Spell save DC = 8 + your proficiency bonus + your Charisma Modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier \columnbreak #### Ritual Casting You can cast a necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your necromancer spells ### Life Tap Starting at 1st level, you touch can siphon the life force of others to bolster your own. As an action you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier (minimum one) and regain all uses at the end of a long rest. \pagebreak ### Necromancer Path At 2nd level, you choose a path which specializes you in your dealings with death: Keeper, Lich, Reaper, Siphoner, and Undertaker each of which is detailed at the end of the class description. Your occult grants you features when you choose it at 2nd level and additional features at 4th, 6th, 10th, 14, and 20th level. ### Spontaneous Unburial Beginning at 3rd level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast *Animate Dead*, at 4th level, as an action a number of times equal to your half your necromancer level rounded down (minimum once). You do not require a corpse or pile of bones to target; the skeleton or zombie will claw its way up from underground and acts on its next turn. You regain all uses at the end of a long rest. This spell does not count against your number of prepared spells. ### Ability Score Increase When 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't increase an ability score above 20 using this feature. ### The Price of Power At 5th level, you can sacrifice your life force to augment your attacks. When you use the attack action with a melee weapon you are proficient with you may deal 1d6 necrotic damage to yourself, ignoring resistances and immunities, and add twice that amount to your damage roll. The damage increases by 1d6 when you reach 10th level (2d6), 15th level (3d6). ### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Fueled Casting At 7th level, you've figured out how to extract magical energy from your risen dead. As an action you can kill any number of your minions and regain an expended spell slot of level equal to the number of minions you killed. You may use this feature a number of times equal to your Charisma modifier and regain all uses after a long rest. ### Macabre Beginning at 10th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint.The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions. \columnbreak ___ > ## Zombie Minion > *Medium undead, neutral evil* > ___ > - **Armor Class** 8 > - **Hit Points** 15 (3d8 + 3) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3) >___ >- **Saving Throws** WIS +0 >- **Damage Immunities** Poison >- **Condition Immunities** Poisoned >- **Senses** Darkvision 60 ft., Passive Perception 8 >- **Languages** understands the languages it knew in life but can't speak >- **Challenge** 1/4 (50 XP >___ > >***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead > ### Actions > ***Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) Bludgeoning damage. ___ > ## Skeleton Minion >*Medium undead, lawful evil* >___ >- **Armor Class** 13 (Armor Scraps) >- **Hit Points** 10 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|15 (+2)|6 (-2)|8 (-1)|5 (-3) >___ >- **Damage Vulnerabilities** Bludgeoning >- **Damage immunities** Poison >- **Condition Immunities** Exhaustion, Poisoned >- **Senses** Darkvision 60 ft., Passive Perception 9 >- **Languages** Understands all languages it knew in life but cant speek >- **Challenge** 1/4 (50xp) >___ >### Actions >***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one targe. *Hit:* 5 (1d6 + 2) piercing damage. \pagebreak ### Soul Harvest Starting at 14rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if a creature has died within 15 ft. of you or a minion you control, you gain hit points equal to your necromancer level for each creature that died. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received. ### Corpse Explosion Starting at 18th level, the area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest. ## Nercomancer Paths ### Keeper Your study of death has allowed you some insights into the essence of life. Keepers study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve. #### Expanded Intellect Beginning at 2th level, your studies of death and undeath have opened up new possibilities for you. You add the following spells to your necromancer spell list: *Cure Wounds*, *Lesser Restoration*, *Beacon of Hope*, *Death Ward*, *Greater Restoration*, and *Mass Heal*. #### Show and Tell Starting at 4th level, you now have the ability to raise the dead with more vitality, making them seem more life-like. Whenever you raise a minion it gains the ability to speak simple words and sentences as well as the ability to do more complex tasks. \columnbreak