SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

INT , CON

Necromancer

Niva Dyktighetsbonus Egenskaper Cantrips Known Spells Known
1 + 2 Spellcasting Negative Energy Life Syphon 3 2
2 + 2 Spellcasting Negative Energy Life Syphon 3 3
3 + 2 Spellcasting Negative Energy Life Syphon 3 4
4 + 2 Spellcasting Negative Energy Life Syphon 4 5
5 + 3 Spellcasting Negative Energy Life Syphon 4 6
6 + 3 Spellcasting Negative Energy Life Syphon 5 7
7 + 3 Spellcasting Negative Energy Life Syphon 5 8
8 + 3 Spellcasting Negative Energy Life Syphon 5 9
9 + 4 Spellcasting Negative Energy Life Syphon 5 10
10 + 4 Spellcasting Negative Energy Life Syphon 5 11
11 + 4 Spellcasting Negative Energy Life Syphon 6 12
12 + 4 Spellcasting Negative Energy Life Syphon 6 13
13 + 5 Spellcasting Negative Energy Life Syphon 6 14
14 + 5 Spellcasting Negative Energy Life Syphon 6 15
15 + 5 Spellcasting Negative Energy Life Syphon 6 16
16 + 5 Spellcasting Negative Energy Life Syphon 7 17
17 + 6 Spellcasting Negative Energy Life Syphon 7 18
18 + 6 Spellcasting Negative Energy Life Syphon 7 19
19 + 6 Spellcasting Negative Energy Life Syphon 7 20
20 + 6 Spellcasting Negative Energy Life Syphon 7 21

Spell Slots per Spell Level

Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Negative Energy Life Syphon 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Negative Energy Life Syphon 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Negative Energy Life Syphon 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Negative Energy Life Syphon 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Negative Energy Life Syphon 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Negative Energy Life Syphon 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Negative Energy Life Syphon 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Negative Energy Life Syphon 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Negative Energy Life Syphon 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Negative Energy Life Syphon 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Negative Energy Life Syphon 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Negative Energy Life Syphon 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Negative Energy Life Syphon 4 3 3 3 3 2 2 1 1

