Vessel Regeneration
On your turn, you can regenerate your vessel. Select ONE of the following on your turn:
- Use a free action to regain 1 lost point from your vessel.
- Use a bonus action to regain 2 lost points to your vessel.
- Use an action to regain a number of points to your vessel equal to 1+ your Vigor modifier (this is your default VR score and can be modified by class features).
River
While asset and vessel represent constantly adjusting values, your river is relatively fixed. The river is your bank of quick-reference spells that can be called upon in an instant’s notice to be cast. The river is a simple value equal to your Vigor modifier—you can assign any spell into the river except for rituals.
- Any spell with a casting time of one minute is reduced to an action while in the river.
- Any spell with a casting time of one action is reduced to a bonus action while in the river.
- Any spell with a casting time of one bonus action can be used once per turn as a free action while in the river.
- Anytime you finish a short or long rest, you can swap out any spells you possess in your river.
Spells with a casting time longer than one minute cannot be placed in a character’s river. You are not required to put a prerequisite spell of a more powerful spell in the river to cast that more powerful spell from your river.
Path of Death
- Path Cost. free with necromancer ranks
- Path Benefit. When you recover hit points through spells, you can recover vessel instead at a rate of 1 dark:5HP. This is a free action.
- Synergy Path. Path of Decay
- Traits. Death spells involve dark incantations, and when materials are required, it is often always blood or ash…or both blood and ash, often used to construct a magic circle. It’s not a subtle method of magic. Blood should be fresh, often with a recent animal sacrifice (in the past 5 minutes).
Root Death Spells
Drain Touch
Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).
- Boost (DC 15): Reduce the cost of this spell to an action.
Tier 1 Death Spells
Death Curse
Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.
- Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.
Animate
A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to
mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.
- Boost (DC 20): You can create undead at CR 3 or less.
Tier 2 Death Spells
Perish
The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
- Boost (DC 20): Increase damage dice to d8.
Tier 3 Death Spells
Lifeforce
The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you
can increase the number of dice by 1 (Max +5 dice).
- Boost (DC 20): Increase damage dice to d8.
Tier 4 Death Spells
Hand of Death
The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best
of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
- Boost (DC 20): Increase damage dice to d8.
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