{"name":"Necromancer","overview":"[b]Quick Build:[\/b] You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score as your spell casting and class feature highly dependent on Intelligence, followed by your Constitution or Dexterity.","hit_dice":"1d6","hit_points_at_1st_level":"6 + Constitution modifier","hit_points_at_higher_levels":"1d6 + Constitution modifier","armor_proficiencies":"Light Armor, Medium Armor","weapon_proficiencies":"Simple Weapons","tools":"None","saving_throws":"Intelligence and Wisdom","skills":"Choose two from Arcana, History, Insight, Medicine, Perception, Persuasion and Religion","starting_equipment":"[ul]\r\n[li](A) a Quarterstaff, or (B) any simple weapon[\/li]\r\n[li](A) a Light Crossbow with 20 bolts, or (B) any simple weapon[\/li]\r\n[li](A) Leather Armor, or (B) Scale Armor[\/li]\r\n[li](A) a Priest\u2019s Pack, or (B) a Dungeoneer\u2019s Pack[\/li]\r\n[li]\u00a0A Necromantic Focus, a spellbook and two Daggers[\/li]\r\n[\/ul]\r\n","spellcasting":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]1st level slot[\/th]\r\n[th]2[\/th]\r\n[th]3[\/th]\r\n[th]4[\/th]\r\n[th]5[\/th]\r\n[th]6[\/th]\r\n[th]7[\/th]\r\n[th]8[\/th]\r\n[th]9[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]3[\/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[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/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]3[\/td]\r\n[td]3[\/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[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]4[\/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[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]4[\/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[td][\/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]4[\/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[td][\/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]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[td][\/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]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/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]9[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/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]10[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/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]11[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/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]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]5[\/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]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]5[\/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]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nFollowing Wizard available spells. Spells can only be added if it is written on the spell book. You can prepare spells after every long rest, will require at least 1 hour of preparation time. You can prepared as many spells\u00a0= Intelligence Modifier + Necromancer Level. Prepared spell must be spells that is equal or lower than your available spell slot.\r\n","class_features":"[h1]Charnel Marks[\/h1]\r\nYou have an internal reservoir of necromantic energy that you use to fuel various abilities. This energy is represented as Charnel Marks. Each ability that uses Charnel Marks describes effects that you can create when spending your Marks.\r\n\r\nThe number of Charnel Marks you have is based on your Necromancer Level, as shown on the Charnel Mark column on the Necromancer Table. The number shown for your level is our Mark maximum. Your Charnel Mark total returns to its maximum number after you finish a short or long rest. The number of Marks you posses cannot go below 0 or above your maximum.\r\n\r\n[h1]Mark Limit[\/h1]\r\nThough your power is vast and your mastery over death is absolute, it takes proper training in order to fully tap into your well of dark energy. There is a set limit to how many Charnel Marks you can spend on an ability. This limit is based on your Necromancer Level in the Mark Maximum column on the Necromancer table. For example, a 4th Level Necromancer can spend no more than 3 Charnel Marks on an ability each time you use it; now matter how many Charnel Marks they have.