JNAProductions
2017-11-19, 10:59 PM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con mod
PROFICIENCIES
Armor: Light, Medium, Shields
Weapons: All
Tools: Any three artisans of your pick
Saving Throws: Intelligence, Wisdom
Skills: Any one physical and any two mental
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Necrodemic Exoskeleton
-Staff of Light
-Chronometron
Cryptek
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Necrodemis, Reanimation Protocols
3
2
2nd
+2
Court
3
3
3rd
+2
-
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
-
4
4
3
2
6th
+3
Court Feature
4
4
3
3
7th
+3
-
4
4
3
3
1
8th
+3
Ability Score Improvement
4
4
3
3
2
9th
+4
-
4
4
3
3
3
1
10th
+4
Court Feature
5
4
3
3
3
2
11th
+4
-
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
-
5
4
3
3
3
2
1
1
14th
+5
Court Feature
5
4
3
3
3
2
1
1
15th
+5
-
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
-
5
4
3
3
3
2
1
1
1
1
18th
+6
Court Feature
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Apotheosis
5
4
3
3
3
3
2
2
1
1
Spellcasting-Spellcasting is Intelligence based. Basically Wizard casting.
Necrodemis-Your soul, or what's left of it, is encased in an armored suit of living metal. As such, your AC may be equal to 9+your proficiency modifier+your Dexterity modifier.
Reanimation Protocols-Necrons are hard to kill. Like, really, really hard to kill. You automatically pass any death saving throw you make, and must fail a number of additional death saving throws equal to your level in order to actually die. In addition, unless your body is completely and totally dismembered AND separated, or turned to dust, you come back to life after 24 minus class level hours.
Court-Pick whether you want to be a Harbinger of:
-Despair
-Destruction
-Eternity
-Storm
-Transmogrification
-Astromancy
-Biomancy
Apotheosis-You become a true paragon of Necrontyr technology. Gain a +2 bonus to your current and maximum physical stats, to a max of 30.
Feed On Fear-At level two, whenever someone is Frightened in your presence, you gain proficiency bonus THP at the start of your turn. Double this if they are frightened of you.
Fear The Unknown-At level six, you can bypass immunity to fear. Whenever you cast a spell that causes fear, anyone normally immune instead makes a save with advantage. Anyone who would normally have advantage must make a normal save.
Despair Of The Damned-At level ten, you may, as a ten minute long ritual, instill someone with permanent despair. At the end of the ritual, during which the target must have been present the whole time, they must make a Charisma save against your Spell DC. On a failure, they are overwhelmed with despair. Treat them as having three levels of exhaustion that do not stack with actual exhaustion.
This effect may be removed with a Remove Curse, cast at at least 5th level, or a Restoration spell. Other spells may also work-talk to your DM-but in general, no spell of less than 5th level should work.
Contagious Gloom-At level fourteen, your fear and despair are contagious. Whenever you inflict the Frightened condition on someone, anyone they interact with is subject to the same effect (you may choose allies to be immune to this). Note that the duration stays the same-if, for instance, you cast a spell that inflicts Frightened for one minute, no one will stay frightened for longer than one minute after you first cast the spell.
In addition, your Despair of the Damned is also contagious, though it only spreads after being interacted with for an hour. Anyone who saves against the Despair is immune to being reinfected until they took a long rest.
Lord Of Fear-At level eighteen, anyone immune to fear now makes normal saves against your fear abilities. Anyone else makes saves with disadvantage. In addition, once per short rest, you may attempt to inflict an hour of Frightened on all enemies within 120' and line of sight of you as an action, requiring a Wisdom save against your Spell DC. They may repeat their saves at the end of each of your turns.
Potent Magic-At level two, you may add your Charisma modifier to all damage done with spells, including cantrips.
Piercing Spells-At level six, your spells are extra penetrating now. Resistance reduces damage by 1/4th, rather than half, and you do minimum damage to normally immune creatures. (For instance, a Fireball with a 16 Charisma (10d6+3) would deal 13 points of damage to a fire immune foe.)
More Dakka-At level ten, you may reroll any damage die that rolls half or less. You must keep the second result.
Echoes Of Death Past-At level fourteen, you may, once per long rest, cast a spell a second time without expending a spell slot. In order to do this, you must have killed something with this same spell in your last turn.
Destruction Incarnate-At level eighteen, you may, once per short rest, do max damage with a spell.
Speed Up-At level two, you gain a 10' bonus to your move speed.
Out Of Phase-At level six, you may cast Shield without expending a spell slot once per short rest, as you desync yourself from time for a brief instant.
Slow Down-At level ten, you may target an enemy within 120' as a bonus action. Their speed is halved until the start of your next turn.
Forever Gone-At level fourteen, you may attempt to permanently make a target out of sync with time. In a ten minute ritual, during which the target must be present the entire time, you begin the process. At the end, they must make an Intelligence saving throw against your spell DC. On a failure, they are moved approximately three seconds out of time. In effect, they see everything about three seconds late, and cannot affect anything. They are forever gone, stranded just outside of regular time. The only things they can interact with are other things you have placed out of time.
The only known ways to bring someone back from this are to either cast Wish, or to cast Time Stop in their presence and grapple them to forcibly drag them back into the proper time.
Master Of Time-At level eighteen, once per long rest, you may cast either Time Stop (as per usual) or Foresight (lasting one minute, concentration).
Stormcaller-At level two, you gain resistance to thunder and lightning damage.
