When you cast a necromancy spell with a Primary Spell Slot that would otherwise cost 2 actions, the casting time is instead one action.
The Find Familiar spell appears in your spellbook. When you cast the spell you choose one of the normal forms for your familiar you can also choose one of the following forms: Skeleton, Zombie, or Swarm of Rats (undead)
With two actions and a Secondary Spell Slot, you create bodies and raise them from the ground, creating a swarm of undead. The swarm has the following features:
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands if you take an action on your turn to give it any. If you don’t issue any, it takes the Deathly Claws attack action against an enemy creature within its range. You can only have one horde active at a time, if you use this feature or take a long rest, the horde disappears.
| Large swarm of medium Undead, Neutral | |||||
|---|---|---|---|---|---|
| Armor Class | 11 + half your level | Hit Points | 30 + 10x your half of your level | Speed | 30 ft. |
| STR (Mod/Save) | DEX (Mod/Save) | CON (Mod/Save) | INT (Mod/Save) | WIS (Mod/Save) | CHA (Mod/Save) |
| 16 (+3) | 10 (+0) | 15 (+2) | 4 (-3) | 10 (+0) | 9 (-1) |
| Immunities | Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Grappled, Restrained, Petrified, Charmed | ||||
| Senses | Darkvision 60 ft., Passive Perception 10 | Languages | Understands the languages you know | Challenge Rating | None (PB equals your Proficiency Bonus) |
| Traits | |||||
| Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points. | |||||
| Horde Vulnerability. When the horde is subjected to an AOE damage effect, the horde takes an instance of damage for each overlapping effect of the square and the horde. | |||||
| Actions | |||||
| Multi-Attack. The horde makes a number of Deathly Claws attacks equal to one-third your level. | |||||
| Deathly Claws. Melee Attack Roll: Bonus equals your Mental Modifier plus your proficiency bonus, reach 5 ft. Hit: 2d4 Physical + 3 + half of your level Necrotic damage. If the horde is above half health, a target is grappled on hit, Escape = Mental DC STR save and one action. | |||||
If your horde misses their Deathly Claws attack, it still does half damage to the target.
You gain resistance to necrotic damage, and your spells ignore resistance to necrotic damage.
Your soul has corroded enough to the point where you may undergo a ritual to achieve Lichdom.
This ritual requires the casting of the spell Circle of Death at 9th-level. This spell must kill a total of 313 humanoids with souls with one cast, if the required amount of humanoids do not die the ritual fails and you must start again.
After a successful killing of these humanoids you must concentrate on the soul transfer for the next hour. During this time you have the unconscious condition but can still concentrate on the ritual as if you were concentrating on a spell, damage breaks concentration as normal during this time.
If concentration is broken during this time, the spell Circle of Death is cast centered on you at 9th-level, the ritual fails, and you must start again. Any creature who is reduced to 0 hit points by this spell has their soul destroyed.
If the soul transfer is completed, your soul is stored inside of a now magical object.
The object must be at minimum 1000gp in value, 10 grams, and 1 inch in diameter. It cannot exceed 1 metric ton, or 15 feet in diameter. Your soul is stored in that object. If you die, your body appears unharmed in an unoccupied space within 10 feet of that object after 24 hours. If it is destroyed, your soul is destroyed along with it and you die.
When you assume Lichdom, you gain the following properties: