Pathfinder class: Necromancer

I took a very different approach to the necromancer - giving them no armor, 6th level spells, and more combat-oriented focus - and modeled them after the guild wars 2 necromancer. I hope you like it! :) If you like what you see and are interested in supporting my 3rd-party work on pathfinder stuff, check out my patreon! :D

If you're interested in the "Reaper" archetype, it's at the bottom, below the undead minion section!

Necromancer

Image credit: Arenanet/Guild wars 2 art team

Masters of death, these profane masters raise the dead, and use their power over life energies to both survive, and devastate their enemies. Whether they focus on up-front combat or creating a wall of undeath to defend them, necromancers are dangerous opponents.

Hit Die: d6.

Skill points: 2+int modifier.

Class skills: Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (nature, Int), Knowledge (religion, Int), Profession (Wis), Sense motive (Wis), Spellcraft (Int), Use magic device (Cha).

Armor and weapon proficiencies: Necromancers are proficient with all simple weapons, as well as the handaxe, rapier, sword cane, trident, and scythe. They are not proficient with any armor or shields.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6
1
0
2
0
2
Spells, Orisons, profane guard, death focus, death shroud, life force
3
1+1
-
-
-
-
-
2
1
3
0
3
Channel negative energy, shroud skill
4
2+1
-
-
-
-
-
3
2
3
1
3
Dark energy, death power
4
3+1
-
-
-
-
-
4
3
4
1
4
Undead minion
4
3+1
1+1
-
-
-
-
5
3
4
1
4
Death power, death resistance
4
4+1
2+1
-
-
-
-
6
4
5
2
5
Shroud skill
4
4+1
3+1
-
-
-
-
7
5
5
2
5
Death power, plague born
4
4+1
3+1
1+1
-
-
-
8
6/1
6
2
6
Death focus
4
4+1
4+1
2+1
-
-
-
9
6/1
6
3
6
Death power, steel mind
4
5+1
4+1
3+1
-
-
-
10
7/2
7
3
7
Shroud skill
4
5+1
4+1
3+1
1+1
-
-
11
8/3
7
3
7
Death power, greater shroud
4
5+1
4+1
4+1
2+1
-
-
12
9/4
8
4
8
Resilient blood
4
5+1
5+1
4+1
3+1
-
-
13
9/4
8
4
8
Death power, deathless
4
5+1
5+1
4+1
3+1
1+1
-
14
10/5
9
4
9
Shroud skill
4
5+1
5+1
4+1
4+1
2+1
-
15
11/6/1
9
5
9
Death power, energy drain
4
5+1
5+1
5+1
4+1
3+1
-
16
12/7/2
10
5
10
Death focus
4
5+1
5+1
5+1
4+1
3+1
1+1
17
12/7/2
10
5
10
Death power, dark mind
4
5+1
5+1
5+1
4+1
4+1
2+1
18
13/8/3
11
6
11
Shroud skill
4
5+1
5+1
5+1
5+1
4+1
3+1
19
14/9/4
11
6
11
Death power, soul drain
4
5+1
5+1
5+1
5+1
5+1
4+1
20
15/10/5
12
6
12
Master of necromancy
4
5+1
5+1
5+1
5+1
5+1
5+1

Spells
: A necromancer casts divine spells drawn from the necromancer spell list. A necromancer must choose and prepare her spells ahead of time, and can prepare any spell on the list.

To learn, prepare, or cast a spell, the necromancer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a necromancer's spell is 10 + the spell level + the necromancer's charisma modifier.

A necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high charisma score (see the Ability Modifiers and Bonus Spells Table). In addition, the necromancer gains bonus spells slots (noted by the +1 in the table above) which corresponds to the necromancer’s bonus spells from their death focus (see below).

Orisons: Once prepared, 0th-level spells can be used an unlimited number of times per day.

Profane guard (Su): At first level, the necromancer gains a profane barrier which protects them. This grants a profane bonus to the necromancer’s armor class equal to their charisma modifier. At 4th level, and every 4 levels thereafter, this profane guard bonus increases by 1 to a maximum of +5 at 20th level. 

Maintaining their guard requires focus and even mind. If they wear armor, shield, or carry a medium or heavy load, this profane AC bonus is lost.

Life force (Su): While in death shroud, the necromancer has a completely separate health pool called life force. They can generate life force in various ways outside of death shroud, noted in necromancy abilities, or their minion’s attacks. These hit points can be up to a maximum of their own maximum hit points. The necromancer cannot gain life force from attacking or affecting undead or constructs.

When a creature dies adjacent to the necromancer, they gain life force equal to half the creature's hit dice (minimum 1). If they inflicted the killing blow, they gain the entire hit dice of the creature in life force.

Death shroud (Su): At first level, the necromancer can enter a death shroud as a swift action. They can enter this form for a number of rounds per day equal to 3 + their charisma modifier. This duration increases by 1 for every level they possess after first. They can end their death shroud as a free action. If the necromancer has life force remaining when they expend their number of death shroud rounds per day, they can use 1 life force per level to remain in or enter death shroud for additional rounds, as long as they have enough life force remaining to do so.

While in death shroud, the necromancer gains a +1 profane bonus to their caster level, attack rolls, damage rolls, saving throws, and skill checks. If they have life force, they lose life force instead of hit points when taking damage. If damage would take the necromancer below 0 life force, the remaining damage takes from the necromancer’s hit points. In death shroud, the necromancer is healed by negative energy, and is damaged by positive energy instead. Force effects and positive energy damage the necromancer’s hit points rather than their life force. The bonus to attack rolls, saves, damage rolls, and skill checks increases by 1 at 8th and 16th level. Their caster level bonus increases by 1 at 12th and 20th level. The necromancer counts as undead for the purposes of desecrate and consecrate spells while in death shroud.

Death focus: At first level, the necromancer chooses their path in how they use and wield their necromantic powers (See below, death foci). Based on the one they choose, they gain access to a set of bonus spells, a special aspect they add to their death shroud, an exclusive shroud skill, a set of focus feats (gained at 6th level onward, see below), as well as an exclusive set of death powers they can learn. At 8th and 16th level, they may gain one additional death focus – however, they are only able to learn the death powers of their new foci. They do not gain access to the new focus skills, shroud skill, or bonus spells.

Channel negative energy: At 2nd level, Necromancers gain the ability to channel negative energy, as the cleric ability, with their level as cleric level. The necromancer counts as undead for the purposes of healing while in death shroud. This deals 1d6 negative energy damage, plus 1d6 for every 2 levels following first. The necromancer can channel a number of times per day equal to 1 + their charisma modifier. The DC is equal to 10 + ½ the necromancer’s level + their charisma modifier. This does not provoke attacks of opportunity. For every living target damaged by this ability, the necromancer gains life force equal to half their hit dice.

Shroud skill (Su): While in death shroud, the necromancer can use abilities that represent their connection to death and decay. They learn one shroud skill at 2nd level, and every 4 levels thereafter. Each death focus has a specialized shroud skill they can learn, in addition to the list below.

Channel doom: When channeling negative energy while in death shroud, enemies become shaken if they fail the will save for half damage. If they are adjacent, they are shaken for 6 rounds. For every 5 ft. away they are, they are shaken 1 less round, to a minimum duration of 1 round at 30 ft. If they are channeling negative energy to heal undead, living targets must still make a will save or be shaken for the aforementioned duration. This requires 6th level.

Dark Path: The necromancer can send out an ethereal claw toward a target as a ranged touch attack. If it hits, the necromancer teleports to them, slashes them with the claw, and explodes with a tiring energy. The enemy is hit for 1d6 damage + the necromancer’s charisma modifier, and all adjacent enemies must make a fortitude save or be fatigued for 1 round per level of the necromancer. The damage of the claw increases by 1 step for every 5 levels the necromancer possesses.

Gathering plague: Once per day as a standard action, the necromancer can draw any conditions of cursed, sickened, poisoned, shaken, staggered, nauseated, diseased, paralyzed, stunned, dazed, and confused. They inherit the current duration of the effect, and can remove them as normal. For each condition gathered, they gain life force equal to half their level. They cannot gain a condition they already suffer from, unless it is a different poison, curse, or disease. This can be used one additional time at 8th and 16th level.

Life blast: The necromancer can unleash a blast of corrupted energy at the target using the life force they’ve taken or generated. They can spend 1 life force per level they possess to deal an amount of damage equal to double the life force spent. This is launched at a target as a ranged touch attack out to a range of 30 ft. A target gets a will save to halve the damage. The maximum life force spent per use of this ability is equal to their necromancer level. This can be used a number of times per day equal to 3 + their charisma modifier.

