Necro Tamer
Necro Tamers are adept necromancers who command undead minions with precision, using dark magic to manipulate death and serve their sinister purpose.
Necro Tamers are skilled necromancers who use dark magic to bind and reanimate the dead as loyal servants. Unlike traditional necromancers, they build connections with their undead, enhancing their abilities. Mastering control over multiple undead makes them formidable allies or foes, bringing restless souls to battle. Driven by a desire to harness death’s essence, they seek new souls for their grim collection.
Necro Tamer Features By Level
Additionally, you gain darkvision out to a range of 120 feet. You can see in both magical and nonmagical darkness as if it were bright light.
Raise Undead: If you choose bones, the target becomes a Skeleton. If you choose a corpse, the target becomes a Zombie.
Statistics: The undead servant has hit points equal to 5 + your Tamer level (d4s). Its Armor Class (AC) is 11 + your proficiency bonus (PB), and its attacks deal 1d4 + your PB in damage. While it can wield weapons, it is not proficient with them.
Limit: You can have a number of undead servants under your control equal to your Wisdom modifier (minimum of one).
Commands: You can issue a command to attack as a bonus action on your turn. After 24 hours, the undead servant crumbles or decays, and you must find a new pile of bones or corpse to raise as a replacement.
- You gain temporary hit points equal to 1d10 + your Tamer level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failure, the target is frightened of you until the end of your next turn (this does not affect your undead companions).
- You are immune to the frightened condition.
The appearance of your Form of Dread is up to you. Your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, like a mummy.
- You have advantage on death saving throws.
- You are immune to the frightened condition.
- You have resistance to necrotic damage.
If you kill a creature with Finger of Death, you regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).
In addition, undead under your control are no longer destroyed after 24 hours. They persist until destroyed or dismissed.