Death's Servant (5e Class)

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Death's Servant[edit]

A sorcerer lies amidst a gruesome tableau of shattered bones, an eerie stillness punctuating the scene. Looming shadows play upon his face as he raises his hand, and the lifeless husks surrounding him jerk to a macabre semblance of animation. Unholy marionettes, they lurch forward, veiled by the night, their malevolent purpose etched in every erratic movement. The village, blissfully ignorant in the midnight darkness, is about to be swallowed by the chaos unfurling.

A solitary goliath, standing tall atop the corpses of his kin, unleashes a primal roar that echoes through the desolation. His mighty cry seems to pull the fallen from their final repose, limbs twitching with the unnatural vigor bestowed upon them. These reanimated warriors, their eyes vacant yet driven by an otherworldly force, stagger to their feet. Their last chance at vengeance gifted by the very hands that once fought alongside them, they prepare to delay the encroaching darkness, buying precious moments for the terrified villagers to flee.

In the heart of despair, a cloaked kobold, shrouded in shadows, intones an ancient curse with an air of grim determination. The skeletal remains of a long-dead paladin respond to the sibilant whispers, bones rattling and aligning in grim unity. The kobold's reptilian eyes gleam with a vengeful resolve as the resurrected paladin, now a harbinger of death, embarks on a solemn quest. Its hollow sockets burn with an unholy purpose, set on exterminating the foul marauders desecrating its ancestral home. The air is thick with the stench of retribution as the undead paladin strides forth, a silent executioner in the name of a forsaken justice.

Death Is The Ultimate Source of Power[edit]

A harbinger of demise, the Death's Servant wields formidable power, blending cunning and danger, knowledge and caution. Primarily of neutral alignment, exceptions exist with both malevolent and benevolent practitioners. Whether a necromancer commanding the deceased or a cleric employing the departed as guardians, their role varies based on the world's unique setting—an aspect best clarified through discussion with the Dungeon Master.

Creating a Death's Servant.[edit]

When creating a Death's Servant, you must ask yourself, why would anyone use necrotic and underworldly powers? Is it to gain power and rule with a rotten fist? To gain fame and be known throughout the realm? A cursed existence bound to end in pain? To save those who couldn't be saved otherwise? Then, who trained you? Where were you trained? How did people react to it? Are your favorite servants physical or spiritual? Do you see them as minions or as actual living creatures?

Quick Build

You can make a Death's Servant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Soldier or the Inquisitor background.

Class Features

As a Death's Servant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Death's Servant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Death's Servant level after 1st

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: scythes, scimitars, shovel, quarterstaff , Greatsword , Maul
Tools: poisoners kits, herbalists kit
Saving Throws: Charisma, Dexterity, Constitution
Skills: Medicine, Acrobatics, stealth and two from Arcana, Religion, Intimidation, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) plate mail
  • (a) scythe or (b) greatsword
  • (a) poisoners kit or (b) herbalists kit
  • (a) dungeoneers pack or (b) explorers pack

Table: The Death's Servant

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Undying gifts 3 2
2nd +2 Shadow caller Hexes 3 3
3rd +2 Undead Overlord, Path of the Restless , Undead Savant 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Soul Syphoon 4 4 3 2
6th +3 Path of the Restless 4 4 3 3
7th +3 Darkened Living 4 4 3 3 1
8th +3 Ability Score Improvement, Path of the Restless 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Path of the Restless 5 4 3 3 3 2
11th +4 Ultimatum 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Darkened Living 5 4 3 3 3 2 1 1
14th +5 Path of the Restless 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Deadly Spectre 5 4 3 3 3 2 1 1 1 1
18th +6 Path of the Restless 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Path of the Restless 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

All Death's Servants draw their power from Death itself, allowing them to cast Cleric and Warlock spells.

Spellcasting Ability

Your spellcasting ability is Charisma

Spell Save DC

Your Spell Save DC is = 10 + your Proficiency Bonus + your Charisma modifier.

Spell Attack Modifier

Your Spell Attack Modifier is = your Proficiency Bonus + your Charisma modifier.

Cantrips

At 1st level you know 3 cantrips from the Cleric/Warlock spell list. You learn more cantrips as you level up.