Wave of fear: The necromancer can release a wave of pure frightful energy in a 20 ft. cone, making all within the area shaken for 1 round per level of the necromancer. At 10th level, this frightens targets for the duration. At 15th level, it panics targets. Once a creature is affected by wave of fear (whether they save or not) they are immune to its effects for 24 hours. At 12th level, it becomes a 30 ft. cone. At 16th level, it becomes a 60 ft. cone. This can be used once per day, plus one additional time at 6th, 12th, and 18th level.

Dark energy: At 2nd level, the necromancer gains access to a special pool of dark energy. They gain a number of dark energy points equal to half their level + their charisma modifier. Using 1 dark energy, they can touch a creature or target to deal 1d8 negative energy damage + their level. This acts as inflict minor wounds, including the maximum + level damage. This can also be used to heal undead, or themselves while in death shroud. At 6th level, they can spend two dark energy to make this ability act as inflict moderate wounds. At 10th level, they can spend three dark energy to have it act as inflict serious wounds. At 14th level, they can spend four dark energy to have it act as inflict critical wounds. At 18th level, they can spend five dark energy to have it act as harm.

Death powers: At 3rd level, the necromancer gains death powers. These vary from passive bonuses, to powerful abilities or spell-like abilities which they can spend dark energy to perform. They gain a new death power every two levels following 3rd.

Adamant shroud (Ex): While in death shroud, the necromancer gains 1 DR/good. This bonus increases by 1 for every 8 levels they possess.

Blood curse (Su): The necromancer can use one dark energy to force a target within 30 ft. to bleed for the necromancer’s level for a number of rounds equal to the necromancer’s charisma modifier (minimum 1). This bleeding can be healed by a DC 15 heal check. An initial fortitude save negates the bleed.

Cloak of shadows (Su): While in death shroud, the necromancer gains partial concealment. At 12th level, this becomes total concealment.

Desecration shroud (Su): While in death shroud the necromancer is a beacon of desecration, becoming the centre of a desecration spell—except the effect only affects undead under the necromancer’s control—and the necromancer themselves. A consecration spell suppresses this aura for 1 round. This requires 5th level.

Feast on corruption (Su): Powering an attack as a swift action, the necromancer strikes with a life-stealing energy. If the attack connects, the necromancer gains life force equal to their level. For every condition of sickened, nauseated, poisoned, diseased, or cursed, they gain additional 1 life force per two levels they possess. This attack costs one dark energy.

Grasping dead (Sp): Once per day, the necromancer can use grasping corpse as a spell-like ability, except spectral hands emerge from the ground to grapple targets within a 15-ft. square. This can be used one additional time at 8th and 16th level.

Lich form (Su): Once per day, the necromancer can become a lich themselves for 1 round per level they possess as a standard action. Their caster level increases by 2, their base natural armor increases to +5, and they gain a +2 profane bonus to all mental ability scores. In addition, any creature within 60 ft. must make a will save or be frightened for 1 round per level of the necromancer. They need only make this save once. Finally, the necromancer can, as a melee touch attack or through a weapon attack as a standard action and paralyze the target for 1 round per level of the necromancer. A successful fortitude save negates this paralysis effect. This requires 13th level.

Mark of exhaustion (Sp): The necromancer marks a 10-ft. square within 30 ft. of them using 1 dark energy. When a creature walks into the marked area, or is within the area when the ability is cast, the mark triggers, causing all within to become fatigued for 1 minute per level. 10th level, enemies are exhausted, or fatigued for 1 round on a successful save.

Mark of fear (Sp): The necromancer marks a 10-ft. square within 30 ft. of them using 1 dark energy. When a creature walks into the marked area, or is within the area when the ability is cast, the mark triggers, causing all within to be shaken for their level + their charisma modifier in rounds. A successful will save reduces the shaken condition to one round. At 8th level, the target is frightened. At 14th level, the target is panicked.

Minion transfer (Su): As a move action, the necromancer can spend 1 dark energy to switch places with their undead minion. If there isn’t enough space for one of them to switch, this ability fails. This does not provoke attacks of opportunity, and only works within a distance of 60 ft.

Putrid curse (Su): When giving the target a blood curse, they can also poison the target. If they fail the save and begin bleeding, they must make a second fortitude save, or else they are poisoned, as the poison spell. This does not cost additional dark energy. This ability requires 9th level, and the blood curse death power.

Rending curse (Su): The necromancer’s blood curse becomes more vicious, causing it to become only healed by magical means, or a heal check equal to 15 + ½ the necromancer’s level. This requires the blood curse death power.

Spectral armor (Su): The necromancer can use one dark energy to become incorporeal as a standard action for 1 round per level they possess. If they are struck for hit point damage while not in death shroud, they gain half the damage done as life force. If they are damaged in death shroud, they gain half as hit points. While in this form, their profane AC increases by 2, and they deal no strength or other modifiers of the like on weapon attacks. This can be used once per day, plus one additional time at 15th and 18th level. This requires 12th level.

Spectral grasp (Su): Using one dark energy, the necromancer grasps an enemy’s body and spirit, pulling them adjacent, and drains their energy. The enemy becomes fatigued, and the necromancer gains 1 life force per level they possess. A successful reflex save negates the effect. This requires 11th level.

Strength of undeath (Su): When above half their maximum life force while in death shroud, the necromancer gains a +2 profane bonus to their strength score. At 12th level, this becomes +4. At 16th level, this becomes +6.

Vampiric bite (Su): The necromancer grows fangs for one minute. During this time, they gain a bite attack (1d6 for medium, 1d4 for small, 1d8 for large, and so on). When this attack deals damage, half the damage is leeched back as hit points or life force, chosen before the roll is made. This ability costs one dark energy.

Well of corruption (Su): Once per day using one dark energy, the necromancer can place a well of corruption on the ground, which has a radius of 15 ft. Targets within the well are sickened for 1 minute per level if they fail a fortitude save. If they pass the save, they are sickened with no save until they leave the well, or it ends. They can place a well of corruption one additional time per day at 12th and 18th level. This death power requires 6th level.

Well of Darkness (Su): Once per day using one dark energy, the necromancer can place a well of darkness on the ground, creating an area of deeper darkness with a radius of 15 ft. Targets within the well are blinded for 1 round per level if they fail a fortitude save. If they pass the save, they take no effect other than the deeper darkness of the well itself. They can place a well of darkness one additional time per day at 14th and 20th level. This death power requires 8th level.

Well of power (Su): Once per day using one dark energy, the necromancer can place a well of power on the ground with a radius of 15 ft. Allies within the well gain a +2 profane bonus to one ability score designated by the necromancer upon creation. Enemies within the well make a will save or take the same ability score change as a penalty. These bonuses and penalties remain until they leave the well. The changes return if they re-enter. The bonus and penalty of this well increases to +4 at 12th level. They can instead choose two ability scores to cause a +2 bonus or -2 penalty. They can place a well of power one additional time per day at 14th and 20th level. This death power requires 8th level.

Well of suffering (Su): Well of Darkness (Su): Once per day using one dark energy, the necromancer can place a well of suffering on the ground, with a radius of 15 ft. Targets within the well take 1d6 points of damage + the necromancer’s level per round they remain in the well. The necromancer chooses one ability score. Each round a target remains in the well, they take 1 point of ability drain. A successful fortitude save negates the drain, but not the damage. They can place a well of darkness one additional time per day at 15th and 18th level. This death power requires 12th level.

Undead minion: At 4th level, the necromancer becomes especially adept at creating undead, and gains the ability to create a special undead minion that they can customize and alter with special abilities. This minion’s statistics, as well as abilities, are below in the Undead minion section. The hit dice of this minion counts toward the necromancer’s total available hit dice for animating and creating undead. If the necromancer creates or animates more dead than they are able (4 HD per caster level) the necromancer always loses control of undead that are not their special undead minion. This minion is not subject to command undead or other effects.

Death resistance (Ex): At 5th level, the necromancer’s connection to undeath and power over the dead grows within them. They gain a +2 bonus on saving throws against negative energy effects, death effects, and the spells, spell-like abilities, and supernatural abilities of undead creatures.

Plague born (Ex): At 7th level, the necromancer becomes immune to diseases, including magical and supernatural diseases.

