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Necromancer Commands

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Necromancer_Commands

Necromancer Commands

Commands are special actions that expend specific types and numbers of Minions to produce unique effects. You may use any command at any time, as long as you meet its requirements.


Mix-Up

A simple mix-up might shake up the tides of battle.

  • Minions Required:
  • 1+ of any single type
  • 1 of any different type
  • Effect: Use the active effect of the primary Minion type (the one used in greater number), but also gain the passive effect of the secondary Minion type as though one token of that type was consumed alongside it.

Vorlage:Hinweis

Summon Zombie

Another body on the battlefield, another contender for your foe to fight.

  • Minions Required:
  • 1+ Zombie Minion(s)
  • 1 Specter Minion
  • Effect: Summon a Zombie to fight for you under your control. If you expend 3 or more Zombie Minions, instead summon an Ogre Zombie.

The summoned creature acts on it's own initiative. It is under the control of the DM and lasts for 1 minute or until it is reduced to 0 HP. You may only have one Summon Zombie active at a time.

If a second Summon Zombie command is used, the previous one vanishes.

Zombie Horde

This command is ideal for punishing clusters of enemies with overwhelming force.

  • Minions Required:
  • 3+ Zombie Minions
  • Effect: You command your zombies to swarm an area.

Each creature in a 10-foot radius sphere centered on a point you choose within 30 feet must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage per Zombie Minion consumed. On a successful save, the creature takes half damage.

Corpse Bomb

  • Minions Required:
  • 1 Zombie Minion
  • 1 Will-o'-Wisp Minion
  • Effect: You send a zombie shambling toward a target location, where it explodes in a violent surge of necrotic light.

Choose a point within 30 feet. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 3d8 necrotic damage . On a success, it takes no damage.