Base Class: Warlock
Warriors, said to strike down mighty dragons with their swords. Wizards, said to restore balance with their spells. Paladins, said to be the god’s messengers themselves. Necromancers, said to be able to bring the dead back. Necromancers are regarded as fools following the dark arts to their ends, but they are wielders of immense power.
Basic necromancy
Choose one basic necromancy option.
Drain life
Once creature that you choose takes 10d4 necrotic damage and you gain health equal to the amount of damage they took. This can be used by expending one 1st level spell slot.
Summon skeleton
You call witchcraft to a non-animate pile of bones and it animates, becoming a skeleton or if the bones were not humanoid, it’s statblock becomes the creature that it previously was. The creature stays animated for an hour, you can keep the creature animated for longer by expending a spell slot, which increases it’s animation time by that spell slot’s level. Once this ends the bones crumble into dust and cannot be reanimated.
Uncanny presence
If any creature if within 50ft of you for more than 5 minutes or they make direct eye contact with you they become frighyened for the time that they are within the radius. During their turns while they are frightened, they must take only dash actions to leave the area. The effect does not happen if the creature/person has a higher level/challenge rating than your level.
Dread eyes
Once per short rest, you can cast the spell eyebite without expending a spell slot, using this counts as a bonus action.
Summon undead
Once per short rest, you can call upon the dark arts of necromancy to summon an undead servant, the servant has the skeleton stat block and lasts until destroyed. The use of this multiple times doesn't replace the servant but summons another. The undead counts as a familiar.
Necrosis imbue
Your strikes are magical and imbued with the power of death, your weapon attacks deal an extra 1d20 necrotic damage and if your health is higher than the target's, they are frightened and must spend their turns dealing as much harm to themselves as possible.
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