Spells known

The Death's Servant table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast, choosing from the Cleric and Warlock spell list. In addition, you may prepare and cast any spell with the necromancy tag. When you do so, choose a number of Spells equal to your charisma modifier + your Death's Servant level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Death's Servant, you have four 1st-level and two 2nd-level Spell Slots. With a charisma of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.

Undying Gifts[edit]

Starting from 1st level, as a boon from Death, you can cast Animate Dead as an action without using a spell slot.

At 3rd level, Animate Dead it allows you to maintain control over the animated creatures for up to 5 years, you can now raise any corpse that is Huge or smaller of a humanoid, or beast with challenge rating 4 or lower can be animated. It keeps its original abilities and attacks, multiattack, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature (no action needed) and it will obey on its turn in combat and all undead makes they turn after yours. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again. In addition you can also resurect your fellow players. they get vulnerability to radiant and necrotic damage and they get the undead creature type.

In addition to the major Time increase you can now also resummon them if they die. You do take 10d4 Psychic damage. You can also make them turn into Small pearls so you can carry them

At 5th level your control only ends if the creature die

Shadow Caller[edit]

Starting from 2nd level, once per short rest, you can use your bonus action to make your shadow rise as a Specter, it is under you command and will act during your turn. If you do not command the shadow, it tries its best to defend you, stay alive and fight off enemies within its vision range, in that order. The order can change if you command it so. You can have a number of summons from this feature active equal to your Charisma Modifier. The summons will disappear after 1 minute.

At 4th level, you can summon more Specters of other beings if you can see them, and they must succeed on a Constitution saving throw against your Spell save DC, in order to prevent it from happening, a number of times equal to your Charisma modifier.

At the 5th level you can summon a Poltergeist. At 8th level you can summon a Banshee. At level 10 you can summon a Shadowghast. At the 14th level you can summon a Nightmare Wraith . At the 18th level you can summon a Manananggal.

Hexes[edit]

A Hex is ability to cast, and control terrible curses on their enemies.having a pool of dark arcane energy surging through their blood, and by spilling their blood you can cast hexes. A creature must make a saving throw against your spell save DC, on a failure the targeted creature becomes afflicted by your hex. A creature can only be affected by [Proficiency Bonus] hexes at a time, but you can have as many creatures affected by hexes as you can, based on how many hex points you have. You hex points equal to your Death Servant level And your Charisma Modifier

A Death Servant can spend their spell slots to gain hex points. You gain a number of hex points equal to the level of the spell slot spent.you gain 1d6+5 hex ponits after a short rest

At 2nd level a Death Servant learns an amount of hexes equal to half their level rounded down plus their Charisma modifier.

List of Hexes[edit]

Hex DC's is your spell save DC

Frightening Hex: This hex afflicts the target's mind within 30 feet, bringing forth its greatest fears when you attack it. If you hit a creature afflicted by this hex with a spell of 1st level or higher they become frightened of you for a number of rounds equal to your Charisma modifier. This hex costs 2 hex points.

Trembling Hex: This hex causes a target to shake uncontrollably as if pure panic had taken control of their bodies. You can target a amount of creatures to a max of your charisma modifier within a range of 30 feet, creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls against you. This hex costs 2 hex points.

Hex of Unending Flow: This hex increases the flow of blood on the affected creature's wounds within 30 feet. The creature must make a constitution saving throw on a fail, when you or allies deal piercing or slashing damage to a creature affected by this hex they will start bleeding profusely, causing 3d12 damage to it at the start of its turns for a number of rounds equal to your Charisma modifier. This hex costs 1 hex point.

Melting Hex: This hex will react to your arcane powers and form cracks on the targeted creature's defences within 30 feet. If you hit a creature affected by this hex with a spell of 1st level or higher they lose 2 points from their Armor Class. This hex ends after its effect is activated. This hex costs 1 hex point.

Contagious Hex: This hex connects to creatures, and your spells will travel through this connection. If you hit or affect a creature with a spell that targets any creature, it will also affect any other creature of your choice within 5 ft of the first target. A creature connected to the original target also makes a saving throw if your spell requires one, if they fail they are affected by the spell as well. On completing the saving throw, if the spell deals damage the connected target takes half damage on save, if the spell has a duration, for the connected target this duration is halved upon save. This hex costs 3 hex points, but for each 1 extra hex point you spend you can connect an extra creature within 5 ft of the original target.

