Necromancer Subklassen
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Necromancer_Subklassen
Some Necromancers study from afar, others commune in hidden catacombs. You are death's herald; equal parts executioner, guide, and warden. Some run from death, others rise against it. You are there to remind them all that the end is never far behind. Your power is drawn not from detachment, but from action as you cleave through foes and reap their souls in close quarters to see that they depart from this world as they should.
As a bonus action, you can conjure a spectral scythe, a magical, two-handed melee weapon that lasts until you dismiss it (no action required), fall unconscious, or die. You are proficient with this weapon and can use it as your spellcasting focus for your Necromancer spells. Attacks with this weapon deal 1d12 slashing damage and use your spellcasting modifier for both attack and damage rolls. You can resummon the scythe as a bonus action while holding no other weapon. If disarmed or destroyed, the scythe vanishes harmlessly and can be resummoned on your next turn. As a bonus action, you can mark one creature you can see within 60 feet. This mark lasts for 1 minute, until the target dies, or until you mark a different creature.
- When you hit it with a melee weapon attack, it takes an additional 1d8 necrotic damage.
- You always know the creature’s exact location, even if it is hidden or invisible, and how close it is to death.
- If the creature dies while marked, you regain hit points equal to 1d8 + your Necromancer level, and you gain one Minion of any type.
You can use this feature a number of times equal to your Intelligence modifier per long rest. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn when you take the Attack action, you can replace one of your attacks with an active effect of a Minion token (you must still expend the required number of tokens) or a Commandeer effect. You become death manifest. A reaping presence that pulls all toward their end. While a creature is marked by your Mark for Departure, the following benefits apply:
- Your Grim Scythe attacks ignore resistance and immunity to necrotic damage against that target.
- The bonus necrotic damage from Mark for Departure increases to 1d12.
- Any time the marked target takes damage from any source, it takes additional necrotic damage equal to your Mark for Departure bonus.