Steel mind (Ex): At 9th level, their connection to undeath grants the necromancer gains a +2 bonus on saving throws against mind-affecting effects.

Greater shroud (Ex): At 11th level, When in death shroud, the necromancer gains an additional +1 bonus to their caster level, and DR/good equal to 1/3 their level.

Resilient blood (Ex): At 12th level, the necromancer is immune to poisons.

Deathless (Ex): At 13th level, the necromancer has a 25% chance to negate each negative level they gain.

Energy drain (Su): At 15th level, the necromancer can, using one dark energy upon a successful hit or melee touch attack, inflict one temporary negative level on the target. A successful fortitude save negates this negative level. After 24 hours, the creature gains a second saving throw to remove the negative level. If they fail, it becomes permanent.

Dark mind (Ex): At 17th level, the necromancer’s mind act as if it is concealed from those who wish to invade their mind. When an enemy attempts to cast a mind-affecting effect upon the necromancer, they must roll as if they attacked an enemy with total concealment.

Soul drain (Su): At 19th level, the necromancer can, using two dark energy upon a successful hit or melee touch attack, inflict 1d4+1 temporary negative levels on the target. A successful fortitude save halves these this negative levels. After 24 hours, the creature gains a second saving throw to negate each individual negative level. If they fail, the levels becomes permanent.

Master of necromancy (Ex): The necromancer becomes a master of necromancy, becoming immune to energy drain and ability drain, and they are immune to all mind-affecting effects, as well as anything that requires a fortitude save, unless that save affects objects. In addition, they gain negative energy affinity at all times. In addition, once per day they can cast a powerful spell, noted in their death foci. If this spell has a DC, it is equal to 10 + ½ the necromancer’s level + their charisma modifier.









Death Foci










Blood magic

Image credit: Sefokusu on DeviantArt

Bonus spells: 1st: Touch of bloodletting; 2nd: False life; 3rd: Vampiric touch; 4th: False life (greater); 5th: Blood boil; 6th: Death clutch.

Master of Necromancy spell: Massacre.

Shroud: The blood magic necromancer siphons 1 health from up to a number of creatures equal to half their level each round they remain in death shroud. They gain this as hit points. At 8th and 16th level, the amount of hit points siphoned increases by 1. A fortitude save negates this drain.

Shroud skill: Life transfer: When channeling negative energy to harm living creatures while in death shroud, the necromancer gains life force equal to the damage rolled. They can instead choose to gain hit points equal to half this amount.

Undead minion: When the minion deals damage with an attack, they grant the necromancer 1 life force. They can choose to grant these as normal hit points instead, up to a number of times per day equal to twice the necromancer’s level.

Note: A blood magic necromancer uses blood hex feats as a witch or shaman does.

Death powers

Blood hex: The necromancer can choose a blood hex feat they qualify for. They count as witches or shamans for the purposes of blood hex feats.

Last rites (Su): While an ally is bleeding or unconscious and dying while adjacent to the necromancer, they instantly stabilize. The necromancer makes a caster level check against the heal DC of the bleed. If successful, the ally stops bleeding.

Life from death (Su): When exiting death shroud, adjacent allies, as well as the necromancer, heal for 1 hit point for every round the necromancer was in their death shroud.

Transfusion (Su): Once per day as a standard action, the necromancer can stabilize and siphon their own health into dying allies. They can grant allies a number of hit points until they are at a maximum of 1 hit point. This cannot take a necromancer below 1 hit point. At 6th, 12th, and 18th level, they can use this power one additional time per day.

Unholy martyr (Su): When entering death shroud, the necromancer can select a number of allies up to their charisma modifier within 30 ft. The necromancer can steal one condition they suffer from of shaken, sickened, dazed, stunned, paralyzed, bleeding, poisoned, diseased, and cursed. For each condition they gain, the necromancer gains a life force equal to half their level (minimum 1). They do not gain a saving throw to these effects, but they can remove them by normal means, or by the means the original victim had available (Such as, a will save each round for the hold person spell). They cannot accept the same condition twice, or if they already have the condition, they cannot accept a new one.

Unholy sanctuary (Su): If the necromancer is knocked unconscious by being taken below 0 hit points, or taken to a number of negative hit points that would kill them, they automatically initiate death shroud, taking the remaining hit point damage they take once they reach 0 hit points (or the death threshold). If they do not have enough life force to absorb the blow, they consume what life force they have, and take the rest as hit point damage as normal (and are knocked unconscious or killed. This death power requires 11th level.

Vampiric rituals (Ex): When within one of the necromancer’s well abilities, allies and the necromancer gain a +1 profane bonus to their armor class, and DR 1/good. This bonus increases by 1 at 8th and 16th level.

Vampiric strikes (Su): Whenever the necromancer strikes an enemy with a weapon, unarmed, or natural attack for lethal damage, they siphon 1 health and gain them as hit points.

Well of blood: Once per day, the necromancer can place a well of blood on the ground, which has a radius of 15 ft. this grants all allies within fast healing 1, and lasts a number of rounds equal to the necromancer’s charisma modifier. When enemies stand within the mark, they take damage every round equal to the fast healing instead. For each enemy that takes damage in the mark, the necromancer gains 1 life force. The fast healing and damage of this mark of blood increases by 1 for every 5 levels the necromancer possesses. They can place a well of blood one additional time per day at 6th, 12th, and 18th level.

Witch hex: The blood magic necromancer gains access to one of the following hexes: Gift of consumption, Poison touch, Poison steep. At 13th level, they can choose from agony, Infected wounds, and withering.





Curses

Image credit: Arenanet/Guild wars 2

Bonus spells: 1st: Ray of sickening; 2nd: Ghoul touch; 3rd: Bestow curse; 4th: Contagion; 5th: Curse (major); 6th: Epidemic.

Master of Necromancy spell: Cursed earth.

Shroud: Whenever the necromancer a condition of sickened, diseased, cursed, nauseated, or poisoned upon an enemy, and when the condition or spell has an effect such as ability damage, ability drain, as a post-infliction effect (such as additional rounds of poison), they gain 1 life force.

Shroud skill: Plague blast: The necromancer can unleash a blast of corrupted energy at the target using the life force they’ve taken or generated. They can spend 1 life force per level they possess to deal an amount of damage equal to the life force spent. In addition, the necromancer can choose one condition of shaken, sickened, bleeding, or fatigued, and inflict the target with it instead. At 12th level, they can transfer confused, cursed, diseased, exhausted, and staggered. If the target does not accept the affliction, it stays with the necromancer. This blast is launched at a target as a ranged touch attack out to a range of 30 ft. A successful fortitude halves the damage, and negates the condition. The maximum life force spent per use of this ability is equal to their necromancer level. This can be used once per day for every 2 levels they possess. This requires 10th level.

Minion: Whenever the minion inflicts a condition of sickened, diseased, cursed, nauseated, or poisoned upon an enemy, they gain 1 life force.

Death powers

Channel the sickness (Su): Once per day, when the necromancer dispels or removes a condition with remove disease or other spells of that nature, they can channel it into a target within 30 ft. the target makes the same save that originally caused the condition. They can use this ability one additional time per day at 8th and 16th level.

Cursed strikes (Su): For 1 round per level, the necromancer can inflict a brief curse upon striking an enemy with a weapon, natural, or unarmed attack. Whenever they strike a target, the enemy makes a will save. If they fail, they fall under a curse for 1 round, as the bestow curse spell. The type of curse is chosen when this ability is activated. This requires 9th level.

Mark of curses (Sp): The necromancer marks a 10-ft. square within 30 ft. of them. When a creature walks into the marked area, or is within the area when the ability is cast, the mark triggers, causing all within to become cursed, as the bestow curse spell. A successful will save negates the curse. The necromancer can use this ability once for every three levels they possess. This requires 8th level.

Mark of sickness (Sp): The necromancer marks a 10-ft. square within 30 ft. of them. When a creature walks into the marked area, or is within the area when the ability is cast, the mark triggers, causing all within to be sickened for 1 minute per level, as the ray of sickening spell. A successful fortitude save reduces the sickened condition to one round. The necromancer can use this ability a number of times per day equal to 3 + their charisma modifier.

Necrotic grasp: The necromancer sends out a hand of necrotic energy at a target as a ranged touch attack. This attack deals 1d6 damage + ½ the necromancer’s level as negative energy. The damage of this attack increases by 1d6 for every 2 levels they possess after 1st. They can use this ability a number of times per day equal to 3 + their charisma modifier, and it generates an amount of life force equal to the necromancer’s level.

