Necromancer Minions
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Necromancer_Minions
Level 1
Ghoul Minions represent ravenous, feral undead—quicker than zombies but less durable. They lunge with grotesque claws that can momentarily paralyze prey in place.
- Range: 30 feet
- Action Cost: Action
- Activation: Constitution saving throw
- Damage: 1d4 + your Intelligence modifier per Ghoul Minion used
- Damage Type: Slashing
As a magic action, you may expend any number of Ghoul Minions to unleash them upon a creature within 30 feet of you. The target must succeed on a Constitution saving throw or take 1d4 + Intelligence modifier slashing damage per Ghoul Minion expended and become Paralyzed until the start of their next turn. On a successful save, they take only half damage and are not paralyzed. Whenever you expend a Ghoul Minion, creatures hit by the effect cannot regain hit points until the end of their next turn.
Shadow Minions are formless darkness given malice—expressions of entropy that weaken the living with every touch, eroding their vitality and strength.
- Range: 60 feet
- Action Cost: Action
- Activation: Strength saving throw
- Damage: 1d8 + your Intelligence modifier per Shadow Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Shadow Minions to unleash them upon a creature within 20 feet of you. The target must succeed on a Dexterity saving throw or take necrotic damage equal to 1d6 + your Intelligence modifier per Minion expended and have disadvantage on Ability checks, Attack rolls, and Saving throws that use Strength until the end of their next turn. On a successful save, the creature takes only half damage. For each Shadow Minion expended, you may teleport up to 10 feet to a place you can see.
Skeleton Minions are fragile but deadly, embodying swift precision and long-range power.
- Range: 120 feet
- Action Cost: Action
- Activation: Spell attack roll
- Damage: 1d12 + your Intelligence modifier per Skeleton Minion used
- Damage Type: Piercing
As a magic action, you may expend any number of Skeleton Minions to launch a barrage of spectral arrows, bone shards, or necrotic bolts at a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the creature takes piercing damage equal to 1d12 + your Intelligence modifier for each Minion used. If the attack misses, all expended Minions are still consumed. Skeleton Minions do not have a passive effect.
Specter Minions are drifting echoes of the dead—ephemeral spirits that drain warmth and will with a chilling wail and a spectral touch.
- Range: 60 feet (10-foot-radius sphere)
- Action Cost: Action
- Activation: Dexterity saving throw
- Damage: 1d6 + your Intelligence modifier per Specter Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Specter Minions. Choose a point within 60 feet; all creatures within 10 feet of that point must make a Dexterity saving throw. On a failed save, they take necrotic damage equal to 1d6 + your Intelligence modifier per Specter Minion used. On a success, they take half damage. Whenever a creature is reduced to 0 HP by any effect that expended a Specter Minion, you regain one Specter Minion (per creature).
Will-o’-Wisp Minions are capricious flickers of malicious light blazing across the battlefield, blinding, confusing, and feeding on the panic of dying creatures.
- Range: 60 feet
- Action Cost: Action
- Activation: Ranged spell attack
- Damage: 1d8 + your Intelligence modifier per Will-o'-Wisp Minion used
- Damage Type: Lightning
As a magic action, you may expend any number of Will-o’-Wisp Minions to strike that many creatures within 60 feet with flashes of volatile lightning. Make one ranged spell attack against each target. On a hit, a creature takes lightning damage equal to 1d8 + your Intelligence modifier for each Minion used to target it and cannot use reactions until the start of its next turn. If the attack misses, all expended Minions are still consumed. For each Will-o’-Wisp Minion expended, you or one creature of your choice within 60 feet gains +1 to AC until the start of your next turn.
Zombie Minions represent slow, relentless corpses—resilient, numerous, and ideal for drawn-out battles where endurance and presence matter more than precision.
- Range: 20 feet
- Action Cost: Action
- Activation: Dexterity saving throw
- Damage: 1d8 + your Intelligence modifier per Zombie Minion used
- Damage Type: Bludgeoning
As a magic action, you may expend any number of Zombie Minions to unleash them upon a creature within 20 feet of you. The target must succeed on a Dexterity saving throw or take bludgeoning damage equal to 1d8 + your Intelligence modifier per Minion expended. On a successful save, the creature takes half damage. Whenever you expend Zombie Minions, only half of them (rounded down) are consumed. The rest remain under your control, continuing to shamble forward in your name. Vorlage:Hinweis
Level 5
Banshee Minions are anguished spirits of the betrayed dead—screaming avatars of loss and wrath. Their wails reverberate with unbearable sorrow, rending both flesh and spirit in a psychic crescendo.
- Range: 30 ft. cone
- Action Cost: Action
- Activation: Wisdom saving throw
- Damage: 1d6 + your Intelligence modifier per Banshee Minion used
- Damage Type: Psychic
As a magic action, you may expend any number of Banshee Minions to unleash a terrible scream in a 30-foot cone. Each creature in the area must make a Wisdom saving throw, taking psychic damage equal to 1d6 + your Intelligence modifier per Minion expended on a failure, or half as much on a success. Whenever you expend Banshee Minions, any creature affected by the effect whose remaining hit points are less than 10 × the number of Banshee Minions expended is reduced to 0 hit points.
