Base Class: Wizard
Necromancers that have a hard time to find bodies to practice their magic, are choosing to get some trying so they can create their own… materials. They experiment with necromancy to lead deadly strikes towards their opponents, and they raise them instantly after they are slayed. Those necromancers are both masters of the blade and the arcane.
In the world of Amvior, these mages are of a secretive order which is part of the cult of Erebus, a necromancer unseen by anyone. They work to increase their number of undead and they usually opperate in the city of Coralbathe where their magic isn't prohibited by law.
Bonus Proficiencies
When you choose this school at 2nd level you gain proficiency with two of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Sleight of Hand, and Stealth.
Acrobatics
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Athletics
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt midjump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Deception
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Insight
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Intimidation
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Trained to Kill
You gain proficiency with light armor, as well as simple weapons, rapiers, and shortswords. You also gain proficiency with thieves’ tools and disguise kits.
Necrotic Harvest
Beginning at 2nd level, you know how to harvest necromantic majicks to imbue in your spells or weapons, leading deadly strikes to your opponents. Once per turn, you can deal an extra 1d6 necrotic damage to one creature by expending a spell slot of 1st level or higher. For each spell level higher than 1st you can add 1d6 to the necrotic damage. The attack must be a range or melee spell attack, or must be with a finesse or range weapon.
Rise of the Slain
At 6th level, if a humanoid that is Small or Medium size dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with an amount of hit points equal to 1d6 + your Intelligence modifier. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which it collapses and dies, or you could use the Animate Dead spell to reassert control over it, preserving it for the duration of the spell, after which it is treated as created by the spell.
In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, unless you use the Animate Dead spell to reassert control over, after which it behaves as described in the spell.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after you finish a long rest.
Arcane Assassination
Starting at 10th level, you are at your deadliest when you cast a spell or make an attack out of the blue, when your target expects it the least. You have advantage on attack rolls against any creature that hasn’t taken a turn yet. Also, if a creature that hasn’t taken a turn yet is within the area of effect or it is targeted by one of your spells that requires a saving throw, they make that saving throw with disadvantage.
In addition, any hit you score against a surprised creature is a critical hit and they automatically fail saving throws against your spells.
Finally, when you use this feature you can use your Necrotic Harvest ability as if you were using a 5th level spell slot, without expending the spell slot and ignoring the one creature restriction. You can not expend a spell slot to add your Necrotic Harvest damage twice though.
Necrotic Strike
Starting at 14th level, you become a master of instant death by utilizing your arcane magic. When you attack a surprised creature, or when a surprised creature fails a saving throw against one of your spells that deals damage, it makes a Constitution saving throw against your spell save DC. On a failed save, double the damage of your attack or spell against the creature.
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