Klassetrolldommer

Chill Touch Frost Bite Infestation Mage Hand Message Necrotic Blade Poison Spray Prestidigitation Ray of Frost Sapping Sting|EGW Spare the Dying Sword Burst|TCE Thaumaturgy Toll the Dead Cause Fear|XGE Command Cure Wounds Detect Poison and Disease Detect Magic Disguise Self False Life Find Familiar Hex Inflict Wounds Ray of Sickness Sleep Shield Arcane Lock Blindness/Deafness Crown of Madness Darkness Darkvision Gentle Repose Hold Person Invisibility Lesser Restoration Locate Object Magic Weapon Misty Step Protection From Poison Ray of Enfeeblement Silence Shadow Blade|XGE Animate Dead Bestow Curse Blink Catnap|XGE Counterspell Dispel Magic Enemies Abound|XGE Fear Feign Death Fly Hypnotic Pattern Life Transference|XGE Remove Curse Revivify Speak With Dead Tongues Vampiric Touch Banishment Blight Charm Monster Confusion Death Ward Dimensional Door Evard's Black Tentacles Ice Storm Leomund's Secret Chest Phantasmal Killer Polymorph Shadow of Moil|XGE Stoneskin Vitriolic Sphere|XGE Cloudkill Contagion Danse Macabre|XGE Enervation|XGE Geas Hallow Hold Monster Mass Cure Wounds Negative Energy Flood|XGE Raise Dead Reincarnate Teleportation Circle Arcane Gate Circle of Death Create Undead Disintegrate Eyebite Harm Heal Magic Jar Scatter|XGE Soul Cage|XGE Tenser's Transformation|XGE True Seeing Divine Word Finger of Death Forcecage Plane Shift Power Word Pain|XGE Regenerate Resurrection Simulacrum Symbol Tether Essence|EGW Abi-Dalzim's Horrid Wilting|XGE Antimagic Field Antipathy/Sympathy Clone Dark Star|EGW Demiplane Dominate Monster Maddening Darkness|XGE Power Word Stun Astral Projection Invulnerability|XGE Power Word Kill Psychic Scream|XGE Shapechange Time Ravage|EGW True Resurection Wish chill touch|xphb mage hand|xphb message|xphb poison spray|xphb prestidigitation|xphb ray of frost|xphb spare the dying|xphb thaumaturgy|xphb command|xphb cure wounds|xphb detect poison and disease|xphb detect magic|xphb disguise self|xphb false life|xphb find familiar|xphb hex|xphb inflict wounds|xphb ray of sickness|xphb sleep|xphb shield|xphb arcane lock|xphb blindness/deafness|xphb crown of madness|xphb darkness|xphb darkvision|xphb gentle repose|xphb hold person|xphb invisibility|xphb lesser restoration|xphb locate object|xphb magic weapon|xphb misty step|xphb protection from poison|xphb ray of enfeeblement|xphb silence|xphb animate dead|xphb bestow curse|xphb blink|xphb counterspell|xphb dispel magic|xphb fear|xphb feign death|xphb fly|xphb hypnotic pattern|xphb remove curse|xphb revivify|xphb speak with dead|xphb tongues|xphb vampiric touch|xphb banishment|xphb blight|xphb confusion|xphb death ward|xphb evard's black tentacles|xphb ice storm|xphb leomund's secret chest|xphb phantasmal killer|xphb polymorph|xphb stoneskin|xphb cloudkill|xphb contagion|xphb geas|xphb hallow|xphb hold monster|xphb mass cure wounds|xphb raise dead|xphb reincarnate|xphb teleportation circle|xphb arcane gate|xphb circle of death|xphb create undead|xphb disintegrate|xphb eyebite|xphb harm|xphb heal|xphb magic jar|xphb true seeing|xphb divine word|xphb finger of death|xphb forcecage|xphb plane shift|xphb regenerate|xphb resurrection|xphb simulacrum|xphb symbol|xphb antimagic field|xphb antipathy/sympathy|xphb clone|xphb demiplane|xphb dominate monster|xphb power word stun|xphb astral projection|xphb power word kill|xphb shapechange|xphb wish|xphb

Klasseegenskaper

Niva 1

Spellcasting
Negative Energy
Life Syphon

Niva 10

Deadly Path feature

Niva 12

Ability Score Improvement

Niva 14

Deadly Path feature

Niva 16

Ability Score Improvement

Niva 17

Death Denial

Niva 18

Deadly Path feature

Niva 19

Ability Score Improvement

Niva 2

Deadly Path

Niva 20

Grim Harvest

Niva 3

Undead Servant

Niva 4

Ability Score Improvement

Niva 5

Unholy Resistance

Niva 6

Deadly Path feature

Niva 8

Ability Score Improvement

Kjente Trolldommer-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Kjente Trolldommer 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

Kasterutvikling

Kasterutvikling: full

Cantrip-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Kjent 3 3 3 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7

Kyndigheter

Armor

light

Weapons
Skills

Startutstyr

(a) a Shortsword or (b) a Sickle
Alternativt kan du starte med: 4d4 × 10

Klasseegenskaper

Spellcasting (Level 1)

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the Spell Rules section of the {@i Player's Handbook|PHB|10 for the general rules of spellcasting and the spells listing for the necromancer spell list.

Cantrips

At 1st level, you learn three cantrips of your choice from the necromancer spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the necromancer table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when determining the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your necromancer spells.

Negative Energy (Level 1)

At 1st level, you tap into a deep wellspring of negative energy within yourself. This wellspring is represented by necrotic points, which allow you to use the necromancer abilities.

Necrotic Points

You have 1 necrotic point at 1st level, and you gain one in each necromancer level until 10th level, after this level, you gain 2 necrotic points per level. You regain all spent necrotic points when you finish a long rest.

