Archer of Divine Undeath (5e Subclass)

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Archer of Divine Undeath[edit]

Ranger Conclave

Not all rangers seek the power of the nature to aid them in their hunt. Some seek the gods of undeath to empower them to new heights. The Archer of Divine Death is a priest with a bow who uses the necromantic arts to aid them in their journey. Unlike other necromancers, the Archer of Divine Undeath isn't seen as evil when casting necromancer spells, instead they are seen as divine miracles of the gods. They tend to serve good and neutrally aligned deities of death, and use the aid of unnatural deathless creatures to slay their quarry.

Many of them are loyal servants of Wee Jas or the Raven Queen, and use the power of necromancy in order to oppose demonic forces of the abyss, such as the demon prince Orcus, fighting fire with fire, retaking the control over the undead creatures and lending it to the true masters of death.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd false life
5th blindness/deafness
9th animate dead
13th blight
17th danse macabre
Divine Undeath Arrow

Starting at 3rd level, when you make an attack with a ranged weapon, you can charge the projectile with necrotic energy. Whenever you hit a creature with a projectile, you can use your bonus action to cause additional 1d8 necrotic damage on a hit. This damage increases to 2d8 at 11th level.

If you reduce a humanoid to 0 hit points with your divine undeath arrow, you can raise that humanoid as a zombie, using your reaction. The zombie act as if it was animated by an animate dead spell, without duration. When you command the zombie to make an attack, it uses your spell attack bonus to do so.

You can't use the divine undeath arrow again while the zombie is under your control. You can release the zombie from your control as a bonus action on your turn.

Necrotic Empathy

Starting at 3rd level, you have advantage on all Charisma (Persuasion) and (Intimidation) checks made against undead. You also gain resistance to the necrotic damage dealt by undead creatures.

In addition, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Channel Divinity

7th level, you can channel divine energy from your Death God to fuel magical effects. You gain two channel divinity options:

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your ranger spell save DC.

Life Transfer. You can transfer the remainder of the life essence of a recently deceased creature to another. Immediately after you reduce a creature with your Divine Undeath Arrow feature, you can use your Channel Divinity as a reaction and restore hit points to creatures of your choice within 30 feet of you, which can include you. The total number of hit points restored equals the damage dealt, divided among the chosen creatures however you like.
Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your ranger level is immune to this effect.
Undead Companion

At 11th level, you gain the service of a undead servant. You add the spell summon undead to your spell list, and you can cast this spell once, without spending a spell slot. Once you do so, you can't do it again until you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Command Undead

Starting at 15th 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 Charisma saving throw against your ranger 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.

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