Ghost Minions are tormented spirits suffused with emotion, capable of overwhelming the minds of the living and shielding the Necromancer with their sorrowful echoes.
- Range: 60 feet
- Action Cost: Action
- Activation: Ranged spell attack
- Damage: 1d10 + your Intelligence modifier per Ghost Minion used
- Damage Type: Psychic
As a magic action, you may expend any number of Ghost Minions to haunt that many creatures within 60 feet. Each target must make a Wisdom saving throw or take 1d10 + your Intelligence modifier per Minion expended and become frightened of you until the end of their next turn. On a success, the creature takes half damage and is not frightened. For each Ghost Minion expended, you gain 5 temporary hit points.
Wight Minions are cruel commanders among the undead—aggressive and efficient, often leading lesser undead into battle.
- Range: 60 feet
- Action Cost: Action
- Activation: Ranged spell attack
- Damage: 1d6 + your Intelligence modifier per Wight Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Wight Minions to fire a series of barbed necrotic bolts at creatures within 60 feet. You may choose up to that many creatures (one per Minion), making a separate ranged spell attack roll for each. On a hit, the target takes 1d8 + your Intelligence modifier necrotic damage. Whenever you expend Wight Minions, you gain a number of Minions equal to half the number consumed (rounded down), divided among Ghoul, Skeleton, or Zombie Minions (your choice).
Wraith Minions are malicious shadows torn loose from the cycle of life and death—pure hatred given form. They lash out with enervating despair, draining the will to fight and bleeding strength from the living.
- Range: 60 feet
- Action Cost: Action
- Activation: Constitution saving throw
- Damage: 1d6 + your Intelligence modifier per Wraith Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Wraith Minions to curse a creature within 60 feet. The target must succeed on a Constitution saving throw or take necrotic damage equal to 1d6 + your Intelligence modifier per Wraith Minion expended and suffer disadvantage on attack rolls and saving throws until the end of its next turn. On a successful save, the creature takes only half damage and no additional effects. Whenever you expend Wraith Minions, you gain a number of Minions equal to half the number expended (rounded down) divided among Specter, Shadow, or Will-o’-Wisp Minions (your choice).
Level 11
Death Knight Minions are armored revenants, spectral echoes of fallen warlords that enforce your will with brutal finality. Though limited in reach, they are devastating in close quarters.
- Range: 5 feet
- Action Cost: Action
- Activation: Melee spell attack
- Damage: 2d8 + your Intelligence modifier per Death Knight Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Death Knight Minions to strike a creature within 5 feet of you. Make a melee spell attack. On a hit, the target takes necrotic damage equal to 2d8 + your Intelligence modifier per Minion used. On a miss, the target still takes half damage. Whenever you expend Death Knight Minions, you may immediately do one of the following without expending additional Death Knight Minions:
- Use the active effect of another Minion type you control.
- Use Commandeer one additional time during the same action.
These elite undead extend your will on the battlefield, allowing for more complex and devastating sequences.
Vampire Minions are elegant and cruel predators—refined extensions of your will that drain vitality with every strike, using the enemy's own life force to empower you.
- Range: 60 feet
- Action Cost: Action
- Activation: Ranged spell attack
- Damage: 1d10 + your Intelligence modifier per Vampire Minion used
- Damage Type: Necrotic
As a magic action, you may expend any number of Vampire Minions to strike that many creatures within 60 feet with dark, draining tendrils. Make a separate ranged spell attack for each target. On a hit, the target takes necrotic damage equal to 1d10 + your Intelligence modifier per Minion used to target them. You regain hit points equal to half the damage dealt. Creatures affected by any effect that expended Vampire Minions lose resistance to necrotic damage, and necrotic immunity becomes resistance until the end of your next turn. In addition, they are not immune to conditions imposed by that effect.
Level 17
Lich Minions are the remnants of powerful undead arcanists whose knowledge transcends death itself. Bound to the Necromancer’s will, they act not as pawns but as conduits to spells that should never be cast again. Their presence warps the very nature of magic, making the impossible inevitable.
- Range: Self
- Action Cost: Action
- Activation: None
- Damage: None
- Damage Type: None
As a magic action, you may expend any number of Lich Minions to cast a spell from the Necromancer or Wizard spell lists of a level equal to the number of Liches expended. You may cast this spell without providing verbal, somatic, or material components, and it cannot be countered. You must still concentrate on it if required. Whenever you expend Lich Minions as part of any effect, you may choose up to one creature per Lich expended. Each chosen creature cannot benefit from traits or effects that would reduce, avoid, or negate the effect, such as Evasion, Legendary Resistance, Shield, or Absorb Elements.