Hex of Illusional Enemy: This insidious hex causes the afflicted creature to perceive an illusory enemy that only it can see. The illusion appears within 30 feet of your choice and can take the appearance of anyone you can remember or a random person in your mind. For the spell duration, the creature must use its action each turn to attack the illusory enemy or attempt to move away from it if it cannot attack This hex costs 2 hex points and lasts for 1 minute or until dispelled.

Hex of Decay: This potent hex accelerates the decay of the afflicted creature's body within 15 feet. When a creature is affected by this hex, it takes 2d10 necrotic damage at the start of each of its turns. Additionally, any healing the creature receives causes the hex to stop if its level is higher than the hex points or the potion rarity is higher than common. This hex costs 2 hex points and lasts for a number of turns equal to your charisma modifier.

Hex of the Soul Affliction: This potent hex accelerates the decay of the afflicted creature's body. Make a ranged spell attack against a creature within range of 60 feet. On a hit, The target takes 6d4 necrotic damage immediately. This damage bypasses any resistance and treats immunities as resistances to necrotic damage, At the start of each of the target's turns this lasts an amount of turns equal to your charisma modifier, it takes 6d4 necrotic damage. This can only be stopped if the creature receives any healing if its level is higher than the hex points or if the potion rarity is higher than common. This costs 5 hex points to cast.

Hex of Pain Split: This powerful hex creates a bond of shared pain between the caster and the afflicted creature. As a reaction to being damaged, the caster casts a hex which after that damage will split the damage between the target and you. This will last a number of rounds equal to your charisma modifier. This costs 2 hex points to cast.

Sustaining Hex: This hex is a favourite to most, as it connects with your spells and takes the place of your focus to sustain the spell. When you cast a concentration spell on a creature affected by this hex, you don't need to maintain concentration on the spell for the duration of the hex (as you can cast hexes on yourself, this hex could work with concentration spells that target yourself). Another special feature of this hex is, if the hexer casts Witch Bolt on the afflicted creature, you only need to use a bonus action each turn if you want to cause the extra damage of Witch Bolt. This hex costs 2 points, but unlike other hexes, this one can't be used multiple times at once, if you curse another creature with this hex, the previous target will be free of its hex.

Warding Hex: This hex shields you from within the afflicted target's body, the creature must make a Constitution saving throw if it fails, if it makes a melee attack against you it doesn't add its ability modifiers to the attack. This hex costs 1 hex point.

Hex of Warning: While afflicted by this hex, creatures can't hide from you. You have advantage on Perception checks against creatures afflicted by this hex. This hex costs 1 hex point.

Exploding Hex: When a creature within 30 feet dies affected by this hex, you make sure any creature around them is taken down as well. When you kill a creature afflicted by this hex with a spell of 1st level or higher, this hex causes an explosion in a circle with a 30 ft diameter centred on the afflicted creature. All the creatures in the explosion's area must make a Dexterity saving throw. On a failure they take Xd8 of damage (X being the level of the spell), or half of that damage on a success. The damage type of the explosion is the same as of the spell which killed the affected creature. This hex costs 2 hex points.

Hex of Confusion: This hex confuses the mind of a creature within 30 feet. When a creature affected by this hex makes an attack, it has to make a wisdom save to not attack another creature within its range and movement. This hex costs 1 hex point.

Hex of the Puppet: This hex conjures a puppet of the creature in 120 feet within sight of casting the spell but not keeping it going. The creature makes a Wisdom saving throw, if it is not successful the creature is inflicted by the hex. The hexer can use its bonus action to stab the puppet with a needle, causing 2d10 of necrotic damage and add 1 Needle to the doll. The hexer can consume the doll and destroy the doll afflicting Xd12 of necrotic damage (X being the amount of needles in the doll) if the creature dies, the hexer recovers the hex points spent by this hex and the level of the creature in spell slots. This hex costs 2 hex points.

Hex of Suppression This hex stifles the magical abilities of the affected creature within 60 feet. When a creature is afflicted by this hex, it must make a Charisma saving throw. On a failure, the creature is unable to cast spells or use magical abilities for an amount of turns equal to your charisma saving throw. This hex costs 3 hex points.

