Necromancer*
About this class
Necromancers study the body, its humours, the moment of death, what leaves after death, and what remains, with the Four Schools of Necromancy : Life, Blood, Essence and Death. For most Necromancers, there is an underlying wish to live eternally, however they end up defining this. With these pursuits comes the ability to manipulate the blood, the life force and thus a strong healing potency, as well as dimming the life, drawing out the soul and animating weird creatures.
While Necromancers are feared more than they are loved, as the forces they control are both often taboo and out of reach and comprehension of most mortals, they are still very valuable members of their communities, often taking a central position, especially as they are no stranger to giving orders. But… they do carry the secular rites associated with death, and there’s also the fact few people like to be around animated undead, blood homonculus, ectoplasmic ghosts and uncanny flesh golems and chimeras created out of whatever bodies were available. So they tend to be quite solitaries.
Starting stats
Hope feature
Class features
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Necromantic Creation
Once per rest, you can animate a Necromantic creature until the scene ends. It follows you around and acts when you command it to. Roll d4 using your Spellcast Trait (roll d6 in your Necromantic Throne), and put them on your character sheet.
When you or a creature within Close range makes an Action Roll, your creature can assist or hinder by spending one die, increasing or reducing the result by its value. When all dice are spent, the creature ceases to exist.
You can have only one Necromantic Creation active at a time.
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Necromantic Throne
Once per long rest, you can mark 2 Stress to turn the area within Close range into your Throne until the scene ends. While in your Throne, you increase all damage you do and reduce all damage you take by your Tier, and you can use your subclass’s Throne actions.
Class items
- A sturdy shovel with some decorations
- Or a vial of blood
- Or a finger
- Or a reanimated pet dear to you
Character questions
Background prompts
- What was your mentor like ?
- Which School of Necromancy do you favour most, and why ?
- What did you feel when you animated your first minion ?
Connection prompts
- I was surprised you did not reject me the first time we met. What made you take that chance ?
- What do you see when my minions are roaming around us ?
- What did you want in exchange for the promise you made me away from prying ears ?
Subclass cards
Printable via header menu
Essence of Death
Foundation
SPELLCAST TRAIT: Presence
Throne action - Ectoplasmic Armor: While in your Necromantic Throne, you can make a Spellcast Roll (13). On a success, you or an ally within your Throne gains a temporary Armor slot. It is lost when they exit the Throne, you use this action again or the scene ends
Creature explosion: You can make your Necromantic Creation explode in a death nova. Make a Spellcast Roll to send it to a target point in range and destroy it. Every target within Very Close range of the point that you succeeded against takes 1D10 magic damage using your Tier. Add all remaining dice to the damage, then clear them.
Essence of Death
Specialization
Ectoplasmic Coating: Weave ectoplasm around weapons. You can target an ally within Melee range. Until next rest or you use this feature again, their weapons can do either physical or magic damage.
Deathly weakening: Spend a Hope to make a Spellcast Roll against a target within Far range. On a success, it is temporarily Restrained and Vulnerable.
Essence of Death
Mastery
Phantom Limbs: You use ectoplasmic material to grant yourself extra limbs. When you finish a rest, choose one option :
You can change weapon sets without marking a Stress
You can move to Far range without marking a Stress
You can fly
Throne Action - Death falls: While in your Necromantic Throne, you can make a Spellcast Roll (18). On a success, every adversary in your Throne you succeeded against takes Major damage and are temporarily Restrained. Your Throne then ends.
Blood of Life
Foundation
SPELLCAST TRAIT: Presence
Throne Action - Sanguinem Absorbeat: While in your Necromantic Throne, when a creature with blood or equivalent in your Throne takes Severe damage, you can mark a Stress to allow yourself or an ally within your Throne to clear a Hit point.
Life Fragment: Mark 2 Hit points to create a Life Fragment. It levitates around you, and you can break it to clear a hit point or prevent a Hit point from being marked.
You can only have 1 Life Fragment.
Blood of Life
Specialization
Cruorem Transitus: When a creature within Close Range marks a hit point, you can teleport within Very Close range of it.
Life explosion: You can now have up to 3 Life Fragments.
Once per long rest, you can make your Necromantic Creation explode with Vital magic. Spend a Life Fragment to choose a point within Close range to send your creature to and make it explode in a area. Targets within the area clear a number of hit points equal to the highest remaining die. You then clear all remaining dice.
Blood of Life
Mastery
Sanguinem Homonculus: Once per long rest, when you mark Severe Damage, you can use your Necromantic Creation class feature for free, without spending it.
Throne Action - Life Rises: While in your Necromantic Throne, you can make a Spellcast Roll (19). On a success, every ally in your Throne clears 2 Hit points. Your Throne then ends.
Necromancer*
Necromancers study the body, its humours, the moment of death, what leaves after death, and what remains, with the Four Schools of Necromancy : Life, Blood, Essence and Death. For most Necromancers, there is an underlying wish to live eternally, however they end up defining this. With these pursuits comes the ability to manipulate the blood, the life force and thus a strong healing potency, as well as dimming the life, drawing out the soul and animating weird creatures.