\r\n\r\n[h1]Mark Ability[\/h1]\r\nIntelligence is your ability score for your abilities that use your Charnel Marks. You use your intelligence modifier when setting the Saving Throw DC for an ability or when making an attack roll with one\r\n\r\nMark Save DC: 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nMark Attack Modifier: your proficiency bonus + your Intelligence modifier\r\n\r\n[h1]Skeletal Minion[\/h1]\r\nStarting when you choose the Necromancer Class at 1st level, you have learned to breathe life anew into a fallen enemy.\r\n\r\nYou may spend a Charnel Mark and target a dead humanoid, when you do so, the skeleton of the creature bursts from its meaty shell and rises to serve you, its new master as [blocklink:584116].\r\n\r\n\r\n[h1]Reaper\u2019s Grip[\/h1]\r\nWhen your reach level 2 in the Necromancer class, you have learned to siphon life from your foes to fuel yourself and your allies.\r\n\r\nAs an action, you may spend one Charnel mark and target one creature you can see within 60 feet. That creature must make a Constitution saving throw or take 1d4 + your Intelligence modifier in Necrotic damage. If the attack deals damage, you may then select a friendly creature within the ability\u2019s range and restore hit points to them equal to the damage dealt. Undead creatures created by you that are healed are instead healed as if you dealt maximum damage against your original target.\r\n\r\nYou may spend additional Charnel Marks on this ability to increase its power. For each additional Mark channeled into the casting of this ability, the damage you deal is increases by an additional 1d4.\r\n\r\n[h1]Undying Path[\/h1]\r\nAs a Necromancer gains in power, they attune themselves to a certain aspect of the dark art. This attunement leads to one of three possible specializations. At 3rd Level, you choose an Undying Path from the Dark Summoner, the Vile Apothecary, or the Hex Knight. Your Path gives you additional abilities at 3rd, 6th, 11th, 16th, and 20th levels.\r\n\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h1]Extra Attack[\/h1]\r\nWhen you reach 5th level, you may make an additional attack when taking the Attack Action.\r\nOn the other hand, you can use your Reaper\u2019s Grip ability to target 2 enemy or doing the same attack on the single enemy, and heal two allies or one ally two times, using one damage roll for both enemy targets, consuming only 1 Charnel mark.\r\nAlternatively, you can make 1 attack and take the extra action to use your Reaper's Grip (vise versa) consuming only 1 Charnel mark.\r\nEmpowered Reaper's Grip will require additional Charnel Mark for each Reaper's Grip used and MUST Empowered all Reaper's Grip used in Extra Attack.\r\nExample: If 1 normal attack with 1 Empowered Reaper's Grip increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 more for the empowered.\r\nIf using a single Reaper's Grip to target 2 enemy, and empowered it by increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 for each enemy target (including the same enemy target twice) to a total of 3 Charnel Mark.\r\n[h1]Command Undead[\/h1]\r\nWhen you reach 7th level, you gain the ability to exert your will over all undead that you see. As an action you may spend Charnel Marks equal to the Challenge Rating of the creature you are attempting to control (Minimum of 1). If you don not have enough Charnel Marks, the creature\u2019s CR is too high for your level, or if that creature passes a Charisma Saving throw, this attempt will fail. You do not expend Marks used in a failed attempt. If this attempt succeeds, you may immediately command that creature to move and take an action.\r\nAt 7th level, you may command undead up to a CR of 1, that CR increasing to 3 at level 13. At 18th level, there is no CR limit; only the Mark Limit based on your level.\r\n\r\n[h1]Bone Carapace[\/h1]\r\nWhen you reach 9th level, you learn to enhance your defenses with a bulwark of bone. As a bonus action, target a dead creature within 30 feet of you and spend one Charnel Mark. The creature\u2019s bones tear from its corpse and begin to circle around you, giving you 6 temporary hit points.\r\nYou may spend additional Marks to gain more temporary hit points. For each additional Mark spent, you may target another dead creature and gain an additional 6 temporary hit points.\r\nIf there are no dead creatures within range, you may instead destroy your Skeletal Minion to gain this benefit.