of radiant damage within 5 feet. 1d4+proficiency bonus.\r\n\r\nConverts the base blast into a 10 foot blast, 20 foot cone, or 40 foot ray of radiant damage 1d4 + proficiency\r\n\r\nChange the text of undead fortitude to \"if your zombies health would reach 0 or lower, instead roll a save equal to damage taken minus double your proficiency bonus, if succeeded, zombie instead has 1 health\"\r\n\r\nConsuming your zombies bonus action, deal int+half class in radiant damage in a 5 foot radius as you create a brilliant light\r\n[h2]Moonrunner[\/h2]\r\nOn use of necromantic surge, teleport 10 feet plus 5 for every additional slot used\r\n\r\nIf you choose to teleport your creation next to a target, it gains a free attack\r\n\r\nGain a permanent +10 to movement and gain disengage as a bonus action\r\n\r\nGain Flicker strike - your zombie feints then teleports into a different attack. Once per attack action (not roll), roll a bluff check, if the roll is higher than enemy ac, the next attack is a guaranteed hit, and remove reactions.\r\n\r\n[h2]Deadlight[\/h2]\r\nOn use of necromantic surge, increase crit range to 19-20 and gain temporary hp 1d4 + proficiency per spell level for 1 minute in an aura of 5 feet\r\n\r\nAura becomes either 10 feet radius or 5 feet with either proficiency added to attack rolls or half proficiency added to ac\r\n\r\nPermanent aura drops proficiency bonus from attack and shifts to new spot, range is 30 feet and up to 5 zombies supported, user included.\r\nAura of the vigilant: half prof to both attack and damage\r\nAura of the defender: full prof to ac\r\nAura of the conqueror: full prof to dmg\r\n\r\nBased on which path chosen before, gain one of three abilities.\r\nVigilance- attack of opportunity range is extended to 10 feet\r\nDefender- Zombies in a 10 foot radius share a health pool\r\nConqueror- all enemies that see a zombie under your control within 50 feet must succeed a wisdom saving throw of 8 plus pro plus intelligence modifier or be frightened for 1 minute. On a success, enemy is immune to this effect for 24 hours. \r\n\r\n[h1]Ghoulcaller[\/h1]\r\nThe ghoulcaller is the classical idea of a necromancer, raising dozens of undead, using them as tools. A ghoulcaller stands aside and lets his creations do the work, and sheds no tears over one dying.\r\n3rd level\r\nNecromantic surge effect:\r\nInstant health can be distributed between any controlled undead. Distributed health is d12s instead of d8s and you add your proficiency bonus to the roll\r\nYou may sacrifice a number of zombies equal to your proficiency to buff a cantrip with an extra damage die per zombie\r\n\r\n6th level\r\nReplace the text \"half proficiency\" with full proficiency in death's majesty, but you may not spend more than half your cr on a single creature\r\n\r\n10th level\r\nWhenever you would create undead with a spell, add half your proficiency to the total cr of the raised number of creatures\r\n\r\n13th level\r\nFor up to one minute Create 20 foot radius of damaging aura 2d6 at both beginning and end of turn, and grasping hands attempt to grapple every 5 feet, [8+int+prof].\r\n\r\n\r\n\r\n[h1]Hemomancer[\/h1]\r\nA hemomancer is purely ambitious. Even the most pure hearted hemomancer is extremely ambitious. Much like warlocks, they pursue the magic for power. Blood is what they use, and if you control blood, you control everything. Their view on undead is somewhere between the two others, they view undead as a source of life for themselves.\r\n\r\nCrimson blade- you may create a melee weapon of your choice out of your blood. Changing the weapon is a bonus action, and each time you would create or change your weapon, deal 1d4 for a light 1d6 for a medium, and 1d8 for a two handed damage to yourself. When bloodied, they count as a plus one weapon and crit on a 19 or 20.\r\n\r\nproficiency in medium armor\r\n\r\n\r\n6th level\r\nYou may sacrifice an amount of undead equal to or less than your proficiency bonus, gain back half of their current hp as your own once per short rest.\r\n\r\nYou may cast a spell as a bonus action and channel it through your crimson blades, and on hit you may make an additional attack\r\n\r\n10th level\r\nIf bloodied, crimson blade gains lifelink and counts as a plus two weapon that adds 1d4 neurotic damage on hit\r\n\r\n13th level\r\nYou gain such control over blood you may shunt hit points equal to your necromancer level between you and any controlled undead each turn","tabledata":"","tags":"Necromancer, class","isShared":"on","templateId":"25","blockId":"747384","world":"d008029a-16b4-4e06-83c1-e7f6ef46f1aa","folder":""}