Level
9th
Casting Time
1 Special Ritual
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

When you cast this spell neither you nor the necromancers helping need food or drink and after the three days have passed the necromancers die and you ascend to a deathlord. your body experiences the following changes:

Hit Die Increase 

your hit die becomes a d12

Proficency  

you gain proficency with heavy armor and martial weapons

Ability Score Increase

your strength and intellegence increase by 3 

Size

your size increases to large

Alighnment 

your alighnment has a 75 percent chance to become chaotic evil. your eyes glow with a color that corresponds with your alighnment 

LG: silver NG: light green CG: dark green

LN: blue NG: yellow CN: purple

LE: orange NE: ember CE: blood red

Speed. You keep the ones you had, and gain fly 20 ft. unless you already had something better.

AC your armor class becomes 20 +3 +Your strength modifier +Your intellegence modifier.

Darkvision You can see in darkness and magical darkness as if it was dim light up to 60 ft. If you already had darkvision, give it an additional 30 ft. range instead.

Damage Immunities. Necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks.

Sunlight Weakness. While in sunlight, you have disadvantage on attack rolls and Wisdom throws that rely on sight.

Undead Nature. You do not need to eat, drink, breathe, or sleep.

Necromantic Lord

you are a master of the Dark Arts and with that power you can raise armies from a unknown plane of undead. as an action you can spend your hit dice to summon undead monsters to do your bidding for 30 days at a time you can use this feature after 24 hours.

1 hit die = 150 zombie/skeletons

2 hit die = 75 wraiths

3 hit die = 25 wights

4 hit die = 15 death knights

5 hit die = 5 liches

6 hit die = 1 ancient dracolich of a type you choose

Legendary Resistance 3/day if you fail a saving throw you can choose to succeed instead.

Death Incarnate. While in dim light or darkness, you have resistance to all damage that isn't force, psychic or radiant.

Night Lord

as an action you can use your powers to shroud the land within 5 miles of you in darkness giving you and your undead advantage on all saving throws.

Soul Ripper

when you kill and enemy with the sword you used as an material component you can rend their soul from their body and put them under the effect of the soul trap spell (xanathars guide to everything)

If the ritual is disrupted, you take 10d8 necrotic damage and you can try again after 1 year has passed. 

 

 

* - (A living sacrifice, a suit of pitch black +3 adamantium armor, six lvl 15 School of Necromancy wizards (alive), a specially prepared ritual circle made of demon ichor infused with gold worth 1000 gp, and a black +3 adamantium sword.)

Available For: Wizard (Legacy) - School of Necromancy (Legacy) Warlock (Legacy) - The Undying

AresGodOfWar

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