\r\n\r\n[h1]Grave Immunity[\/h1]\r\nStarting at 10th Level, when you fall unconscious, you may spend one Charnel Mark on your turn to automatically pass a death saving throw.\r\nWhen you reach 14th Level, you may use your bonus action to spend one Charnel mark and target an unconscious creature within 60 feet of you, erasing one of their failed death saving throws or causing them to pass a saving throw if they have no failures.\r\n\r\n[h1]Skeletal Harvest[\/h1]\r\nWhen you reach 14th level, you no longer need to have a dead creature in range to use your abilities; your materials are summoned forth directly from the Shadowfell. For example, your Skeletal Minion now bursts from the ground as if from an unmarked grave; and your Bone Carapace now tears holes in the fabric of reality to gather bones from the land of the dead.","subclass_options":"[h1][u][b]Dark Summoner[\/b][\/u][\/h1]\r\nNecromancer that choose to specialize into a Dark Summoner learn to create more powerful forms of undead and may control more undead creatures that the other Archetypes.\r\n\r\n[h2]Army of Darkness[\/h2]\r\nStarting when you choose this path at 3rd level, you may control two skeletal minions. When you use your bonus action to command your minion, you may command all your minions.\r\n\r\n[h2]Summoning Mastery[\/h2]\r\nAlso, at 3rd level, undead creatures that you control gain extra hit points equal to your Proficiency Bonus when created.\r\n\r\n[h2]Summoning Augment I[\/h2]\r\nWhen you reach 6th level, choose two of the following modifiers to add to your skeletal minions.\r\n- Additional Servant: You may now control up to 3 Skeletal Minions\r\n- Armor Use: Skeletal minions may now wear light armor\r\n- Skeletal Mages: Summoning Skeletal Minions now costs 2 Charnel Marks and they may know the Acid Splash, Fire Bolt, Poison Spray, or Ray of Frost cantrip. They use your Mark Attack Modifier for attacks made with these spells. No matter your level, the damage dice for the cantrip never rises.\r\n- Summoning Resistance: Your Skeletal minions gain resistance to slashing and bludgeoning from non-magic weapons.\r\n- Weapon Use: Skeletal minions may now use Simple Weapons.\r\n\r\n[h2]Summoning Augment II[\/h2]\r\nWhen you reach 11th level, choose one of the following modifiers to your skeletal minions\r\n- Additional Servant: You may now control up to 3 Skeletal Minions (4 if you chose this modifier at 6th level)\r\n- Corpse Eruption: When you create your skeletal minion, creatures within 10 feet of the chosen corpse must make a Dexterity saving throw or take 4d6 necrotic damage from the corpse exploding as the skeleton comes forth\r\n- Skeletal Knight (Requires Armor or Weapon Use): Your Skeletal minions may now wield shields and martial weapons\r\n\r\n[h2]Lich Body[\/h2]\r\nAt 17th level, you gain the following benefits:\r\n- Resistance to Bludgeoning, Slashing, and Piercing damage from non-magical sources.\r\n- Instead of being damaged by necrotic damage, you are instead healed by it.\r\n\r\n[h2]Phylactery[\/h2]\r\nWhen you reach 20th level; a portion of your soul has been torn from your body and placed in a place of honor in the lands of the dead. You no longer age and do not need to eat, drink, sleep, or breathe to survive; though you may do so if you wish. If you die, there is a 50% chance that you and your equipment will vanish and reappear anywhere on the material plane that you wish 1d10 days later.\r\n\r\n[b][u][h1][b]Vile Apothecary[\/b][\/h1]\r\n[\/u][\/b]\r\nThe Vile Apothecary focuses on the utilization of the plague and other horrid diseases. They may also summon zombie minions to serve them and act as vessels for their concoctions.\r\n\r\n[h2]Poisoner\u2019s Arsenal[\/h2]\r\nStarting when you take this archetype at 3rd level, you gain proficiency with Martial Weapons and the Poisoner\u2019s Kit. In addition, you gain resistance to poison damage.\r\n\r\n[h2]Envenomed Weapon[\/h2]\r\nAlso, at 3rd level, you learn how to coat your arsenal with wicked poisons. When you hit with a melee or ranged weapon attack, you may spend Charnel Marks to deal an additional xd4 poison damage with the attack; where \u2018x\u2019 stands for how many Marks you spent.