TBD
The art of necromancy grants its practitioners the power to harness Willpower and breathe life into the inert remains of corpses, forging these once-lifeless husks into obedient undead minions that fight on their behalf.
Necromancers, given a fresh supply of corpses and the knowledge of their craft, possess the capability to assemble their own macabre army of undead warriors, each ready to engage in combat under their command. Through the mastery of necromancy, the line between life and death blurs, and the minions created become formidable instruments of the necromancer's will.
You learn the Raise Undead ritual when becoming a Necromancer.
Your Power for Necromancy abilities is calculated as your Intelligence + level.
Action points: 60 (1 Minute) // Willpower Points: 8
Range: Touch // Duration: Until Dismissed
Componenets: A humanoid cadaver between 1 to 2 Meters.
You can perform a minute-long ritual to raise a cadaver into a mindless undead minion. When raising the dead, you can choose from three archetypes:
A Ghoul: A feral undead specialized in swift and deadly strikes.
A Skeleton: A versatile warrior capable of attacking from various ranges.
A Wraith: An ethereal being with the ability to cast spells.
You can have only one undead minion at a time. While mindless, it can carry out any simple orders you give it. During combat, your minions remain inactive unless you spend 2 Action Points at the start of your turn to control them. They always play in the same turn as you.
Each minion permanently reduces your maximum Willpower by 8 until they are destroyed or dismissed.
You can dismiss the undead minion at any time, and upon dismissal, the minion is destroyed, leaving no remains behind.
They are destroyed if their Health reach 0 and they do not regenerate Health during short and long rest.
You learn the following actions
Action points: 2 // Willpower Points: 4
Range: 30 Meters (100 feet) // Duration: Instantaneous
Destroy one of your active Undead Minions within range to regain Health equal to half the minion's Health.
Action points: 2 // Willpower Points: 4
Range: 30 Meters (100 feet) // Duration: Instantaneous
You can transfer any number of your Health Points to a creature you can see within range, restoring an equivalent amount of health to the creature. When used on your Undead Minions, this ability restores double the amount of health.
The Raise Undead ritual allows you to control 2 Undead Minions of your choice instead of 1.
You learn the following actions:
Action Points: 2
Range: 30 Meters (100 feet) // Duration: Instantaneous
You command one of your active Wraiths in range to cast a spell. It can cast any spell from the Death school Novice and Apprentice spell list. You pay the Willpower cost, however, the Wraith needs to be able to pay the action cost of casting it.
Action Points: 4 // Willpower Points: 6
Range: 30 Meters (100 feet) // Duration: 10 Turns (1 Minute)
You imbue one of your Skeletons that you can see within range with Willpower. While this effect persists, at the start of its turn, the Skeleton gains 3 Reaction points and makes weapon attacks with advantage.
Action Points: 4 // Willpower Points: 6
Range: 30 Meters (100 feet) // Duration: 10 Turns (1 Minute)
You direct one of your Ghouls, which you can see within range, into a Frenzy state. This boosts its Action Points by 2, and each time the Ghoul inflicts damage, it deals an additional 1d6 Decay damage.
The Raise Undead ritual enables you to control 3 Undead Minions of your choice instead of 1.
Your strong connection to Undeath has partially turned you into an undead being, stopping the aging process and giving you the Undead creature type. Consequently, you can now utilize Command Skeleton and Ghoul abilities on yourself.