Parasitic contagion (Su): When the necromancer inflicts one of the sickened, nauseated, or poisoned conditions by supernatural or magical means, they gain 1 hit point per duration increment as long as they are within 10 ft. of them. If the duration is rounds per level, they gain 1 hit point per round. If it is 1 minute per level, they gain 1 hit point per minute. This death power requires 6th level. The amount of hit points gained per time increment increases by 1 hit point for every 4 levels they possess after 6th.

Target the weak (Ex): The necromancer’s attacks are especially deadly to weakened targets. For each condition of sickened, shaken, and fatigued, the necromancer gains a +1 competence bonus on attack and damage rolls. At 10th level, they gain a +1 bonus for each condition of dazed, exhausted, and nauseated. At 15th level, they gain a +1 bonus from stunned, paralyzed, and cursed.

Terror (Su): When the necromancer casts a spell or uses a supernatural ability that inflicts the shaken condition, they can use one dark energy to enhance the fear, causing the target to take 1 point of damage per round. If they are subject to the frightened or panicked conditions, they take 2 or 3 points of damage, respectively. This damage increases by 1 for every 5 levels the necromancer possesses.

Witch hex: The curses necromancer may learn one of the following hexes: Blight, cursed wound, or misfortune. Their necromancer level counts as witch level for this effect, and the DC is charisma-based.


Death Magic
 Image credit: Arenanet/Guild wars 2 art team

Bonus spells: 1st: Animate dead (lesser); 2nd: Animate dead; 3rd: Wall of bone; 4th: Ghoul army; 5th: Create undead; 6th: Create greater undead.

Master of necromancy spell: Wail of the Banshee.

Shroud: Whenever the necromancer or their minions knock an enemy unconscious or kills them, they gain life force equal to the creature’s hit dice.

Shroud skill: Grasping force: The necromancer can place a 10-ft. radius area of grasping death on the ground as a standard action. While in this area, individuals are grabbed and restricted by grasping arms. The arms grab the target each round they remain in the area, with a CMB of the necromancer’s level + their charisma modifier. If they are unsuccessful, the target is entangled while they remain in the space. On a successful grapple, the grasping force has a CMD of 10 + the necromancer’s level + their charisma modifier + 5. The necromancer is unaffected by their own grasping force. This can be used once per day, plus one additional time for every 6 levels they possess. This ability’s check can be improved by improved and greater grapple.

Undead minion: When the necromancer’s undead minions deal damage, they grant the necromancer 1 life force. This value increases by 1 for every 4 levels the necromancer possesses.

Death powers

Bitter chill (Ex): When the necromancer deals immediate cold damage from a spell, spell-like ability, or supernatural ability, it deals minimum damage one round later, or half damage, whichever is lower.

Cleansing death: When entering death shroud, the necromancer gains a new save against a single condition that affects them. This does not affect permanent conditions, such as curses or insanity.

Corpse explosion (Su): As a standard action, the necromancer can make one corpse explode, dealing 1d6 damage to adjacent creatures. This damage increases by 1d6 for every 2 levels following first. They can cause a number of corpse explosions equal to 3 + their charisma modifier. A successful reflex save halves the damage for adjacent creatures, but creatures within the corpse’s space do not receive a save.

Death surge: The amount of life force gained from knocking a creature unconscious or killing them acts as if their hit dice was two higher. This requires 11th level.

Desecrated armor: When in death shroud, the necromancer’s minions within 30 ft. gain a +1 profane bonus to their armor class, and the necromancer’s profane guard ability grants an additional +1.

Disrupt connection (Su): The necromancer gains the disrupt connection witch hex, except it works on only undead creatures controlled by other entities. Their necromancer level counts as witch level for the purposes of this hex, and the save is charisma-based.

Exploding minions (Su): When creating or animating an undead being, the necromancer can form an explosive force within them using one dark energy. When these undead are killed (taken to 0 hit points), they explode for 1d6 damage per two hit dice the minion possesses. A reflex save halves this damage.

Master’s boon (Su): As a full-round action, the necromancer can grant any one of their undead a +2 bonus to one ability score. This boon increases to +4 at 12th level. The necromancer can give one boon to each of their undead. If they grant a new boon to a minion, the previous one is replaced. If an undead acts against the necromancer’s will (either by breaking free by going over their animate dead limit, the necromancer dies, or by acting from a command undead effect from another individual) the boon is lost. This ability does not work on the undead minion they gain at 4th level.

Minion master: The necromancer adds their charisma modifier to the number of hit dice of undead they control. At 10th level, this increases to double their charisma modifier.

Reaper’s protection (Su): When the necromancer is inflicted with the dazed, confused, stunned, or paralyzed conditions, adjacent creatures, including the one who inflicted it (if not adjacent) are frightened for 1d4 rounds. At 16th level, they’re panicked. A successful will save negates this effect. This requires 8th level.

Sacrificial master: The necromancer can take 1 constitution drain to heal all of their minions within 60 ft. for a number of hit points equal to the necromancer’s level + their charisma modifier. This drain cannot be healed by means such as restoration, or reduced by magic effects like a ring of inner fortitude. This drain is removed when the necromancer rests.



Spite
Image credit: Arenanet/Guild wars 2 art team

Bonus spells: 1st: Stunning barrier; 2nd: Ironskin; 3rd: Stunning barrier (greater); 4th: Spite; 5th: Vampiric shadow shield; 6th: Destruction.

Master of necromancy spell: Heroic invocation.

Minion: When the necromancer’s minion or themselves take damage or they deals damage with a weapon, unarmed attack, or natural attack, they gain one life force, and the minion gains a +1 profane bonus on attack and damage rolls, as well as saving throws for 1 round. These bonuses stack. The number of shroud hit points gained increases by 1 for every 5 levels they possess.

Shroud skill: Spiteful force: While in death shroud, the necromancer spites others for their attacks. Once per round, the necromancer can parry an attack made against them. They roll a melee attack against the target, and if higher, parry the attack. If they are targeted by a spell, the caster must make a concentration check against a DC of 10 + the necromancer’s level. If they fail, the spell is lost, and the caster is sickened and shaken for 1 round. If the necromancer spends life force equal to their level, they can reflect half the damage of an enemy attacking with a weapon, natural weapon, or unarmed attack dealing hit point damage.

Death powers

Counter (Ex): Once per round, the necromancer can spend one dark energy to counterattack an opponent who cast a spell, ability, or attacked them using an attack of opportunity.

Determination (Ex): When struck below 0 hit points, the necromancer can spend one dark energy to remain conscious. They are still staggered, and lose hit points by taking strenuous action. However, they can spend one additional dark energy as a free action to suppress the staggered condition and hit point loss for one round. At 8th level, the necromancer is no longer staggered below 0 hit points. At 12th level, they no longer lose hit points due to strenuous action. At 16th level, the necromancer can spend an amount of dark energy minimum of half their pool to not take hit point damage from any source for one round if they are below 0 hit points.


Focus feats: Channel smite, Charnel soldiers, Combat reflexes, Combat casting, Endurance, Diehard, Dodge, Improved bull rush, Improved disarm, Improved sunder, Improved trip, Iron will, Lightning reflexes, Mobility, Pestilent, Power attack, Spring attack, Toughness, Weapon focus. They need only meet the level or base attack bonus requirements for these feats.

Martial training (Ex): The spite necromancer learns to use all martial weapons, as well as light and medium armor. However, if they wear armor, they lose their profane guard bonus.

Minus strike (Su): With a destructive swing, the necromancer can, once per day as a standard action, make an attack dealing damage dice plus the amount of hit points the necromancer is beneath their maximum. This attack can be made one additional time at 8th and 16th level. This costs 1 dark energy.

Parrying minions (Ex): The necromancer’s minions gain the ability to parry enemy attacks. Each undead under their control can parry one attack in a round. If the undead rolls higher on the attack roll they choose to attempt to parry, the attack is parried.

Retribution (Su): The necromancer gains the use of the retribution witch hex. Their level counts as witch level, and the DC is charisma-based.

Spell revenge (Sp): Once per day, the necromancer can cast spell turning on themselves as a spell-like ability. This requires 13th level. At 16th level, they can activate this ability as an immediate action.

Spiteful (Sp): Twice per day, the necromancer can cast spite as a spell-like ability. This can be cast on undead they control. This ability can be used an additional time per day for every 3 levels following 7th. This requires 7th level.