Hex of Paralysis This hex locks the muscles of the affected creature within 30 feet. When a creature is afflicted by this hex, it must make a Constitution saving throw. On a failure, the creature is paralyzed for the duration of the hex which is equal to your charisma modifier. This hex costs 3 hex points.

Hex of the Phantom Limb This hex conjures an ethereal limb that follows your commands. When you cast this hex, an ethereal limb appears within 30 feet of you and can perform one action per turn as a bonus action: attack (deals 4d8 necrotic damage), manipulate an object, or cast a spell as a touch spell, however, it only has an amount of hp equal to your charisma score and share the same AC as you. You can move the limb 15 feet in any direction but that takes its entire turn of combat. You lose the limb once you take a long rest as the hex magic has ran out.The limb uses your spell attack bonus and spell save DC. This hex costs 3 hex points.

Hex of Devouring Shadows This hex creates a shadowy aura around the affected creature within 60 feet, the creature must make a constitution saving throw or take 6d8 necrotic damage at the start of each of their turns. Additionally, the creature has disadvantage on all attack rolls. This hex costs 3 hex points.

Hex of the Vampire's Touch This hex allows you to drain life from the afflicted creature within 30 feet. When you deal damage to a creature affected by this hex, you regain hit points equal to half the damage dealt. This hex costs 4 hex points.

Hex of the Banshee Scream This hex channels the terrifying power of a banshee's wail, inflicting paralyzing fear and agony upon the target within 60 feet and the target can hear you, When this hex is cast, the target must make a Constitution saving throw On a failed save, the creature becomes vulnerable to one damage type of your choice but it cannot be one it already has. This hex costs 4 hex points.

Hex of Glass Bones This hex makes the bones of the afflicted creature within 30 feet extremely brittle, making them more susceptible to physical damage. When a creature is afflicted by this hex, it must make a Constitution saving throw. On a failure the creature is afflicted by this hex, all attacks against it score a critical hit on a roll of 16-20. Additionally, the creature takes an extra 6d6 bludgeoning damage whenever it takes damage from a melee weapon attack. This hex costs 4 hex points.

Hex of Mind Numbness This hex completely dulls the mind of the afflicted creature within 30 feet, severely impairing its cognitive abilities, The creature must succeed on an Intelligence saving throw against On a failure a creature is afflicted by this hex, it has disadvantage all Intelligence, Wisdom, and Charisma checks and saving throws. Additionally, it cannot concentrate on spells. This hex costs 4 hex points.

Undead Overlord[edit]

You have mastered the art of drawing vitality from the spirits of the undead you command, forming a shroud of false life around you , Once per short rest, as an action, you can invoke an Spirit Shroud a invisible armor of souls that protects you , You gain temporary hit points equal to 10 + your Charisma modifier + four time the number of undead creatures you control. These temporary hit points last for 1 hour. While you have these temporary hit points, you also have resistance to necrotic damage and advantage on attack rolls, additionally any medium humanoid creature you kill with necrotic energy becomes a zombie and when you cast a spell which creates a undead you may choose an additional corpse or pile of bones nearby and reanimate that as well , The zombies and skeletons you control add your proficiency bonus to their attack rolls and damage rolls

Undead Savant[edit]

Your mastery over the forces of undeath allows you to channel your necromantic power into your own combat abilities, enhancing your weapons and armor with the bones of the dead ,Whenever you finish a long rest, you can touch one weapon that you are proficient with putting a undead curse on it and that weapon becames you spellcasting focus. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts forever.

As a bonus action, you can create bone armor or a bone weapon from the remains of a dead creature. You must have the bones or remains available to do this. The bone armor or weapon merges with your existing gear and lasts until it is destroyed.

Bone Armor: You can create bone armor for yourself. This armor grants an additional +2 to your Armor Class . this increases to +3 in level 5 and +4 in level 7

Bone Weapons: You can create bone weapons for yourself. These weapons grant an additional 2d6 necrotic damage to your attacks. This increases 4d6 in level 8 and 6d6 at level 12

Path of the Restless[edit]

Starting at 3rd level, you choose one archetype of your desire and gain its benefits. These paths include the Lich King, Cult Master, Necro-caster and Stitcher. These are listed below, at the end of the page.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.

