| The Necromancer |
“Surrender and I vow you will remain dead.”
Disillusioned by the stagnant progress of contemporary arcane academia in healing arts, the Necromancer cast aside morality to embrace the necromancy. His eccentric behavior often breaks the norms associated to spellcasters, not least of all, an eagerness to engage opponents in melee if the situation demands it. This has led some to incorrectly believe the Necromancer is a hired brute who serves an even greater authority.
Medium Humanoid (Human), Neutral
Armor Class 19 (Half Plate, Shield), Initiative +2 (12)
Hit Points 60 (6d6 + 1d8 + 28) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 14 | 14 | 18 | 12 | 8 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +0 | +2 | +2 | +2 | +5 | +4 | +7 | +1 | +1 | -1 | -1 |
Skills Arcana +7, Athletics +3, History +7, Medicine +4, Perceptionᴱ +7; Alchemist’s Supplies, Calligrapher’s Supplies, Thieves’ Tools, Tinker’s Tools
Resistances Necrotic
Gear Alchemist’s Supplies, Antitoxin, Arcane Focus (brass medallion), Backpack, Calligrapher’s Supplies, Chalk (10 pieces), Component Pouch, Gilded Skull (worth 300 GP), Half Plate, Incense (worth 10 GP), Rations (10 days), Returning Handaxe, Shield, Spellbook, Thieves’ Tools, Tinker’s Tools, Traveler’s Clothes, 2 Waterskins, and a dead sprite inside a clear glass bottle.
Senses Passive Perception 16, Passive Investigation 14, Passive Insight 10
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)
TRAITS
Arcane Recovery (1/Short Rest). The Necromancer can recover expended spell slots. The spell slots can have a combined level equal to no more than 3, and none of the slots can be level 6 or higher.
Concentration. The Necromancer has Advantage on Constitution saving throws that he makes to maintain Concentration.
Grave Resilience. While holding his spellbook, when the Necromancer uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.
Memorize Spell (1/Short Rest). The Necromancer can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.
Overwhelming Necrosis. While holding his spellbook, damage from the Necromancer’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.
Resourceful. The Necromancer gains Heroic Inspiration whenever he finishes a Long Rest.
Ritual Adept. The Necromancer can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.
Somatic Components. The Necromancer can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.
Telepathic Connection. While the familiar is within 100 feet of the Necromancer, he can communicate with it telepathically.
Undead Thralls. Whenever the Necromancer starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.
- Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 4 for the duration of the spell.
- Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 4 Necrotic damage.
MAGIC ITEMS
Returning Handaxe. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the Necromancer’s hand immediately after he uses it to make a ranged attack roll.
ACTIONS
Returning Handaxe. Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d6 + 1) Slashing damage. The weapon returns to the Necromancer’s hand immediately after he uses it to make a ranged attack roll.
True Strike. Melee or Ranged Attack Roll: +7 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to the Necromancer’s hand immediately after he uses it to make a ranged attack roll.
Magic Initiate (1/Long Rest). The Necromancer can cast the Shield spell without expending a spell slot.
Spellcasting. The Necromancer is a 7th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The Necromancer has the following wizard spells prepared:
Cantrips (at will): Friends, Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Find Familiar, Protection from Evil and Good, Ray of Sickness, Sanctuary, Shield ᴿ, Silent Image, Sleep
2nd level (3/Long Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Summon Undead
4th level (1/Long Rest): –
Tinker’s Magic (4/Long Rest). As a Magic action while holding Tinker’s Tools, the Necromancer can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.
Undead Thralls (1/Long Rest). The Necromancer casts the Animate Dead spell without expending a spell slot.
BONUS ACTIONS
Animate Dead. The Necromancer controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if the Necromancer controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). The Necromancer decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If the Necromancer issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
Telepathic Connection. The Necromancer can see through his familiar’s eyes and hear what it hears until the start of the Necromancer’s next turn, gaining the benefits of any special senses it has.
REACTIONS
Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from the Necromancer by leaving his reach. Response: The Necromancer casts a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
| Skeleton Familiar |