Vengeance (Ex): When below half their maximum hit points, the necromancer gains a +2 profane bonus to their attack rolls, damage rolls, saving throws, and their profane guard ability increases by 2. At 0 hit points or lower, these bonuses double.



Soul Reaping

Image credit: Grim dawn

Bonus spells: 1st: Doom; 2nd: Death knell; 3rd: Enervation; 4th: phantasmal killer; 5th: Slay living; 6th: Finger of death.

Master of necromancy spell: Weird.

Minion: Whenever the necromancer’s minion knocks an enemy unconscious or kills them, they gain life force equal to the creature’s hit dice.

Shroud: When the necromancer casts an offensive spell while in death shroud, they gain life force equal to double the spell level.

Shroud skill: Reap soul: When within 20 ft. of a helpless individual, they can attempt to reap their soul as a full-round action. The target gets a will save. If they fail, they are instantly killed, as if they were subject to a coup de grace. Reaping a target’s soul provokes attacks of opportunity. If the target is helpless and dying, this is a standard action. The necromancer gains life force equal to twice the hit dice of the creature killed. At 8th level, they can use this ability on two helpless targets. At 16th level, they can affect a number of creatures equal to their charisma modifier. At 20th level, they can use this ability as a standard action once per day on a target, even if they are not helpless.

Death powers

Death perception (Ex): While in death shroud, all of the necromancer’s attacks and spells gain the effects of the improved critical feat. This does not stack with effects such as the feat itself, the keen edge spell, or the keen weapon enhancement. This requires 7th level.

Dhuumfire (Su): When dealing negative energy damage, the necromancer can instead reduce the damage dice by one step, (or reduce their caster level by 2 if dice do not apply) to instead deal unholy fire damage. This requires 10th level.

Fool in the grace (Ex): While in death shroud, the necromancer becomes immune to daze, stun, and paralysis effects. This requires 14th level.

Last gasp (Su): When struck to 0 or below hit points, the necromancer instantly activates spectral armor without consuming daily uses, and heals for a number of hit points equal to their level.

Soul Marks (Su): When a mark death power is triggered, the necromancer gains life force equal to the creature’s hit dice. If they pass the save against the mark, this life force amount is halved.

Soul reaper (Sp): The necromancer can use death knell three times per day as a spell-like ability. Every two levels following, they can use it one additional time. When this ability is used to kill a creature, the necromancer gains additional life force equal to the creature’s hit dice. This only works on living targets.
This requires 7th level.

Soul shaker (Su): Choosing a target within 30 ft., the necromancer causes the connection between the body and soul of the target to shudder as a standard action. The target is staggered for 1 round per level of the necromancer. If they fail by 5 or more, they are stunned for the first round. If they pass the save, the staggered condition is reduced to 1 round. This only works on living targets.

Speed of shadows (Sp): Once per day when activating death shroud, the necromancer can cast freedom of movement as a spell-like ability as an immediate action. They can use this one additional time per day at 12th and 16th level. This death power requires 8th level.

Vital persistence (Ex): While in death shroud, once per day, each shroud skill the necromancer knows can be used one time without consuming uses or life force.




Necromancer Spell List

0-Level Necromancer spells
Bleed, Create water, Daze, Detect magic, Detect Poison, Disrupt undead, Enhanced Diplomacy, Guidance, Haunted fey aspect, Light, Mending, Penumbra, Read magic, Resistance, Touch of fatigue.

1st-level necromancer spells
Air bubble, Animate dead (lesser), Ant haul, Abstemiousness, Aspect of the nightingale, Bane, Barbed chains, Burning disarm, Cause fear, Chill touch, Clarion call, Command, Command undead, Compel hostility, Comprehend languages, Curse water, Dancing lantern, Deadeye’s lore, Deathwatch, Decompose corpse, Detect alignment, Detect charm, Detect the faithful, Divine favor, Diagnose disease, Doom, Dream feast, Endure elements, Enhance water, Entropic shield, Face of the devourer, Forbid action, Grasping corpse, Hedging weapons, Hidden diplomacy, Hide from undead, Inflict light wounds, Know the enemy, Magic weapon, Moment of greatness, Murderous command, Obscure poison, Obscuring mist, Protection from alignment, Ray of enfeeblement, Ray of sickening, Remove fear, Remove sickness, Repair undead, Restore corpse, Rite of bodily purity, Rite of centered mind, Sanctify corpse, Sanctuary, Sculpt corpse, Shield of faith, Stunning barrier, Swallow your fear, Touch of blindness, Touch of bloodletting, Tracking mark, Unbreakable heart, Weaponwand.

2nd-level necromancer spells
Abeyance, Aboleth’s lung, Admonishing ray, Aid, Air step, Align weapon, Amplify stench, Ancestral knowledge, Animate dead, Ant haul (communal), Bear’s endurance, Bloodbath, Blood blaze, Boiling blood, Bone fists, Boneshaker, Bull’s strength, Cloud of seasickness, Curse terrain (lesser), Darkness, Dark whispers, Death candle, Death Knell, Defending bone, Defoliate, Delay disease, Delay pain, Delay poison, Desecrate, Detect magic (greater), Disfiguring touch, Dread bolt, Dress corpse, Eagle’s splendor, Endure elements (communal), Enemy’s heart, Enthrall, Halt undead, Gentle repose, Ghoul touch, Ghostbane dirge, Grace, False life, Hold person, Inflict moderate wounds, Instrument of agony, Ironskin, Life pact, Make whole, Martyr’s bargain, Owl’s wisdom, Protection from alignment (communal), Protective penumbra, Remove paralysis, Resist energy, Restoration (lesser), Savage maw, Scare, Sense fear, Sentry skull, Shatter, Shield of fortification, Shield other, Silence, Speak with dead, Status, Stricken heart, Surmount affliction, Touch of mercy, Twisted futures, Undetectable alignment, Unholy ice weapon, Unliving rage, Unshakable chill, Weapon of awe, Zone of truth.

3rd-level necromancer spells
Accept affliction, Agonize, Agonizing rebuke, Aggravate affliction, Air breathing, Align weapon (communal), Anti-incorporeal shell, Appearance of life, Archon’s aura, Aura of cannibalism, Aura sight, bestow curse, blindness/deafness, Blood scent, Contagion, Continual flame, Control vermin, Create food and water, Damnation, Deadly juggernaut, Death ward, Deeper darkness, Delay poison (communal), Detect anxieties, Dispel magic, Disrupt silence, Enervation, False alibi, Flesh puppet, Fractions of heal and harm, Healing thief, Helping hand, Howling agony, Inflict serious wounds, Locate object, Magic circle against alignment, Magic vestment, Monstrous extremities, Obscure object, Prayer, Protection from energy, Ray of exhaustion, Reaper’s coterie, Remove blindness/deafness, remove curse, remove disease, resist energy (communal), Restoration, Sadomasochism, Sands of time, Shadowmind, Shield of darkness, Speak with haunt, Stunning barrier (greater), Symbol of exsanguination, Torpid reanimation, Umbral infusion, Vampiric touch, Water breathing, Water walk, Waters of maddening, Wind wall, Wrathful mantle.

4th-level necromancer spells
Abyssal vermin, Air walk, Aura of doom, Battle trance, Blessing of fervor, Borrow corruption, Conditional curse, Contagion (greater), Curse terrain, Deadman’s contingency, Debilitating portent, Dimensional anchor, Discern lies, Dismissal, Divine power, Enchantment foil, False life (greater), Fear, Feast on fear, Firewalker’s meditation, Flesh puppet horde, Fleshworm infestation, Freedom of movement, Ghostbane dirge (mass), Giant vermin, Glimpse of truth, Hunger for flesh, Inflict critical wounds, Inflict light wounds (mass), Magic weapon (greater), Nature’s ravages, Neutralize poison, Persistent vigor, Plague carrier, Poisonous balm, Protection from energy (communal), Repair undead (mass), Repel vermin, Rest eternal, Ride the waves, Rigor mortis, Sending, Shadow barbs, Shield of fortification (greater), Skeleton crew, Spellcrash (lesser), Spell immunity, Terrible remorse, Tongues, Vampiric shadow shield, Virulence, Wall of bone, Ward shield, Water walk (communal).

5th-level necromancer spells
Air walk (communal), Antilife shell, Ban corruption, Banshee blast, Blood ties, Boneshatter, Caustic blood, Command (greater), Commune, Constricting coils, Create undead, Curse of magic negation, Curse (major), Darkvault, Decollate, Dispel alignment, Disrupting weapon, Flame strike, Forbid action (greater), Ghoul army, Harm, Inflict moderate wounds (mass), Life bubble, Mark of justice, Profane nimbus, Siphon magic, Slay living, Spell immunity (communal), Spell resistance, Spellsteal, suffocation, Symbol of pain, Symbol of striking, Tongues (communal), True seeing, Undeath ward, Unhallow, Unholy ice, Wall of blindness/deafness, Waves of fatigue.

6th-level necromancer spells
Alleviate corruption, Banishment, Bear’s endurance (mass), Bloodsworn retribution, Bull’s strength (mass), Circle of death, Create undead (greater), Create variant mummy, Cruel jaunt, Curse of night, Curse of the outcast, Curse terrain (greater), Death clutch, Destruction, Dispel magic (greater), Eagle’s splendor (mass), Enlightened step, Epidemic, Ethereal jaunt, Find the path, Finger of death, Flesh wall, Forbiddance, Hunger for flesh (mass), Inflict serious wounds (mass), Orb of the void, Overwhelming poison, Owl’s wisdom (mass), Plague storm, Plundered power, Regenerate, Spellblight jinx, Symbol of fear, Undeath to death, Unholy aura, Unwilling shield, Vision of doom, Waves of exhaustion.






Undead minion
Image credit: Hungerartist on Deviantart

At 4th level, the necromancer can create a special undead minion (if a body is present) to assist them in combat. If the minion is killed, its body is turned to dust and must be re-created by means of gathering new body parts that can be manipulated into a new construct.

The undead minion gains all the traits of an undead creature.



Level
Hit Dice
Base attack bonus
Good Save
Bad Save
Skills
Feats
Natural armor bonus
Str/dex bonus
Max Attacks
Construct points
Special
4
3
3
3
1
8
2
2
1
2
3
Darkvision
5
4
4
4
1
8
2
3
1
2
4
Ability score increase
6
5
5
4
1
9
3
3
2
2
4
7
6
5
5
2
10
3
4
2
2
5
8
6
6
5
2
11
3
5
3
3
6
9
7
7
5
2
12
4
5
3
3
7
Multiattack
10
8
8
6
2
13
4
6
4
3
7
Ability score increase
11
9
8
6
3
13
4
7
4
3
8
12
9
9
6
3
14
5
7
4
3
9
13
10
10
7
3
15
5
8
5
3
10
14
11
10
7
3
16
6
9
5
4
10
15
12
11
8
4
17
6
9
6
4
11
Ability score increase
16
12
12
8
4
18
6
10
6
4
12
17
13
13
8
4
18
7
11
7
4
13
18
14
13
9
4
19
7
11
7
4
13
19
15
14
9
5
20
7
12
7
4
14
20
15
15
9
5
21
8
13
8
5
15

Class Level: This is the character’s necromancer level.

HD: This is the total number of 8-sided (d8) Hit Dice the minion possesses. They add their charisma modifier instead of constitution to their total hit points.

BAB: This is the minion’s base attack bonus. A minion’s base attack bonus is equal to its Hit Dice. They do not gain additional attacks using their natural weapons for a high base attack bonus.

Good Saves and Poor Save: These are the minion’s base saving throw bonuses. A minion possesses two good saving throws and one poor saving throw, determined by the creature’s base form. The undead minion is immune to all effects where a fortitude save is required, unless the effect affects objects.

Skills: This lists the minion’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Minions with Intelligence scores above the base value modify these totals as normal (1 skill point per int modifier above 0 per hit die). An eidolon cannot have more ranks in a skill than it has Hit Dice. Minion skill ranks are set once chosen, even if the creature’s construct components change when the necromancer gains a new level.

Feats: This is the total number of feats possessed by the minion. Minions can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Minion feats are set once chosen, even if the creature changes when the necromancer gains a new level. If, due to such changes, the minion no longer qualifies for a feat, the feat has no effect until they once again qualify for the feat.

Armor Bonus: The number noted here is the undead minion’s base natural armor armor bonus.

Str/Dex Bonus: Add this modifier to the minion’s Strength and Dexterity scores, which are determined by its base form. Some options available through the minion’s construct points might modify these scores.

Construct points: The value given in this column is the total number of points in the minion’s construct poool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the necromancer gains a level, the number of points in this pool increases and they can spend these points to change the abilities of the minion. These choices are not set—the necromancer can change them whenever they gain a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of attacks that the minion is allowed to possess at the given level. If the minion is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Special: This includes a number of abilities gained by all minions as they increase in power (see Table: Minion Base Statistics). Each of these bonuses is described below.

Darkvision: The undead minion gains darkvision out to a distance of 60 ft.

Ability score bonus: The necromancer can choose one ability score the minion has, and increase its value by 1.

Multiattack: When making attacks with secondary natural attacks, the minion takes a -2 penalty, instead of -5.

Minion forms:

Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con -, Int 11, Wis 10, Cha 14; Free Evolutions bite, limbs (legs) (2).

Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con -, Int 11, Wis 10, Cha 13; Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con -, Int 11, Wis 10, Cha 14; Free Evolutions bite, climb, reach (bite), tail, tail slap.

The undead minion gains all the traits of an undead creature. It is immune to all effects that require a fortitude save, unless that effect affects objects.

Evolutions

Each minion receives a number of construct points that can be spent to give the minion new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the death knight gains a new level, but they are otherwise set. Some evolutions require that the minion have a specific base form or the death knight be of a specific level before they can be chosen. A number of evolutions grant the minion additional natural attacks. Natural attacks listed as primary are made using the minion's full base attack bonus and add the minion's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the minion's base attack bonus – 5 and add 1/2 the minion's Strength modifier on damage rolls (if positive). If the minion only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in construct points. Construct points cannot be saved. All of the points must be spent whenever the death knight gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions
The following evolutions cost 1 point from the minion's evolution pool.

Bite (Ex): a minion's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the minion already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): a minion has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the minion must possess an equal number of the limbs evolution.

Climb (Ex): A minion becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the minion's climb speed by 20 feet.

Improved Damage (Ex): One of the minion's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time a minion selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): a minion's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the death knight possesses.

Magic Attacks (Su): a minion is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the death knight is 10th level or higher, all of the minion's weapons are treated as the alignment of the minion for the purpose of overcoming damage reduction.

Mount (Ex): a minion is properly skilled and formed to serve as a combat-trained mount. The minion must be at least one size category larger than its rider. This evolution is only available to minions of the quadruped and serpentine base forms.

Pincers (Ex): a minion grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Minions with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The minion must have the limbs (arms) evolution to take this evolution. Alternatively, the minion can replace the claws from its base form with pincers (this still costs 1 construct point). This evolution can be selected more than once, but the minion must possess an equal number of the limbs evolution.

Pounce (Ex): a minion gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to minions of the quadruped base form.

Pull (Ex): a minion gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the minion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the minion. This ability only works on creatures of a size equal to or smaller than the minion. Creatures pulled in this way do not provoke attacks of opportunity. The minion must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time a minion selects this evolution, it applies to a different natural attack.

Push (Ex): a minion gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the minion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the minion. This ability only works on creatures of a size equal to or smaller than the minion. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time a minion selects this evolution, it applies to a different natural attack.

Reach (Ex): One of a minion's attacks is capable of striking at foes at a distance. Pick one attack. The minion's reach with that attack increases by 5 feet.

Resistance (Ex): a minion's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The minion gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the death knight possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time a minion selects this evolution, it applies to a different energy type.

Skilled (Ex): a minion becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time a minion selects this evolution, it applies to a different skill.

Slam (Ex): a minion can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The minion must have the limbs (arms) evolution to take this evolution. Alternatively, the minion can replace the claws from its base form with this slam attack (this still costs 1 construct point). This evolution can be selected more than once, but the minion must possess an equal number of the limbs evolution.

Sting (Ex): a minion possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the minion must possess an equal number of the tail evolution.

Swim (Ex): a minion gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the minion the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the minion's swim speed by 20 feet.

Tail (Ex): a minion grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

Tail Slap (Ex): a minion can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The minion must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the minion must possess an equal number of the tail evolution.

Tentacle (Ex): a minion possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

Wing Buffet (Ex): a minion learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The minion must possess the flight evolution, with wings, to select this evolution.