While Necromancers are feared more than they are loved, as the forces they control are both often taboo and out of reach and comprehension of most mortals, they are still very valuable members of their communities, often taking a central position, especially as they are no stranger to giving orders. But… they do carry the secular rites associated with death, and there’s also the fact few people like to be around animated undead, blood homonculus, ectoplasmic ghosts and uncanny flesh golems and chimeras created out of whatever bodies were available. So they tend to be quite solitaries.
Domains
Remains + Crown
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A sturdy shovel with some decorations
- • Or a vial of blood
- • Or a finger
- • Or a reanimated pet dear to you
Necromancer*’s Hope Feature
Necromantic Mastery : Spend 3 Hope to activate your Necromantic Creation or your Necromantic Throne without their normal costs or spending their use.
Class Features
Necromantic Creation
Once per rest, you can animate a Necromantic creature until the scene ends. It follows you around and acts when you command it to. Roll d4 using your Spellcast Trait (roll d6 in your Necromantic Throne), and put them on your character sheet. When you or a creature within Close range makes an Action Roll, your creature can assist or hinder by spending one die, increasing or reducing the result by its value. When all dice are spent, the creature ceases to exist. You can have only one Necromantic Creation active at a time.
Necromantic Throne
Once per long rest, you can mark 2 Stress to turn the area within Close range into your Throne until the scene ends. While in your Throne, you increase all damage you do and reduce all damage you take by your Tier, and you can use your subclass’s Throne actions.
Necromancer* Subclasses
Choose either the Essence of Death or Blood of Life subclass.
Essence of Death
Specialize in death and what comes after. Undead minions and souls are your bread and butter.
Spellcast Trait
Presence
Foundation Features
Throne action - Ectoplasmic Armor: While in your Necromantic Throne, you can make a Spellcast Roll (13). On a success, you or an ally within your Throne gains a temporary Armor slot. It is lost when they exit the Throne, you use this action again or the scene ends
Creature explosion: You can make your Necromantic Creation explode in a death nova. Make a Spellcast Roll to send it to a target point in range and destroy it. Every target within Very Close range of the point that you succeeded against takes 1D10 magic damage using your Tier. Add all remaining dice to the damage, then clear them.
Specialization Feature
Ectoplasmic Coating: Weave ectoplasm around weapons. You can target an ally within Melee range. Until next rest or you use this feature again, their weapons can do either physical or magic damage.
Deathly weakening: Spend a Hope to make a Spellcast Roll against a target within Far range. On a success, it is temporarily Restrained and Vulnerable.
Mastery Feature
Phantom Limbs: You use ectoplasmic material to grant yourself extra limbs. When you finish a rest, choose one option :
You can change weapon sets without marking a Stress
You can move to Far range without marking a Stress
You can fly
Throne Action - Death falls: While in your Necromantic Throne, you can make a Spellcast Roll (18). On a success, every adversary in your Throne you succeeded against takes Major damage and are temporarily Restrained. Your Throne then ends.
Blood of Life
Specialize in the Vital Force and the Blood, giving you healing powers and control over others' blood. Body chimeras and blood homonculus are your bread and but
Spellcast Trait
Presence
Foundation Features
Throne Action - Sanguinem Absorbeat: While in your Necromantic Throne, when a creature with blood or equivalent in your Throne takes Severe damage, you can mark a Stress to allow yourself or an ally within your Throne to clear a Hit point.
Life Fragment: Mark 2 Hit points to create a Life Fragment. It levitates around you, and you can break it to clear a hit point or prevent a Hit point from being marked.
You can only have 1 Life Fragment.
Specialization Feature
Cruorem Transitus: When a creature within Close Range marks a hit point, you can teleport within Very Close range of it.
Life explosion: You can now have up to 3 Life Fragments.
Once per long rest, you can make your Necromantic Creation explode with Vital magic. Spend a Life Fragment to choose a point within Close range to send your creature to and make it explode in a area. Targets within the area clear a number of hit points equal to the highest remaining die. You then clear all remaining dice.
Mastery Feature
Sanguinem Homonculus: Once per long rest, when you mark Severe Damage, you can use your Necromantic Creation class feature for free, without spending it.
Throne Action - Life Rises: While in your Necromantic Throne, you can make a Spellcast Roll (19). On a success, every ally in your Throne clears 2 Hit points. Your Throne then ends.
Background Questions
Answer any of the following, or create your own.
- • What was your mentor like ?
- • Which School of Necromancy do you favour most, and why ?
- • What did you feel when you animated your first minion ?
Connections
Ask one of the following, or improvise.
- • I was surprised you did not reject me the first time we met. What made you take that chance ?
- • What do you see when my minions are roaming around us ?
- • What did you want in exchange for the promise you made me away from prying ears ?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.