Necromancer

A human necromancer

The necromancer controls the Enigmatic energies of the dead. They can spin these energies to resurrected the dead into mindless puppets in order to overwhelm their enemies and support their allies.

## Features

### Death's Apprentice

You have unlocked the secrets of Necromancing.  You gain proficiency in *Arcana* and *History*. You gain the following ability:

> **Death Bolt *(3AP)*** - You throw a bolt of necrotic Enigmatic energy at a creature. Magic to hit a creature within 60ft. If it hits you deal 1d12 + int necrotic damage.
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> ***I am death incarnate*** - You can choose to convert yourself into an undead master or become a living shepherd of the dead:
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> * ***Undead master*** - Only if you are biological. You gain the following abilities:
> 	+ ***Undead Corpus***. You lose the 'Biological' tag and turn it into the 'Undead' tag. You have no need for food, water and air. Every sleep-rest, you must spend 2 hours of meditation instead of sleeping for 6 hours. The rest of the rest must be a light activity.
> 	+ ***Undead Endurance***. You do not gain Exhaustion Stacks. Every Exhaustion Stack you gain is automatically converted to an Insanity Check instead.
> 	+ ***Undead Fortitude***. Resistance to necrotic damage and you are immune poison and poison effect.
> * ***Living Shepherd of the Dead*** - You gain the following ability:
> 	+ ***Sooth undead*** (3AP) - You Enigmatically use one hit die to heal an undead creature equal to the amount rolled, you cannot use this on yourself.
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### Necrotic Effects

You are master of the element of death, and can shape its energies to your will. You gain the following ability:

***Necrotic Effect -*** Once per turn, when you or your companions deal necrotic damage you can apply one of the following Enigmatic effects:

* ***Anti-life*** (1 Necrotic Charge) - The creature cannot heal until the start of your next turn. You regain a hit die.
* ***Life-drain*** (1 Necrotic Charge) - You deal 1d6 necrotic damage, you heal that amount.
* ***Festering wound*** (1 Necrotic Charge) - They make a Constitution saving throw save on a fail, they become poisoned for 1 min at the end of their turn they make another con save.
* ***Frail bones*** (1 Necrotic Charge) - The next attack that hits they take 1 extra damage die of damage.

### Raise Undead

You can raise the dead back for a short while.

> ***Raise Dead*** (3AP, 1 Necrotic Charge)(1 hour concentration): - You touch a dead biological creature, it is Enigmatically raised back from the dead as an undead under your command using the undead thrall statistics. If concentration is broken the undead breaks free of your control and starts to attack the nearest biological creature.
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### Raise Undead Companion

You can raise one permanent undead companion and make others join your undead army. You gain the following abilities:

> ***Make Undead*** - All willing biological companions you might have can make them become undead and they gain the 'undead' tag while removing the 'biological' tag, resistance to necrotic, immune to poison and the poison condition, they no longer age, need food, air or sleep instead they meditate(2 hour meditate 6 hour light activity).
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> ***Raise Undead Companion*** (1 hour ritual, 2 Necrotic Charges) - You Enigmatically raise one undead creature as your companion using the Undead Thrall sheet. You can give them simple commands and they will try their best to fulfill them. If you summon another undead companion, the oldest one fades out.
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### Raise Greater Undead

The undead you raise become more numerous or stronger. You gain the following ability:

> ***Raise Greater Undead*** - Using the *raise undead* or *raise undead companions* ability you can raise and control 2 undead thralls instead of 1. Or you can choose to raise 1 wright, ghoul or ghost.
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### Undead Rituals and Spells

You gain access to the following dark rituals. You gain the following ability:

* ***Raise Back to the Living*** (1 Necrotic Charge, 1hour) - A non-undead creature that died in the last 24 hours you can Enigmatically raise them back to the living as an undead. They gain the 'undead' tag if they already have a 'undead' tag it does not work, resistance to necrotic, immune to poison and the poison condition, they no longer age, need food, air or sleep instead they meditate (2 hour meditate 6 hour light activity) they also gain back all their HP, they gain 1 stack of insanity. If the creature was hostile to you before it died it will still be hostile.
* ***Heal Undead*** (3AP, 1 Necrotic Charge) - A undead creature is Enigmatically healed for 1d6+int
* ***Poltergeist Trap*** (3AP, 1 Necrotic Charge) - You place a Enigmatic poltergeist who inhabits one object, when an enemy comes within 10ft of it it will smash into them. The creature makes a Dexterity saving throw to your Necromancy save DC or take 1d8 + Intelligence modifier bludgeoning damage, if they succeed the save the damage is halved.
* ***Sword of Death*** (3AP, 1 Necrotic Charge) - For 8 hours, you Enigmatically summon a magical melee weapon that deals necrotic damage.