EoE:Baleful Summoner

A Khajiit necromancer and their baleful summons

Baleful Summoner

With a strong focus on conjuration, reanimation, and controlling the undead, necromancers who study the art of the Baleful Summoner often find themselves surrounded by undeath. These necromancers are often seen as outcasts, as most people view the act of reanimating corpses or summoning spirits as reprehensible.
Not all societies fear the manipulation of these forces, however. Most cultures are generally amenable to the reanimation of beasts, and calling upon ones ancestors for protection is a valuable skill to many Nords and Dunmer. In the call of battle, Imperial armies are well known to utilize the corpses of fallen enemies, which can be used to intimidate the remaining adversaries and bolster their own assault.

Baleful Summoner Features
Level Feature
2nd Art Spells, Grim Harvest
6th Undead Thralls
14th Command Undead
18th Conjure Flesh Colossus

Art Spells

You gain art spells at the necromancer levels listed.

Baleful Summoner Art Spells
Level Spells
3rd grave grasp, warding bond
5th animate dead, speak with dead
7th animate skeletal mage, blast bones
9th danse macabre, antilife shell

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, when you cast a spell that animates the dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your necromancer level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other necromancers. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Personality saving throw against your necromancer spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Conjure Flesh Colossus

When you reach 18th level, you can momentarily summon a gigantic flesh colossus from Oblivion. As an action on your turn, a huge flesh colossus appear out of a 15-foot square portal that you can place on a surface large enough to hold it within 60 feet of you. Any creature in the same space as the portal, or within 10 feet of the portal must make an Agility saving throw. On a failed save, a creature takes 5d8 necrotic damage and 5d8 bludgeoning damage and is knocked prone. A creature takes half as much damage on a successful save and remains upright.

Once you use this feature, you can't use it again until you finish a short or long rest.