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen
Hit Dice: d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con mod
PROFICIENCIES
Armor: Light, Medium, Shields
Weapons: All
Tools: Any three artisans of your pick
Saving Throws: Intelligence, Wisdom
Skills: Any one physical and any two mental
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Necrodemic Exoskeleton
-Staff of Light
-Chronometron
Cryptek
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Necrodemis, Reanimation Protocols
3
2
2nd
+2
Court
3
3
3rd
+2
-
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
-
4
4
3
2
6th
+3
Court Feature
4
4
3
3
7th
+3
-
4
4
3
3
1
8th
+3
Ability Score Improvement
4
4
3
3
2
9th
+4
-
4
4
3
3
3
1
10th
+4
Court Feature
5
4
3
3
3
2
11th
+4
-
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
-
5
4
3
3
3
2
1
1
14th
+5
Court Feature
5
4
3
3
3
2
1
1
15th
+5
-
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
-
5
4
3
3
3
2
1
1
1
1
18th
+6
Court Feature
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Apotheosis
5
4
3
3
3
3
2
2
1
1
Spellcasting-Spellcasting is Intelligence based. Basically Wizard casting.
Necrodemis-Your soul, or what's left of it, is encased in an armored suit of living metal. As such, your AC may be equal to 9+your proficiency modifier+your Dexterity modifier.
Reanimation Protocols-Necrons are hard to kill. Like, really, really hard to kill. You automatically pass any death saving throw you make, and must fail a number of additional death saving throws equal to your level in order to actually die. In addition, unless your body is completely and totally dismembered AND separated, or turned to dust, you come back to life after 24 minus class level hours.
Court-Pick whether you want to be a Harbinger of:
-Despair
-Destruction
-Eternity
-Storm
-Transmogrification
-Astromancy
-Biomancy
Apotheosis-You become a true paragon of Necrontyr technology. Gain a +2 bonus to your current and maximum physical stats, to a max of 30.
Feed On Fear-At level two, whenever someone is Frightened in your presence, you gain proficiency bonus THP at the start of your turn. Double this if they are frightened of you.
Fear The Unknown-At level six, you can bypass immunity to fear. Whenever you cast a spell that causes fear, anyone normally immune instead makes a save with advantage. Anyone who would normally have advantage must make a normal save.
Despair Of The Damned-At level ten, you may, as a ten minute long ritual, instill someone with permanent despair. At the end of the ritual, during which the target must have been present the whole time, they must make a Charisma save against your Spell DC. On a failure, they are overwhelmed with despair. Treat them as having three levels of exhaustion that do not stack with actual exhaustion.
This effect may be removed with a Remove Curse, cast at at least 5th level, or a Restoration spell. Other spells may also work-talk to your DM-but in general, no spell of less than 5th level should work.
Contagious Gloom-At level fourteen, your fear and despair are contagious. Whenever you inflict the Frightened condition on someone, anyone they interact with is subject to the same effect (you may choose allies to be immune to this). Note that the duration stays the same-if, for instance, you cast a spell that inflicts Frightened for one minute, no one will stay frightened for longer than one minute after you first cast the spell.
In addition, your Despair of the Damned is also contagious, though it only spreads after being interacted with for an hour. Anyone who saves against the Despair is immune to being reinfected until they took a long rest.
Lord Of Fear-At level eighteen, anyone immune to fear now makes normal saves against your fear abilities. Anyone else makes saves with disadvantage. In addition, once per short rest, you may attempt to inflict an hour of Frightened on all enemies within 120' and line of sight of you as an action, requiring a Wisdom save against your Spell DC. They may repeat their saves at the end of each of your turns.
Potent Magic-At level two, you may add your Charisma modifier to all damage done with spells, including cantrips.
Piercing Spells-At level six, your spells are extra penetrating now. Resistance reduces damage by 1/4th, rather than half, and you do minimum damage to normally immune creatures. (For instance, a Fireball with a 16 Charisma (10d6+3) would deal 13 points of damage to a fire immune foe.)
More Dakka-At level ten, you may reroll any damage die that rolls half or less. You must keep the second result.
Echoes Of Death Past-At level fourteen, you may, once per long rest, cast a spell a second time without expending a spell slot. In order to do this, you must have killed something with this same spell in your last turn.
Destruction Incarnate-At level eighteen, you may, once per short rest, do max damage with a spell.
Speed Up-At level two, you gain a 10' bonus to your move speed.
Out Of Phase-At level six, you may cast Shield without expending a spell slot once per short rest, as you desync yourself from time for a brief instant.
Slow Down-At level ten, you may target an enemy within 120' as a bonus action. Their speed is halved until the start of your next turn.
Forever Gone-At level fourteen, you may attempt to permanently make a target out of sync with time. In a ten minute ritual, during which the target must be present the entire time, you begin the process. At the end, they must make an Intelligence saving throw against your spell DC. On a failure, they are moved approximately three seconds out of time. In effect, they see everything about three seconds late, and cannot affect anything. They are forever gone, stranded just outside of regular time. The only things they can interact with are other things you have placed out of time.
The only known ways to bring someone back from this are to either cast Wish, or to cast Time Stop in their presence and grapple them to forcibly drag them back into the proper time.
Master Of Time-At level eighteen, once per long rest, you may cast either Time Stop (as per usual) or Foresight (lasting one minute, concentration).
Stormcaller-At level two, you gain resistance to thunder and lightning damage.
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen
Two
Six
Ten
Fourteen
Eighteen