Classes(Necromancer)

Necromancer
Hit di/ health: d12 per level
spell list:

Raise dead: cost (1 corpse) 1d6 MP +1d4 per corpse raised after 1
1 skeleton d6 hp 5 AC 2d4 atk
2 skeletons cost 1d6+1d4 MP
4 skeletons cost 1d6+2d4 MP
8 skeletons cost 1d6+3d4 MP
Necromantic progression: a necromancer can take 1d6 damage to raise the hit die of a summoned minion and basically 'level it up' at a cost of health that cannot be healed while the minion is alive
d6-d8-d10-d12
d6 skellies see above
d8 skeletons become skeleton archers and they do 2d6+necromancer's dexterity modifier and gain an ac of 10
d10 skeletons are skeleton mages and they do 2d8+necromancer's intelligence modifier and gain ac of 13
d12 skeletons are risen ghouls and they do 2d10+necromancer's charisma modifier (maybe strength instead it depends) and has an ac of 15
so in short it is 2d6 to raise an 8hp skeletal archer, 3d6 to raise a 10hp skeletal mage and 4d6 to raise a ghoul
Necroheal: d8 damage can be done to an enemy and then used to heal minions or self or allies can also be used to replenish MP
Eldritch blast: 1d10 force damage cost 1d4
Decay: cost 3d4 you inflict the rot of the grave on an enemy forcing them to suffer 1d4 damage each turn they take and it stacks so that the third time it comes to them they take 3d4 damage
Invoke spirit: cost 2d4 MP you raise a fallen person to life as a spirit and may ask them 3 questions before they fade away

bind undead: 1d6+4d4 upon success you freeze and can dominate an undead and gain control of it

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