Necromancer (Class)

== Overview ==
=== Hit Points ===
* Hit Dice: 1d6 per Necromancer level 
* Hit Points at 1st Level: 6 + your Fortitude modifier 
* Hit Points at Higher Levels: 1d6 (or 4) + your Fortitude modifier per Necromancer level after 1st
=== Bonebinder: Subclass ===
* Proficiencies: Necromancy, Exorcism, Imbue Undeath
* Feature: Skeletal Minion - Starting at level 1, you can animate the bones of the deceased, creating a skeletal minion to obey your commands. The minion can perform simple tasks, and in combat, it has basic melee capabilities. This ability removes 15% of your Max MP while active.
* Starter Spell: Bone Armor - For 4 MP, you can wrap yourself or an ally in a protective layer of animated bones, granting a +2 to AC for 1d6 turns.
* Starter Item: Bone Talisman - A talisman made from the bones of creatures. When held, it enhances the power of necromantic spells by allowing the Necromancer to decrease necromantic spell cost by 5%
=== Soulshaper: Subclass ===
* Proficiencies: Soul Binding, Exorcism, Imbue Undeath
* Feature: Soul Sight - At level 1, your attunement to the realm of the dead allows you to see the souls of the living and the dead, letting you communicate with spirits and gaining advantage on Insight checks when reading a creature's true intentions.
* Starter Spell: Soul Grasp - For 20% MP, you can attempt to grip a creature's soul, causing them pain and limiting their movement. The target must make a Wisdom saving throw or be restrained for 1 turn and take 1d6 necrotic damage.
* Starter Item: Spirit Jar - A jar imbued with dark magic. Captured souls or spirits can be stored within for later use, like bartering with otherworldly entities or using them as a power source for rituals