In the mystical realm of Alavir, Necromancer Mages trace their roots back to the enigmatic Age of Veils, a time when the boundary between the living and the spirit world was perilously thin. The first of their kind, Amarael the Whisperer, discovered the art of necromancy deep within Alavir's catacombs, guided by an ancient spirit known as the Shadowweaver. This ethereal mentor imparted arcane wisdom that allowed Amarael to bridge the realms of the living and the dead.
Over the centuries, Necromancer Mages have evolved from mere summoners of the undead to spiritual mediators. Their abilities, such as "Raise Dead," allow them to call forth spectral skeletons as allies, while "Strength Sap" enables them to weaken their enemies by sapping their vitality. They also possess "Ancestral Knowledge," granting them unparalleled wisdom in history and arcane matters. Their more advanced skills like "Death Grip" and "Necrotic Rhapsody" further solidify their mastery over life and death.
Necromancer Mages form unique bonds with benevolent spirits, serving as their connection to the realm of the living. These bonds are not just one-sided; the mages offer these spirits a chance for closure, allowing them to move on to the afterlife peacefully.
In Alavir's society, Necromancer Mages are often misunderstood, their abilities erroneously associated with dark arts. However, they play a crucial role in maintaining the balance between life and death. They are revered as spiritual guides, especially in cities like Alavir, where they perform funeral rites and offer solace to the grieving. Their insights have often been invaluable in preventing conflicts and preserving harmony within the city walls.
At level 1, at the start of your turn, you can use your call forth the powers of the netherworld and summon a spectral skeleton. This skeleton appears within a space you can see within 30 feet of you. The skeleton has the following properties:
When you cast a spell, you can make an Intimidation skill check (once per round). On success, your summons also gain this bonus.
The feature's summon count increases by 1 when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).
At 3rd level, when you or one of your raise dead creatures hit a creature with an attack or spell, you reduce it's damage dealt by 1 per instance.
The feature increases by 1 when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).
At 7th level, You have access to ancient lore from spirits who witnessed ages past. You gain proficiency in History and Arcana.
In addition, if you make a successful History or Arcana skill check you recover 4 spell points instantly.
At 11th level, once per round, you send negative energy coursing through a creature that you can see within 120ft of you that you can see dealing Necrotic damage equal to your proficiency modifier plus your Mage level.
If it kills the target you recover half of your missing life.
At 15th level, once per long rest, you can summon 5 skeletons with a minion stat block. These creatures go immediately after your turn but do not have free actions. They gain a bonus to attack rolls equal to your proficiency modifier and damage rolls equal to your Mage level.
If these creatures die in combat you can make an Arcana check equal to DC 10 + (2 x PM) "Proficiency Modifier" to bring them back with full life and 1 level of exhaustion. Otherwise you must wait until you finish a long rest to bring them back.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Soul Gem: (Gem) Your summons add your spellcasting modifier to their attack damage. This gem can be added and removed from Weapons as needed.
Robes
Boots
Choose a Caster Weapon.