Necromancy Tricks

You can use your necrotic points to gain additional spell slots, or sacrifice spell slots to gain additional necrotic points and you can summon undead with your necromancy points at higher levels.

Creating Spell Slots

You can transform unexpended necrotic points and give a little of vital energy into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot LevelNecrotic Point CostLife Cost

1st

2

1d8

2nd

3

2d8

3rd

5

3d8

4th

6

4d8

5th

7

5d8

Converting a Spell Slot to Necrotic Points

As a bonus action on your turn, you can expend one spell slot and sacrifice some vital energy to gain a number of necrotic points equal to the slot's level.

Spell Slot LevelConverted Necrotic PointLife Cost

1st

1

1d4

2nd

2

2d4

3rd

3

3d4

4th

4

4d4

5th

5

5d4

6th

6

6d4

7th

7

7d4

8th

8

8d4

9th

9

9d4

Life Syphon (Level 1)

Starting at 1st level, your touch can siphon the life force of others to bolster your own. When you make a melee attack or spell ranged attack against a living creature, if you hit, as a bonus action you can spend a necrotic point to deal necrotic damage equal to 1d6 + your Intelligence modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You may use this feature a number of times equal to your Intelligence modifier (minimum one) and you regain all uses of this feature at the end of a long rest.

Deadly Path (Level 2)

When you reach 2nd level, you choose a Deadly Path, shaping your practice of necromancy through one of the following paths: Path of the Fallen One, Path of the Man Eater and Path of the Whisperer.

Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

Undead Servant (Level 3)

Beginning at 3rd level, you gain the ability of summoning an undead servant to you command, as an action, you can spend necrotic points and vital energy according to the size and the CR of the undead creature. You can control only 1 undead creature at time.

This table shows the necrotic points you have to spend according to the size of the creature:

Undead Servant Cost
SizeNecrotic Point CostLife Cost

small

1

1d8

medium

2

1d12

large

3

3d12

huge

4

5d12

This table shows the CR of the monster you can summon:

Undead Servant Challenge Rating
LevelChallenge Rating

3rd

1/4

6th

1/2

9th

1

12th

2

15th

3

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Unholy Resistance (Level 5)

Beginning at 5th level, the time you've spent using negative energy has begun to affect your soul. Your age only increases by 1 year for every 10 years that pass. You have resistance to necrotic damage and your hit point maximum cannot be reduced (such as by a Wight's "Life Drain" ability). At 10th level, this feature extends to any undead under your control.

Deadly Path feature (Level 6)

At 6th level, you gain a feature from your Deadly Path.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Deadly Path feature (Level 10)

At 10th level, you gain a feature from your Deadly Path.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Deadly Path feature (Level 14)

At 14th level, you gain a feature from your Deadly Path.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Death Denial (Level 17)

Beginning at 17th level, you can decide to ignore death if it's too inconvenient. If a creature within 10 feet drops to 0 hit point, cause that creature to drop to 1 hit point instead. You must finish a short or long rest before you can use this feature again.

Deadly Path feature (Level 18)

At 18th level, you gain a feature from your Deadly Path.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Grim Harvest (Level 20)

Whenever a creature dies within 60 feet of you, you may use your reaction to create an explosion of necrotic energy from its body in a 20 foot radius. Each creature of your choice within the explosion must make a Constitution saving throw, taking 8d8 necrotic damage of a failure or half as much on a success. If the explosion damage kills any creatures, you may target one of them as part of the same reaction, causing a secondary explosion in a 20 foot radius. Each creature within the secondary explosion must make a Constitution saving throw, taking 4d8 necrotic damage on a failure, or half as much on a success. In a similar manner, you can create a tertiary explosion which deals 2d8 necrotic damage on a failure or half as much on a success.

The necrotic explosions affect undead under your control differently than other creatures. Your undead minions do not make a saving throw, and take no damage from this feature. Instead, they regain hit points equal to half of all damage dealt by this feature.

