Skip to content

# 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.

#### Deathly Aura

Creatures within 5m that are not undead or constructs have Disadvantage on Resolve checks against fear or mental effects.

#### Bone Armor

Once per scene, spending 1 AP, summon animated bone fragments around yourself. Gain Physical Defense equal to your Lore (Occult) until the start of your next turn.
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.

#### Undead Cohort

Your undead minions also radiate Deathly Aura: creatures adjacent to any minion have Disadvantage on Resolve checks against fear.

#### Skeletal Legion

When you raise a skeletal minion, spend 1 additional Mana to raise two minions from the same corpse.
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.

#### Army of the Dead

During Death's Dominion, all your undead minions deal +1d6 Necrotic damage on each successful attack.

#### Undying Horde

Once per session, when one of your undead minions is destroyed, spend 1 Mana to immediately raise it again with half its maximum Physical Stress Pool.

## 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.

#### Harvest Wound

When a branded creature takes a Consequence, you recover stress points equal to your Magic skill.

#### Grave Hunger

Once per scene, when a branded creature within 10m dies, regain 1 Mana.
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.

#### Drag to the Grave

Creatures that fail Reaper's Claim also suffer -2m movement and cannot Disengage until the end of their next turn.

#### Feast of Loss

When a creature under Reaper's Claim's Physical Stress Pool is reduced to 0, you may immediately recover stress points equal to your Magic skill or regain 2 Mana.
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.

#### Black Harvest

Once per scene during Soul Reaping, one creature you damage also becomes Frightened of you until the end of its next turn.

#### Empty the Veins

Once per session, when you hit a branded creature during Soul Reaping, you may remove the brand to force it to take a Moderate Consequence instead of one that would be lower.

Solid required progression · Dashed optional node requires the one above it