2-Point Evolutions
The following evolutions cost 2 points from the minion's evolution pool.

Ability Increase (Ex): a minion grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the minion's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the death knight possesses.

Ability damage (Su): A minion steals the power of those they strike, dealing 1d2 ability damage to a single ability score with one attack they choose. This ability damage is negated by a fortitude save (knight’s DC). Once the ability score is chosen, it cannot be changed. Constitution damage is considered 3 evolution points. If this evolution is chosen again, the minion deals 1d4 damage.

Constrict (Ex): a minion gains powerful muscles that allow it to crush those it grapples. Whenever the minion successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to minions of the serpentine base form.

Energy Attacks (Su): a minion's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the minion's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The death knight must be at least 5th level before selecting this evolution.

Flight (Ex or Su): a minion grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The minion gains a fly speed equal to its base speed. The minion's maneuverability depends on it size. Medium or smaller minions have good maneuverability. Large minions have average maneuverability, while Huge minions have poor maneuverability. For 2 additional construct points, the minion flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The minion's fly speed can be increased by spending additional construct points, gaining a 20-foot increase to fly speed for each additional point spent. The death knight must be at least 5th level before selecting this evolution.

Gore (Ex): a minion grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): a minion becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the minion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the minion grapples the target. This ability only works on creatures of a size one category smaller than the minion or smaller. Minions with this evolution receive a +4 bonus on CMB checks made to grapple.

Immunity (Su): a minion's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The minion gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The death knight must be at least 7th level before selecting this evolution.

Limbs (Ex): a minion grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the minion's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The minion does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the minion is proficient. This evolution can be selected more than once.

Poison (Ex): a minion secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Minion poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the minion's HD + the minion's Constitution modifier. For 2 additional construct points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The death knight must be at least 7th level before selecting this evolution.

Rake (Ex): a minion grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The minion receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to minions of the quadruped base form. This evolution counts as one natural attack toward te minion's maximum. The death knight must be at least 4th level before selecting this evolution.
Rend (Ex): a minion learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the minion makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the minion's Strength modifier. The minion must possess the claws evolution to select this evolution. The death knight must be at least 6th level before selecting this evolution.

Trample (Ex): a minion gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the minion can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the minion does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the minion's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the minion's HD + the minion's Strength modifier. A trampling minion can only deal trampling damage to a creature once per round. This evolution is only available to minions of the biped or quadruped base forms.

Tremorsense (Ex): a minion becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the minion and the creature to be pinpointed are in contact with the ground. The death knight must be at least 7th level before selecting this evolution.

Trip (Ex): a minion becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the minion makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the minion is not tripped in return. This ability only works on creatures of a size equal to or smaller than the minion. The minion must possess the bite evolution to select this evolution.

Weapon Training (Ex): a minion learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional construct points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the minion's evolution pool.

Ability drain (Su): As the ability damage evolution, but as drain.

Blindsense (Ex): a minion's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the minion to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the minion. Visibility still affects the minion's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The death knight must be at least 9th level before selecting this evolution.

Burrow (Ex): a minion grows thick and gnarled claws, allowing it to move through the earth. The minion gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The death knight must be at least 9th level before selecting this evolution.

Damage Reduction (Su): a minion's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The minion gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the minion. At 12th level, this protection can be increased to DR 10 by spending 2 additional construct points. The death knight must be at least 9th level before selecting this evolution.

Energy drain (Su): The minion’s attacks deal one negative level when they strike with a single chosen attack (Will negates, death knight’s DC).

Frightful Presence (Ex): a minion becomes unsettling to its foes, gaining the frightful presence ability. The minion can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the minion must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the minion's HD + the minion's Charisma modifier. If the minion has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the minion are immune to this effect. The death knight must be at least 11th level before selecting this evolution.

Web (Ex): a minion gains a pair of spinnerets, giving it the ability to spin webs. The minion can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the minion. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the minion's HD + the minion's Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the minion's total Hit Dice. The minion can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The minion must possess the climb evolution to take this evolution. The death knight must be at least 7th level before selecting this evolution.

4-Point Evolutions
The following evolutions cost 4 points from the minion's evolution pool.

Blindsight (Ex): a minion's senses sharpen even further, granting it blindsight out to a range of 30 feet. The minion can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The minion must possess the blindsense evolution to take this evolution. The death knight must be at least 11th level before selecting this evolution.

Fast Healing (Su): a minion's body gains the ability to heal wounds very quickly, giving it fast healing 1. The minion heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the minion to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the minion is alive. This fast healing does not function when the minion is not on the same plane as its death knight. This healing can be increased by 1 per round for every 2 additional construct points spent (maximum 5). The death knight must be at least 11th level before selecting this evolution.

Large (Ex): a minion grows in size, becoming Large. The minion gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the minion has the biped base form, it also gains 10-foot reach. Any reach evolutions the minion possesses are added to this total. The minion must be Medium to take this evolution. The death knight must be at least 8th level before selecting this evolution.
The ability increase evolution costs twice as much (4 construct points) when adding to the Strength or Constitution scores of a Large minion.

Spell Resistance (Ex): a minion is protected against magic, gaining spell resistance. The minion's spell resistance is equal to 11 + the death knight's level. This spell resistance does not apply to spells cast by the death knight. The death knight must be at least 9th level before selecting this evolution.







Necromancer archetype: Reaper



Image credit: Arenanet/Guild wars 2 art team

Proficiencies: In addition to the normal necromancer proficiencies, reapers are proficient with greatswords, long swords, and short swords.

Hit dice: The reaper is hardier than their normal allies, granting a hit die of d8.

Feats: When qualifying for feats, the reaper counts as having a base attack bonus of equal to their level.

Reaper shroud: This ability works as the necromancer’s death shroud. They are enshrouded in darkness, cloaked with a face that cannot be seen beneath a hood.

This replaces death shroud.

Reaper skill (Su): While in reaper shroud, the necromancer can use abilities that represent their connection to death and decay. They learn one shroud skill at 2nd level, and every 4 levels thereafter. Each death focus has a specialized shroud skill they can learn, in addition to the list below.

Death’s charge: The necromancer becomes incorporeal, and charges unhindered to a space within their range. When they arrive, they burst with a blinding darkness, blinding adjacent creatures for 1 round (will negates). The necromancer can use a life rend attempt on this charging attack. This movement provokes attacks of opportunity, but the reaper gains a +1 deflection bonus to their AC while charging. This deflection bonus increases by 1 for every 4 levels they possess after 2nd.

Executioner’s scythe: As a full-round action, the reaper can initiate a devastating execution blow. This attack deals additional cold damage equal to the reaper’s level. If the target fails a will save, the attack becomes an automatic critical strike, and frost explodes from the target. If the target survives, they are stunned for 1 round, and all adjacent targets and the struck enemy other than the reaper take the cold damage dealt by this attack, and are fatigued for 1 round per level (fortitude negates). This requires 14th level.

Infusing terror: The necromancer infuses themselves with the power of fear using one dark energy (or once per day, if they do not possess dark energy), granting them a +1 enhancement bonus to their natural armor and CMD for 1 round per level, or until they end death shroud. As a standard action, they can shatter their armor, dealing damage to adjacent targets as channel negative energy, and causing them to be shaken for 1 round per level of the reaper. At 8th level, they are frightened. At 14th level, they are panicked. A successful will save halves the damage and reduces the fear effect to shaken for 1 round. The bonus to natural armor and their CMD increases by 1 for every 4 levels they possess.

Life rend: The necromancer can unleash a slash of corrupted energy at a target using the life force they’ve taken or generated. They can spend a maximum of 1 life force + 1 per 2 levels they possess following first to enhance a weapon attack, dealing an amount of damage equal to double the life force spent. If the reaper is wielding a weapon in two hands, this damage increases to 3 damage per life force spent. Instead, the necromancer can rend the enemy with negative energy as a melee touch attack. This attack does not add the modifiers from modifiers such as strength or power attack, but it does benefit from weapon enhancement bonuses, and abilities such as the flaming enchantment. A target gets a will save to halve the damage from this negative energy attack. This can be used a number of times per day equal to 1 + their charisma modifier.

Power infusion: While the reaper is in reaper shroud, they can gain spend an amount of life force equal to half their level (minimum 1) to gain a +2 profane bonus to their strength, constitution, and charisma scores when they enter. The bonus increases by +2 at 12th and 18th level. This requires 6th level.

