Totenbeschwörer in Varzrath | World Anvil
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Totenbeschwörer

2nd Gen Class --> vollständige PDF im Discord

Stats

Hit Points

Hit Dice: 1d6 per necromancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Persuasion, and Religion

Equipment

• A dagger and any simple weapon
• (a) a component pouch or (b) an arcane focus
• A shovel and (a) a dungeoneer’s pack or (b) a scholar’s pack

Morbid Curiosity

Necromancers must match their grand intellects with an equal lack of scruples—the willingness to turn to forbidden knowledge and unquestionably evil methods. No matter their means, every necromancer is driven by a deep fascination with the dark arts and the power necromancy can afford them. Most see themselves as outcast members of the academic elite, braving new territories of magic that other spellcasters are too cowardly to explore. However, collecting knowledge expanding their understanding is merely a means to an end for most necromancers; they are almost always driven by a deeper, darker impulse, a goal that pushes them to the utter brink. This might be the distorted ideal of a “greater good” or a goal to right the wrong of mortality; in every case, necromancy is a grim implement for their life’s work.

Masters of Undeath

Necromancers have learned through trial and error how to puppet the flesh, bone, and spirits of the dead, binding them to their will. Through their terrible magic, they command the forms of lesser undead, and demand respect from those powerful enough to resist their thrall. All necromancers share the capability of simply animating corpses, along with the knowledge and foresight to create new and terrible undead abominations to further their goals. Beyond the basic command over the undead, each necromancer specializes in a method to impart their will upon the world. Some dive deeply into the necromantic arts, and some focus on their ability to assert control over the weak, while others still master the art of both martial and magical combat. While their skills might seem specialized, properly prepared necromancers can dominate both on the battlefield and at the round table.

Creating a Necromancer

As you create your necromancer, the most important piece of information to consider is your character’s ambition. What is your goal? How do you intend to achieve it? How does necromancy fit into the picture? Once you’ve decided on your ambition, consider why you turned to necromancy to accomplish it. Were you scorned by your previous spellcasting master? Did you come across an old, rotting tome filled with forgotten knowledge? Were you the survivor of some great attack by another necromancer? Work with your GM to determine how necromancy is viewed in the world. Is it just another method of spellcasting, or is it an abominable tool, used only by the most abhorred spellcasters? How do commoners react when they see you? Must you hide your thralls from public scrutiny, and if so, how? Furthermore, do the other player characters know of your sinister magic, and if so, how have they reacted to seeing your puppeteered corpses? Work with other players, especially those with cleric and paladin characters, to find suitable reasons you might work together.

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