Base Class: Cleric
As a cleric of Rathma, you receive powerful summoning skills to command the undead, and gain access to some shadow magic as well to help you enforce the balance between life and death. Clerics of Rathma tend to get tasked with hunting down liches and other undead, as well as those who would withhold souls from traveling to the afterlife.
Level 3: Book of the Dead
This book allows you to use spell slots to summon undead servants. The 3 summon types are Warriors, Mages, and Golems. Summoned Minions stay active until you take a long rest, regenerate after 1 minute if killed, and can be directed to move and attack telepathically or verbally using an action. When not directed, the Minions follow you and focus on protecting you, only attacking enemies within 30 feet of you during combat.
Warriors may be summoned with 1st and 2nd level spell slots, Mages may be summoned with 3rd and 4th level spell slots, and Golems may be summoned with 5th level spell slots. You may use up to a 5th level spell slot to summon any minion type, with the number of minions summoned increasing by 1 for each level of spell slot used above the minimum for that type. Additionally, you may have a maximum of 6 warriors, 5 mages, and 1 golem summoned at any time. Summoning Minions takes 10 minutes, after which you expend spell slots equivalent to the number and type of Minions summoned.
Warriors: skeletal warriors wielding 2-handed scythes. Warriors have 8hp, 15 ac, and 30ft walking speed. They can make 1 melee attack per action, using your spell attack modifier and dealing 2d6 magical Slashing damage on a hit. Warriors are size Medium
Mages: skeletal mages that hover just above the ground and cast shadow bolts from an orb they carry. Mages have 24hp, 13 ac, and 30ft flying speed. They can make 1 ranged attack per action with a range of 60ft, using your spell attack modifier, and deal 3d8 necrotic damage on a hit. Mages are size Medium.
Golems: a towering golem pieced together from bones, bits of metal, and held together by tendons and flesh. Golems have 80hp, 18 ac, and 25ft walking speed. They can make 2 melee attacks per action using your spell attack modifier, and deal 8d8 magical bludgeoning damage per hit. Additionally, while you have an active golem, you have resistance to all non-magical damage. The golem is size Large.
At higher levels: the health of each of your minions increase by 8 for each level you gain after learning to summon them. Additionally, the damage of your warriors increases to 3d8 at level 9, the damage of your mages increases to 8d6 at level 13, and the damage of your golem increases to 8d12 at level 17.
Level 3: Channel Divinity: Skeletal Priest
You can use a magic action and expend a use of your channel divinity to raise your holy symbol, summoning a skeletal priest to buff your Minions. For 1 minute, all of your Minions are under the effects of the Bless and Shield of Faith spells, and heal for 15hp per turn.
Level 6: Empowered Dead
Starting at level 6, whenever one of your minions defeats an enemy in combat, your other Minions gain advantage on attack rolls until the end of your turn. Additionally, you gain passive benefits if you choose to have none of a certain minion type summoned, and thus considered "sacrificed".
Sacrificing Warriors grants you and your other Minions +2 AC.
Sacrificing Mages grants you and your other Minions two additional damage dice on critical hits.
Sacrificing Golems allows you and your other Minions to score a critical hit on a natural 19 or 20.
Level 17: Master Necromancer
Your Mastery of summoning removes some of the limitations on summoning. You may now have a maximum of 12 mages at once, or a maximum of 3 golems, and may use spell slots above 5th level to do so.
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