Base Class: Wizard
Argul, a mortal turned deity when the secrets of death were uncovered by him. Ever since he had turned an entire planet into his celestial god-palace, by making every creature there undead and under his control; permanently. Argul had become a deity of worship for many necromancers wish to obtain even a fragment of his power. Luckily, many scrolls, grimoires, articles, and magic items were left by Argul within the realm of mortals; knowledge of his prior research on the attributes of life and death, and how to manipulate them at a scale tenfold. He learned that to truly become a dealer of the dead, you must abandon any and every other school of magic besides necromancy. Necromancy must become your sole purpose and way of survival. Only then, may you unlock the secrets of the power of life. Hence, founded the Cult of Argul, where wizards abandoned their studies in the School of Necromancy, and instead started becoming Scholars of Argul; for greater strength than the measly 'School of Necromancy'.
You gain the ability to use any and all 'Necromancy' cantrips and spells regardless of class requirements, all treated as though it were apart of your class spell list. However, in compensation, you cannot use any other school of magic besides necromancy for all of your spells.
A True Necromancer
Starting at 2nd level, when you first gain this arcane tradition; If you have spells that are in a separate school of magic than necromancy, then replace them with necromancy spells, this includes cantrips. You gain access to 'Argul's Spells of Necromancy' along with every other class spell list, however only the necromancy spells. And they are all considered as your class spell list.
Deals with the Dead
Starting at 6th level, Undead minions that you control have +1 AC, +1 to roll and attack and +1 to every attribute score. All these numbers increase by 1 at 10th, 16th, and 20th level.
Master of Necromancy
starting at 10th level, All Necromancy spells besides Necromancy spells that refer to 'Argul' have their casting time and Material component requirements halved.
A Necromancer's Way of Survival
Starting at 14th level, You can explode up to 3 undead minions that you control, dealing 1d4 force and 1d4 necrotic damage to creature within 5ft of it, as well as gain a number of hit points equal to the hit points the minion had per minion exploded. This can only be done twice per long rest, the number of times you can cast this spell between long rests increases by 1 at 17th, 19th and 20th level.
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