This feature can only be used once, and you regain use of it after you complete a long rest.

Underklasser

Deadly Path of the Fallen One
Helodinn-Necromancer
Deadly Path of the Man Eater
Helodinn-Necromancer
Deadly Path of the Whisperer
Helodinn-Necromancer

Underklasse-egenskaper

Deadly Path of the Fallen One

Deadly Path of the Fallen One (Level 2)

Raising corpses is a natural ability for the necromancers, however, some of them end up focusing in this forbidden art, being able to summon stronger creatures and control more than 1 creature at time (a maximum of 4 creatures).

Undead Servant—Deadly Path Variant

The rites of your path grants you the ability to summon more dangerous undead creatures. Starting at 2nd level, you can summon an undead minion with a challenge rating as high as 1.

Starting at 6th level, you can summon an undead minion with a challenge rating as high as your necromancer level divided by 3, rounded down.

Starting at 10th level, you gain the ability to summon on your turn as a bonus action, rather than as an action. This table shows the necrotic points and vital energy you have to spend according to the size of the creature:

Undead Servant Cost
SizeNecrotic Point CostLife Cost

small

1

1d8

medium

2

1d12

large

3

3d12

huge

4

5d12

This table shows the CR of the monster you can summon and and how many you can control at same time:

Undead Servant Challenge Rating
LevelChallenge RatingUndeads under control

3rd

1

1

6th

2

1

9th

3

2

12th

4

2

15th

5

3

18th

6

3

Dominate Undead (Level 6)

When you reach the 6th level, you gain the ability to take control over the undead you find. As an action, you can spend necrotic points and vital energy according to the size and the CR of the undead creature as seen in the Dominate Undead Cost table below. The creature must succeed on a DC 15 Intelligence saving throw. On a failure, it becomes under your control.

Dominate Undead Cost
SizeNecrotic Point CostLife Cost

small

1

1d8

medium

2

1d12

large

3

3d12

huge

4

5d12

This table shows the CR of the monster you can summon:

Dominate Undead Challenge Rating
LevelChallenge Rating

6th

1

9th

2

12th

3

15th

4

18th

5

At 10th level, you gain the ability to take over control of undead creatures on your turn as a bonus action, rather than as an action.

Undead Army (Level 10)

Starting at 10th level, you learn the ability to control more than one undead creature at same time, but they have disadvantage on attack rolls, because you divide your focus among these creatures.

At 15th level, undead creatures you control can attack normally, without disadvantage.

Lord of the Undead (Level 14)

Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.

Spontaneous Unburial (Level 18)

Beginning at 18th level, the negative energy that runs in you starts to overflow and will sometimes spontaneously raise a zombie. This occurs whenever you spend 1 or more necrotic points. You have absolute control over zombies raised in this manner.

Deadly Path of the Man Eater

Deadly Path of the Man Eater (Level 2)

Necromancers who let negative forces possess their mind will inevitably begin to decline in sanity. They can function like psychopaths in the world, but they start to lose control of their emotions when their magical energy is low. Unstoppable hunger erupts from within their body, clamming for raw, rotten, or even dead meat from other creatures.

Unnatural Stomach

Starting when you choose this path at 2nd level, your digestive system evolved to digest raw, dead or rotten meat from other creatures.

Unnatural Armor

Also at 2nd level, you learn how to absorb energy from the things you can eat with your Unnatural Stomach ability. You can use an action to bite and rip off the skin and flesh. When you do so, the target must succeed a Constitution saving throw. On a failure, your AC becomes the same as the target for the next 10 minutes.

Fake Youth

When you follow this Deadly Path, you suffer the consequences of using dark magic. If you have not eaten raw, rotten, or dead flesh within the last 24 hours, your skin will begin to slough off. After going an entire 24 hours straight without eating, this your skin will resemble that of a zombie. While you are in this state, you have disadvantage on all Charisma checks and saving throws.

