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Crown of Murghôm
You gain Astral Skeletons

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Astral Skeletons
1st Level Necromancy
Casting Time: Instantaneous
Range: 18m
Components: V, S
Duration: Permanent
Classes: Cleric, Wizard

While equipped, other minions are unspawned.
You gain up to 12 Githyanki Skeletons servants, at the rate of 1 unit per character level you have.
They are permanently empowered by Psionics.
Each of them occupy a 0.5m radius on the ground.
They can be equipped.
When defeated, they fade out, then fade in after 1 turn, completely healed.
When a fight starts, or when commanded, they fade in.
They auto-attack.
You can command them, all at once, to focus on a target, against which they gain a 1d4 bonus attack roll for 1 turn.
When the fight stops, they fade out.
Outside combat, you can fade in or fade out them at will, all at once.

Character level 1: Skeletons gain Slasher.
Character level 2: Skeletons gain Action Surge.
Character level 3: Skeletons gain Fade Away.
Character level 4: Skeletons gain Two-Weapon Fighting.
Character level 5: Skeletons gain Mage Slayer.
Character level 6: Skeletons gain Dual Wielder.
Character level 7: Skeletons gain Alert.
Character level 8: Skeletons gain Extra Attack.
Character level 9: Skeletons gain Blindsense.
Character level 10: Skeletons gain Savage Attacker.
Character level 11: Skeletons gain Wild Damage.
Character level 12: Half of Skeletons gain Sentinel.

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Explainer

  • Inspiration: Diablo 3 (Command Skeletons), D&D (Myrkul)
  • Summary: 12 Skeletons, Fighter, Sentinel, Feats
  • New Undead spell: Easy, no-brainer Undead spell.
  • 1st Level Necromancy: Grim Harvest + Undead Thralls. Always cast at 1st Level. No higher version. 1 click.
  • Other minions unspawned: Disallow other minions.
  • You gain: Passive. No Corpse. No Expiration. Consistant number.
  • 12 Githyanki Skeletons: Only Skeletons. Githyanki proficiencies.
  • 1 unit per character level: Leveling friendly.
  • Githyanki Psionics: x3 Jump distance + Misty Step. No Mage Hand.
  • 0.5m radius: Melee Skeletons close to each other (Sentinel)
  • Can be equipped: Every Skeleton can have a different equipment.
  • Fade out: Preserves equipment. Does not trigger fear on NPC. The Skeletons return to the Astral plan and no longer interact.
  • Fade in: Technically, respawn them with the same equipment. Respawn is required as some Skeletons might be blocked in the environment and we want an option to reset them. When they fade in, they glow for 3 seconds to signal their presence.
  • When fight, auto fade in: Quality of Life. Initiative.
  • When commanded, auto fade in: Useful outside combat.
  • Auto attack: Quality of Life. Less clicks. No control. Fast combat.
  • Command them: Consumes an action + 1 spell slot.
  • Focus Fire: Classic Command Skeletons. That’s all they need.
  • Fade in, fade out outside combat: For equipping them.
  • Crown’s 3D model: With full Skeletal Skull, for Necro Fantasy.
  • Slasher: +1 Dex, -3m to enemies
  • Action Surge: +1 Action, once per rest.
  • Fade Away: +1 Dex, Reaction: Invisible until action, once per rest.
  • Two-Weapon Fighting: Add ability modifier to offhand damage.
  • Mage Slayer: 3m Melee Reaction when a spell is cast.
  • Dual Wielder: +1 AC, TWF with any equippable weapon.
  • Alert: Can't be surprised, +5 to Initiative.
  • Extra Attack: +1 Attack.
  • Blindsense: Detect hidden + invisible creatures within 3m.
  • Savage Attacker: Advantage on damage with melee attacks.
  • Wild Damage: All damage minus 1 converted into a random type. Minus 1 because we want to deal 1 Slashing Damage for Slasher.
  • Sentinel: 1.5m Melee Reaction when an enemy attacks an ally that has not Sentinel. If your 12 Skeletons circle the enemy (Focus), you have a 50% chance to get 12/2 = 6 reactions per turn. So, in average, 50% x 6 = 3 reactions per turn. If the enemy deals area damage, this effect applies multiple times. 12 Skeletons + Focus + Circled enemy + Sentinel + Enemy dealing area damage is verypowerful.


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