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Medium Undead, Lawful Evil
Armor Class 14, Initiative +3 (13)
Hit Points 13 (2d8 + 4)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 16 | 15 | 6 | 8 | 5 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +0 | +3 | +3 | +2 | +2 | -2 | -2 | -1 | -1 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack, Bedroll, Block and Tackle, Crowbar, Handaxe, Hooded Lantern, Iron Pot, Light Hammer, Oil (2 flasks), Rations (10 days), Rope (50 feet), Sack, Shovel, Tinderbox, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)
TRAITS
Telepathic Connection. While the familiar is within 100 feet of the Necromancer, he can communicate with it telepathically.
ACTIONS
Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
REACTIONS
Telepathic Connection. Trigger: The Necromancer casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.
| Skeleton |
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Medium Undead, Lawful Evil
Armor Class 14, Initiative +3 (13)
Hit Points 21 (2d8 + 12)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 16 | 15 | 6 | 8 | 5 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +0 | +3 | +3 | +2 | +2 | -2 | -2 | -1 | -1 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack, Bedroll, Block and Tackle, Crowbar, Handaxe, Iron Pot, Light Hammer, Rations (10 days), Rope (50 feet), Sack, Shortbow, Shortsword, Shovel, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)
ACTIONS
Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.
| Summon Undead |
The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to the Necromancer and his allies. In combat, the creature shares the Necromancer’s Initiative count, but it takes its turn immediately after his. It obeys the Necromancer’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Medium Undead, Neutral
Armor Class 15
Hit Points 48 (Ghostly and Putrid only) or 38 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 12 | 16 | 15 | 4 | 10 | 9 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +1 | +1 | +3 | +3 | +2 | +2 | -3 | -3 | +0 | +0 | -1 | -1 |
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that the Necromancer knows
Challenge None (XP 0; Proficiency Bonus +3)
TRAITS
Festering Aura (Putrid Only). Constitution saving throw (15 DC), any creature (other than the Necromancer) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.
ACTIONS
Multiattack. The spirit makes two attacks.
Deathly Touch (Ghostly Only). Melee Attack Roll: +7, reach 5 feet. Hit: 15 (1d8 + 11) Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: +7, range 150 feet. Hit: 16 (2d4 + 11) Necrotic damage.
Rotting Claw (Putrid Only). Melee Attack Roll: +7, reach 5 feet. Hit: 14 (1d6 + 11) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

Mass: 30 tons
Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills
Equipment Mass
Internal Structure: 3
Engine: 150 5.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
AirMech Waking MP: 2
AirMech Running MP: 3
AirMech Cruising MP: 12
AirMech Flanking MP: 18
Safe Thrust: 4
Max Thrust: 6
Heat Sinks: 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 10
Armor Factor: 80 5
Internal Armor
Structure Value
Head 3 8
Center Torso 10 12
Center Torso (rear) 4
L/R Torso 7 8
L/R Torso (rear) 3
L/R Arm 5 7
L/R Leg 7 10
Weapons and Ammo Location Critical Mass
Medium Laser RT 1 1
Medium Laser CT 1 1
Medium Laser LT 1 1
LRM-5 LT 1 1
Ammo (LRM-5) 24 LT 1 1
CASE LT 1 0.5
2 Jump Jets RL 2 1
2 Jump Jets LL 2 1








“No matter how horrendous the crime or terrible the tragedy, once enough time has passed, the short-lived relegate it into forgotten legend. Lost remembrance that can be exploited over and over, centuries after centuries, until repeated ignorance destroys them.”
“I could provide guaranteed safe passage through the forgotten lands. Of course such perilous wayfinding would not be done out of mere generosity.”
Source: Homebrew inspired by the Steel Wind Strike spell.
Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.
Thundercallers are not meant to be melee combatants; yet here we are. Though I frown upon using 8’s on starting attributes, in order to make this unorthodox concept work one needs min-maxing to assign at least 14 points towards Constitution. Any lesser amount would be early level hit point suicide and the exceptional baseline skill points and Will saves of a Bard makes sacrificing Intelligence and Wisdom tolerable concessions. Strength 11 to comfortably wear armor and gear without weight penalty.
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