Deadly Recovery (Level 6)

At the 6th level, your meals become stronger and you can absorb magical energy from things you digest with your Unnatural Stomach during short rests. When you do so, you can regain a number of Hit Points equal to your Intelligence modifier and you can recover spells slots. The combined level of the spell slots you recover must be less than or equal to your Intelligence modifier.

Example of Recovering Spell Slots

If your Intelligence Modifier equals 5, then you can recover 1 spell of 3rd level and 1 spell of 2th level (3 + 2 = 5) or 3 spells of 1st level and 1 spell of 2nd level (1 + 1 + 1 + 2 = 5).

Throwback Gluttony (Level 10)

When you reach level 10, you can regurgitate gastric acid over one object or creature within 5 feet of you as an action. This deals acid damage equal to 2d6 + your Intelligence modifier. Alternatively, this can be used to coat your weapons with acid, causing them to deal an additional 2d6 acid damage for the next 10 minutes. This feature can be used once, and regains its use after completing a long rest.

Taste of Memories (Level 14)

Memories and feelings are connected with mind and body. At 14th level, if you eat some part of a living creature or object, you can track back their memories, feelings, locations or another information in the last 24 hours. Talk with your GM to know what information you can have to maintain the session (or not).

Superior Fake Youth (Level 18)

At 18th level, your body has become more used to the consequences of using dark magic. You now only need to eat raw, rotten, or dead flesh once per week to maintain your normal appearance.

Deadly Path of the Whisperer

Deadly Path of the Whisperer (Level 2)

The energy of negative planes affect necromancers in many ways, some became adept in raising corpses, others learn the forbidden art of cannibalism and some necromancers have strong connection with spirits. These necromancers can see, speak and interact with spiritual creatures.

Spiritual Companions

Starting at 2nd level, you can create a bond with any spirit on the material plane. The spirit you bind with will follow you anywhere. The spirit is invisible, have darkvision and can walk only 100 feet radius centered at you.

Madness of the Whisperer

Practitioners of this necromancy art usually tend to have episodes of insanity, every 24 hours you roll a d100 and receive an effect from the indefinite madness table, the only difference is that the effect changes every day.

Necrotic Spellcasting

Starting at 2nd level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d4 necrotic damage. In addition, undead have disadvantage on saving throws against your spells.

Additional damage according to your level
LevelDamage

2nd

1d4

5th

1d6

8th

1d8

11th

1d10

14th

1d12

Spiritual Possession (Level 6)

When you reach the 6th level, you learn how to manipulate the spirit companion and make him posses the target creature. As an action, you can spend necrotic points according to the size and the CR of the creature. The creature must succeed an Wisdom saving throw DC 15, if creatures fail, your spiritual companion control it.

This table shows the necrotic points you have to spend according to the size of the creature:

SizeNecrotic Point Cost

small

1

medium

2

large

3

huge

4

This table shows the CR of the creature you spirit can take control:

Spiritual Possession Control
SizeNecrotic Point Cost

6th

1

9th

2

12th

3

15th

4

18th

5

Death Walk (Level 10)

Beginning at 10th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a short or long rest or destroy one of your zombies as part of the bonus action you use to activate Death Walk.

Aura of Death (Level 14)

Starting at 14th level, you are able to project the fearsome aura, resembling death itself.

As an action, you can project a fearsome aura around you. Creatures within 30 feet radius must succeed on a Wisdom saving throw against your Necromancer spell save DC or become frightened for 1 minute. The frightened target can repeat its saving throw at the end of each of its turns. On a success the target suffers no effects and is immune to this feature for the next 24 hours.

Vengeful Spirit Possession (Level 18)

When you reach 18th level, your bound with the spirits became more stronger, now you can be possessed by a Vengeful Spirit to assist in you battles, during the possession, you can only make actions of the spirit and if Hit Points drops to 0, you fell unconscious for 3 turns. You can use this feature one time until you finish a long rest.