Necromancer
Necromancers work with death, remains, memory, and the boundary between the living and the dead. This practice is watched closely because of the old death cults, but necromancy is not automatically cult worship. A necromancer may be a criminal grave-robber, a battlefield specialist, an ancestral scholar, a medical anatomist, or a dangerous researcher trying to understand what the old world broke.
Root Node · 1 CLA
Necromancer
Sense the dead and undead within 20m, even through walls.
Path of the Grave
T1 · 1 CLA
Grave Touch
Add your Lore (Occult) skill as a bonus to all Necrotic damage you deal. Sense any dead or undead creature within 20m, even if hidden, disguised, or behind solid objects.
T2 · 1 CLA
Raise Undead
Once per long rest, touch a corpse dead for no more than 24 hours. It rises as a skeletal minion under your command, lasting until destroyed or dismissed. Control minions up to your Lore (Occult) skill. Minion skills equal your Lore (Occult). Minions are immune to mind control.
T3 · 1 CLA
Death's Dominion
Once per scene, spending 2 AP, invoke Death's Dominion for 3 turns: all damage you deal (spell and weapon) becomes Necrotic regardless of original type. Drain any undead you control as a free action, converting its remaining Physical Stress Pool into healing for yourself.
Path of the Reaper
T1 · 1 CLA
Withering Brand
Once per scene when you deal Necrotic damage to a living creature, mark it with a Withering Brand. Branded creatures suffer -1 to Fortitude checks and take +1 Necrotic damage whenever they take Necrotic damage from you.
T2 · 1 CLA
Reaper's Claim
Spend 2 AP to claim one visible living creature within 20m. It must make a Fortitude defend roll against your Lore (Occult). On a failure, it takes Necrotic damage equal to your Lore (Occult) skill and cannot regain stress points until the end of your next turn. On a success, it takes half damage and suffers no healing restriction. Once per scene.
T3 · 1 CLA
Soul Reaping
Once per session, spend 3 AP. For 3 rounds, whenever a living creature within 20m takes a Consequence, you may choose one: deal Mental Stress points equal to half your Lore (Occult), regain 1 Mana, or recover stress points equal to half your Magic skill (rounded up). In addition, your Necrotic damage ignores all Physical and Elemental Defense during this effect.
Solid required progression · Dashed optional node requires the one above it