\r\n\r\n[h2]Rotting Servant[\/h2]\r\nAt 6th level, you have learned to gently coax the dead to life, allowing your minion to retain the meat on its bones. You now raise [blocklink:584117] instead of skeletal ones. When your zombie hits with an attack, you may use your Envenomed Weapon ability on that damage as well.\r\n\r\n[h2]Defile[\/h2]\r\nAt 11th level, you gain the ability to desecrate the corpses of the recently fallen with the power of your plague. As an action, you may spend Charnel Marks to target a corpse within 60 feet that has been dead for no more than a week and cause it to erupt in rot. All creatures within 20 feet of the creature must make a Constitution saving throw or take xd12 poison damage; where \u2018x\u2019 stands for the number of Marks you spent. If they pass, they take half damage.\r\n\r\n[h2]Create Abomination[\/h2]\r\nWhen you reach 17th level, you learn a dark formula for modifying your already disgusting zombie companion. Over the course of a week, you may transform your Zombie Servant into an [blocklink:584119] of blood and bone. This Abomination counts as your zombie servant and it cannot be healed by any means. Once it is destroyed, you must take the time to create another.\r\n\r\n[h2]Plague Carrier[\/h2]\r\nAt 20th Level, you have adapted to the strains of decay you cultivate and have learned to rend the measures taken by some creatures to shield themselves for rot. You are now immune to poison damage and all disease. In addition, poison damage you deal ignores resistances.\r\n\r\n[h1][b][u]Hex Knight[\/u][\/b][\/h1]\r\nUnlike other necromancers, the Hex Knight prefers to wade into the frontlines of combat, hacking and slashing with heavier weapons and armor. To augment these martial skills, they also posses an arsenal of curses to lay upon those they fight.\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with Heavy Armor, Martial Weapons, and Shields.\r\n\r\n[h2]Hexing Touch[\/h2]\r\nAlso, at 3rd level, you may spend one Charnel Mark to cast the Hex spell at 1st level. Your damage die for this spell is increased to 1d8.\r\n\r\n[h2]Undying Shield[\/h2]\r\nWhen you reach 6th level, you can divert fatal blows to your undead servants. When you take damage, you may spend 5 Charnel marks to instead divert the damage to your Skeletal minion.\r\n\r\n[h2]Cursed Existence[\/h2]\r\nAt 11th level, your presence on the field of battle heralds the doom of your foes. As an action you may spend Marks and target a number of creatures within 20 feet equal to the number of Marks Spent. Targeted creatures must make a Wisdom Saving throw or take an extra 2d8 necrotic damage when they next take damage from any source.\r\n\r\n[h2]Sustained by Death[\/h2]\r\nAt 17th level, you become a machine of war, the blood of your cursed enemies fueling your rampages. When a creature takes damage from your Hexing Touch or Cursed Existence features, you regain hit points equal to the damage dealt\r\n\r\n[h2]Ossuary Avatar[\/h2]\r\nAt 20th level, the Hex Knight become an unstoppable force, tearing bones from his enemies as he wades into battle. When you have temporary hit points from the Bone Carapace ability, you gain resistance to all types of damage except for Psychic and Non-Magical Slashing, Piercing, and Bludgeoning damage. Also, when you reduce a creature to zero hit points, you may immediately target that creature with Bone Carapace.","table_data":"Level | Proficiency Bonus | Charnel Marks | Mark Limit | Features\r\n1 | +2 | 1 | 1 | Charnel Marks, Skeletal Minion\r\n2 | +2 | 2 | 2 | Reaper's Grip\r\n3 | +2 | 3 | 3 | Undying Path\r\n4 | +2 | 4 | 3 | Ability Score Improvement\r\n5 | +3 | 5 | 5 | Extra Attack\r\n6 | +3 | 6 | 5 | Path Feature\r\n7 | +3 | 7 | 6 | Command Undead (CR 1)\r\n8 | +3 | 8 | 6 | Ability Score Improvement\r\n9 | +4 | 9 | 7 | Bone Carapace\r\n10 | +4 | 10 | 7 | Grave Immunity (Self)\r\n11 | +4 | 10 | 7 | Path Feature\r\n12 | +4 | 12 | 8 | Ability Score Improvement\r\n13 | +5 | 13 | 8 | Command Undead (CR 3)\r\n14 | +6 | 14 | 8 | Skeletal Harvest\r\n15 | +5 | 15 | 9 | Grave Immunity (Others)\r\n16 | +5 | 16 | 9 | Ability Score Improvement\r\n17 | +6 | 17 | 9 | Path Feature\r\n18 | +6 | 18 | 10 | Command Mastery\r\n19 | +6 | 19 | 10 | Ability Score Improvement\r\n20 | +6 | 20 | 10 | Path Feature","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"584073","world":"89e0dd74-fffe-4bd6-a579-d3ad616891d3","folder":"3630"}