Soul spiral: As a full-round action, the necromancer spends 1 dark energy to initiate a whirlwind attack. If they have the whirlwind attack feat, this ability has no cost. For every enemy they strike, they gain life force equal to half the target's hit dice. This attack requires 6th level.

Soul infusion (Su): At 4th level, the reaper takes the power of the souls they’ve reaped and incorporates it into their own abilities. At 4th level, and every two levels thereafter, they gain 1 evolution point. This acts as a summoner’s eidolon power, but with a specific list of evolutions. The normal level restrictions apply. Once these evolutions are chosen, they cannot be changed until another level is reached, or they are retrained. 

As their connection to the souls and dead are incorporated into their body, each evolution point they gain counts as two hit dice of undead, counting toward the total HD of undead they can control. The necromancer cannot take feats adding additional evolution points or construct points to increase the number they possess.

1-point evolutions: Basic magic, Bite, bleed (including weapon attacks), claws, climb, improved natural armor, low-light vision, magic attacks, resistance, swim, unnatural aura.

2-point evolutions: Ability increase (+1, +1 point for +2, only once), channel resistance, extra feat, gore, minor magic, poison, rend (including weapon attacks, 2), shadow blend, shadow form, sickening, undead appearance.

3-point evolutions: Blindsense (10 ft., +5 ft. per point extra), damage reduction, frightful presence, major magic, sacrifice, see in darkness.

4-point evolutions: Blindsight (5 ft., +5 per point extra), fast healing, Incorporeal form, lifesense (20 ft., +10 ft. per point extra), No breath, spell resistance (6+level, +2 points 11+level), ultimate magic.

This replaces the necromancer’s undead minion.



Death focus: Reaping

The reaper gains their own death focus of reaping. They may take the same shroud skill as the soul reaping death focus. The reaper gains their own set of special death powers, and their shroud ability for life force generation is 1 point of life force whenever the necromancer hits an enemy with a weapon attack, and gains life force equal to a target’s hit dice when the necromancer kills them, or one dies adjacent to them. This does not stack with the reap soul shroud skill. They also gain life force from undead, as they steal the negative energy for themselves.

The reaper does not gain bonus spells.

This modifies the necromancer’s death focus.

Shroud: The reaper gains 1 life force each time they strike an enemy or are struck for hit point damage with a spell or weapon. The reaper acts as if a creature's hit dice was two higher when considering life force gained. The amount of life force gained from striking or being struck increases by 1 for every 6 levels they possess.

Shroud skill: Reap soul: When within 20 ft. of a helpless individual, they can attempt to reap their soul as a full-round action. The target gets a will save. If they fail, they are instantly killed, as if they were subject to a coup de grace. Reaping a target’s soul provokes attacks of opportunity. If the target is helpless and dying, this is a standard action. The necromancer gains life force equal to twice the hit dice of the creature killed. At 8th level, they can use this ability on two helpless targets. At 16th level, they can affect a number of creatures equal to their charisma modifier. At 20th level, they can use this ability as a standard action once per day on a target, even if they are not helpless.

Death powers: The powers of the reaper are different from their necromantic allies. Some of the abilities they access to come from a special echo in their tone, that evokes fear and vile effects within their enemies. All it takes it a few words and a piece of their power.

“Chilled to the bone!”: The necromancer’s words deal 3d8 damage + their level as cold to a number of enemies equal to their charisma modifier within 30 ft. They are instantly frozen in ice, and are considered helpless. This ice deals an amount of damage equal to the necromancer’s level each round. The ice has 20 hit points and hardness 3. If the target wishes to break themselves out, they can make a strength check equal to 10 + the necromancer’s level. A successful reflex save halves the initial damage, negates the damage afterward, and leaves them entangled for 1 round per level of the necromancer. For every enemy fully frozen, the necromancer gains a +1 bonus to their caster level for 1d4 rounds. This ability can be used once per day, and requires 17th level.

Death perception (Ex): While in death shroud, all of the necromancer’s attacks and spells gain the effects of the improved critical feat. This does not stack with effects such as the feat itself, the keen edge spell, or the keen weapon enhancement. This requires 9th level.

Determination (Ex): When struck below 0 hit points, the necromancer can spend one dark energy to remain conscious. They are still staggered, and lose hit points by taking strenuous action. However, they can spend one additional dark energy as a free action to suppress the staggered condition and hit point loss for one round. At 8th level, the necromancer is no longer staggered below 0 hit points. At 12th level, they no longer lose hit points due to strenuous action. At 16th level, the necromancer can spend an amount of dark energy equal to half of their maximum dark energy pool to not take hit point damage from any source for one round if they are below 0 hit points.

Gravedigger (Ex): Sensing death within them, the reaper can spend one dark energy as a swift action sensing if an enemy is below half or one quarter their maximum hit points, or at 1 or 0 hit point. They can then spend a standard action to make a single, devastating attack. Depending on the health of the target, the necromancer deals additional damage. If they are below half their maximum hit points, the reaper gains a +2 circumstance bonus to attack and damage rolls against them. If they are below one quarter their maximum hit points, the reaper gains a +4 bonus instead.  If they are at 1 or 0 hit points, this bonus increases to +6. This ability costs one dark energy. If the enemy is not below half their maximum hit points, the energy is wasted with no effect. If the target is killed by the attack, the necromancer’s dark energy is returned. If the necromancer has the vital strike feat, this can be applied to this attack.

Martial training: The spite necromancer learns to use all martial weapons, as well as light and medium armor. However, if they wear light armor, they only gain half of their profane guard bonus. If they wear medium armor, they lose their entire profane guard bonus.

Nightfall (Sp): The reaper can call down a darkness upon them. This acts as the darkness spell, but the reaper can see perfectly within. At 8th level, this becomes deeper darkness. While in the darkness effect, enemies are shaken. They get a save to negate the shaken effect, and only need to make this save once.

“Nothing can save you!”: The reaper’s words shatter the resolve of enemies within 30 ft. All magical spells that grant a positive effect are suppressed for 2 rounds, and they are considered shaken and flat-footed to attacks by the reaper. A successful will save resists the suppression, and negates the shaken and flat-footed effects. At 8th and 16th level, this duration increases by 1. Whether a creature makes it's save or not, they are immune to this ability for 24 hours.

Reaper feat: Instead of a special ability, the reaper can select a bonus feat of Antagonize, Cleave, Cleaving finish, Critical focus, Dastardly finish, Deadly finish, Dazzling display, Deathless initiate, Deathless master, Deathless zealot, Diehard, Endurance, Exhausting critical, Furious focus, Gory finish, Improved critical, Reap the infirm, Power attack, Shatter defenses, Siphon channel, Tiring critical, and Toughness. They need only meet the level or base attack bonus requirements for these feats.

Reaper’s onslaught (Su): While in reaper shroud, the reaper gains the effect of the haste spell. This requires 15th level.

“Rise!”: The reaper’s words invigorate a number of corpses with a total amount of hit dice equal to twice their level. The closest corpses are affected first. These corpses immediately serve the necromancer for 1 round per level. This can be used once per day, plus one additional time at 10th and 20th level.

Shivers of fear (Ex): When under a magical or supernatural fear effect given by the reaper, the target takes 1 cold damage per round. This damage increases by 1 for every two levels they possess after 1st. This damage is negated by a successful fortitude save each round.

“Suffer!” The reaper’s vile tone chills foes to the bone. Enemies within 20 ft. take 1d6 cold damage + the necromancer's level. This damage increases by 1d6 for every three levels they possess after 1st, and targets are fatigued. At 10th level, they are exhausted. At 14th level, they take 1d2 dexterity drain. At 18th level, this becomes 1d4 dexterity drain. A successful fortitude save halves the damage and negates the fatigue, exhaustion, as well as ability drain. This ability costs two dark energy.

“You are all weaklings!”: The reaper’s vicious words curse enemies with effects as the crushing despair spell to enemies within 30 ft. for 1 round per level the necromancer possesses. This is a mind-affecting effect. This can be used once per day as a standard action using one dark energy, plus one additional time for every 4 levels following 9th. This requires 9th level.

“Your soul is mine!”: The reaper whirls in a circle with an ethereal scythe, forcing all enemies within 10 ft. to give up their life energies. The reaper steals 1 life force per level of the necromancer per target. A successful will save halves the damage dealt and life force gained. This costs one dark energy. Once affected by this ability, creatures are immune to it for 24 hours.

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