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<blockquote data-quote="Voadam" data-source="post: 9042463" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/325227/The-Witch-a-5e-class?affiliate_id=17596" target="_blank">The Witch: a 5e class</a></p><p>5e</p><p><strong>Undead Familiar:</strong> Witch Undead Companion power.</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Servant Skeleton:</strong> Witch Raise Your Enemy power.</p><p><strong>Undead Servant Zombie:</strong> Witch Raise Your Enemy power.</p><p><strong>Undead Hands:</strong> ?</p><p></p><p>Undead Companion</p><p>At 6th level, your familiar truly completes the transformation to undead. Your familiar becomes immune to poison damage, necrotic damage, and the poisoned condition. Additionally, its creature type changes to undead.</p><p></p><p>Raise your Enemies</p><p>At 18th level, your necromantic power has grown so great that you can raise the bodies of fallen enemies into loyal servants. Once per day, in a rite that takes 10 minutes, you can raise the corpse of anything that has died in the last week into an undead servant. This servant can follow you for 3 days, after which time the necromantic energies holding it together fail and the creature crumbles to dust, unable to be raised again. You may only have one of these servants under your control at one time. If you attempt to raise another, the one you currently have animated immediately crumbles to dust.</p><p>When you raise a creature, it retains its basic statistics and any physical attacks and abilities it might have. It also gains immunity to exhaustion, poison damage, and the poisoned condition. It loses all other abilities, special senses, spellcasting, resistances, immunities, and any fly speed. Remember, your GM has the final say on whether or not an ability transfers to an undead form.</p><p>Additionally, when using this ability, choose whether you will raise the corpse as a skeleton or a zombie. If it is a skeleton, it gains vulnerability to bludgeoning damage. If it is a zombie, its speed is halved, and it gains the following trait:</p><p>“If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.”</p></blockquote><p></p>
[QUOTE="Voadam, post: 9042463, member: 2209"] [URL=https://www.drivethrurpg.com/product/325227/The-Witch-a-5e-class?affiliate_id=17596]The Witch: a 5e class[/URL] 5e [b]Undead Familiar:[/b] Witch Undead Companion power. [b]Undead:[/b] ? [b]Undead Servant Skeleton:[/b] Witch Raise Your Enemy power. [b]Undead Servant Zombie:[/b] Witch Raise Your Enemy power. [b]Undead Hands:[/b] ? Undead Companion At 6th level, your familiar truly completes the transformation to undead. Your familiar becomes immune to poison damage, necrotic damage, and the poisoned condition. Additionally, its creature type changes to undead. Raise your Enemies At 18th level, your necromantic power has grown so great that you can raise the bodies of fallen enemies into loyal servants. Once per day, in a rite that takes 10 minutes, you can raise the corpse of anything that has died in the last week into an undead servant. This servant can follow you for 3 days, after which time the necromantic energies holding it together fail and the creature crumbles to dust, unable to be raised again. You may only have one of these servants under your control at one time. If you attempt to raise another, the one you currently have animated immediately crumbles to dust. When you raise a creature, it retains its basic statistics and any physical attacks and abilities it might have. It also gains immunity to exhaustion, poison damage, and the poisoned condition. It loses all other abilities, special senses, spellcasting, resistances, immunities, and any fly speed. Remember, your GM has the final say on whether or not an ability transfers to an undead form. Additionally, when using this ability, choose whether you will raise the corpse as a skeleton or a zombie. If it is a skeleton, it gains vulnerability to bludgeoning damage. If it is a zombie, its speed is halved, and it gains the following trait: “If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.” [/QUOTE]
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