Base Class: Sorcerer
Animators are necromantic sorcerers with a strong bloodline. They are more likely to breed true than other sorcerer bloodlines and often gather in more tolerant lawful cultures to protect themselves and their children. Their abilities are well suited for fighting undead and tolerant cultures often treats them more like heroes than monsters. Sometimes the first indication of their power is when a beloved pet spontaneously animates as a zombie and returns to a young child, creating a traumatic backstory. Finally they tend to form Associations to encourage new animators to obey the laws of their country and ensure their continued acceptance.
Undeath Defense
You have advantage against all save caused by the presence or action, Bonus Actions, or Reactions of Undead creatures.
In addition, you gain access to several spells, as you gain in level. These are always known and may never be changed.
1 : False Life, Protection from Evil and Good
3: Gentle Repose, Healing Spirit
5: Animate Dead, Revivify
7: Death Ward, Shadow of Moil
9: Negative Energy Flood, Raise Dead
Death Sense
Animators feel uneasy whenever any undead creatures are within 100 ft of them. This requires no action on their part. If they spend a Bonus Action to focus on a visible creature, they can make a Religion Wisdom check to tell if it is undead, and what type. The DM should roll, so they do not know if failure is due to a low roll or if the subject is not undead. DC is 10 + the creature's CR to detect Undead. If they beat the CR by 5, they know the type of undead.
Blood Bond
When any undead consumes any flesh of the Animator (including blood served in a cup or any bite attack), they gain certain abilities but become susceptible to control by the Animator. They are considered Blood Bonded from that point on, until someone casts Remove Curse or similar spell on them.
Your flesh smells off so if others are around, undead will prefer to attack them rather than you. An Arcana (Intelligence) check DC 15 will allow intelligent undead to realize that you are an Animator and there is specific danger in consuming your blood and/or flesh. But you may convince one to do so willingly in order to heal them.
After consumption, the undead is healed of 1d6+1 for every 1 pt of damage done to the Animator when the flesh/blood was taken. The undead regains all memories from it's original life, and if it is healed by at least 10 pts it's appearance becomes that of a living creature (though it's clothing and scent remains unchanged). A bath can fix the scent and new clothing may be offered. The memories and appearance slowly fade over 24 hours, though it remains Bonded unless a Remove Curse is cast on the undead. Typically when but an hour is left of the 24 hours, it looks like a dying humanoid. A mindless undead does not regain free will, a bonded zombie will still be a mindless slave, though it can be ordered to reveal secrets from it's past. You may of course feed undead again when it's appearance begins to fade.
An Animator can attempt to control any undead that is Blood Bonded to them. No action is required, just a verbal command. The undead may (if they choose) make a Wisdom saving throw against your spell DC each round you give such a verbal command. This is not a charm effect, and being immune to charm does not help. If they successfully resist a command, you may try again ONE more time - with disadvantage. A second success means you cannot give the same or similar command for a day. On a failed save, the target must obey the verbal commands you give that round. A target always makes a save if it would move them into an obviously deadly hazard, such as a sunlight, fire or jump off a cliff, but it will accept dangerous orders such as attacking their own allies.
In addition, the Animator can, as a bonus action, designate any single Bonded undead whose CR is less than their level as their familiar, allowing the communication within 100 ft, seeing through it's eyes, and casting touch spells from it. They do not gain a pocket dimension or full control, just sight, telepathy, and touch spells. The Animator may only have one familiar at a time, so using this Designation instantly ends any previous designation upon other undead and also dismisses any normal Familiar from the Find Familiar spell or the Warlock Pact of the Chain.
Necrotic Evasion
- You gain resistance to all Psychic and Necrotic damage.
- If you make a save against any Necromancy spell, it does not affect you at all (Evasion).
- You are immune to environmental necrotic effects, allowing you to live on any location filled with necrotic energy (Shadowfell) without any ill effects (such as madness or despair.)
At Home in Death
While not in bright light, you gain the ability to create a Gate to the plane of Shadowfell (or back to the location on whatever plane you last used this ability) once per long rest.
Using this ability does not require a Material component, but otherwise functions as per the spell.
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