Soul Syphon[edit]

Starting at 5th level, You have mastered the dark art of extracting and storing the souls of creatures you defeat, gaining immense strength and vitality with each soul you absorb. When you reduce a creature with a CR (Challenge Rating) equal to or greater than 1 to 0 hit points, you can use your reaction to capture its soul. Constructs and undead are immune to this ability.

You can store a number of souls up to your class level + proficiency (minimum of 2). The souls are stored within a specially prepared vessel, such as an amulet or crystal, which you must have on your person to use this ability , For each soul you have stored, you gain a +1 bonus to one of your ability scores of your choice. You can distribute these bonuses among different ability scores or stack them on a single score , At the start of each of your turns, you gain temporary hit points equal to each souls you have

Starting at 10th level, you can store a number of souls up to three times your Charisma modifier as a bonus

Darkened Living[edit]

starting from 7th level your healing spells or spells that deal necrotic damage heal undead creatures under your control, and you gain full immunity from necrotic damage and heal from it instead. Additionally, for every 10 points of necrotic damage you inflict you regenerate 1d8 HP.

Ultimatum[edit]

Starting from 11th level, once per day, you can channel a powerful connection with the abyss, and as a bonus action temporarily shifting the life energies around you. You turn the area 120 feet around you into difficult terrain for 1 hour. The area returns to normal if you are not within range. All undead creatures under your control are unaffected by this effect. At the start of your turn, each undead creature and you regain Hit Points equal 8 + your Constitution Modifier + your Charisma Modifier. Additionally, your spells are heightened by two levels. After the effect takes place, you must succeed a Constitution Saving throw of 20 - your proficiency. On a failure, you gain 3 levels of exhaustion.

Deadly Spectre[edit]

At 17th level, your mastery over the boundary between life and death takes a different form. Instead of becoming a lingering curse, you gain the ability to shift between the mortal and ethereal planes at will, adopting the mantle of the Deadly Spectre.

As an action, you can choose to become incorporeal, shifting your form partially into the ethereal plane. While in this state, you gain the following benefits:

Incorporeal Form: You become immune to nonmagical attacks, and attacks made against you have disadvantage. You can move through objects and creatures as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object.

Ethereal Shift: As a bonus action, you can shift fully into the ethereal plane until the start of your next turn. While ethereal, you are invisible, and you can move in any direction, passing through solid objects along your path. You can't affect or be affected by anything on the material plane while in this state.

Life Draining Touch: While incorporeal, you gain a new melee spell attack. On a successful hit, you can deal 2d12 necrotic damage, and the target must make a Constitution saving throw. On a failed save, one of the target's ability scores is reduced by 2d4. The target dies if this reduces any of its ability scores to 0. The reduction lasts until the target finishes a long rest.

Aura of Dread: Your presence in the ethereal form exudes an aura of dread. Enemies within 20 feet of you must succeed on a Wisdom saving throw or become frightened or charmed as long as you maintain the Deadly Spectre form.

Path of the Restless[edit]

Chosen at the 3rd level, these paths best describe the thoughts and feelings of your undead heart and shape the rest of your time as an undead being of immense power. Some focus on controlling others, while others focus on improving oneself in leadership or physical capability.

Cult master[edit]

Cult masters focus on raising a force of undeath primarily composed of Humanoids, while at the same time running a cult of living humans under their control.

Contracts

Starting at 3rd level, Death has given you the power to bind souls with your own. In order for this to occur, a humanoid must sign a contract willingly and pledge themselves to you. When this occurs, you know if the cultist is alive or not, and can learn of their current status during a long rest. The number of Humanoids being loyal to you is the same as your undead, and same goes for them being more. However, the cultists are more likely to obey you than undead even if they exceed the number you can control without question. The higher level you are as a Death's Servant, the higher the chance (5%) that they will obey your commands.

Maniacs

You can force your will upon an individual. You can make a contested check of Charisma against the humanoid in question. If you succeed, you can give them one of the two commands. If you fail, they become aware that mind magic took place and that it was to affect them in a negative manner, but are not aware that you did it. You can use this effect once per short or long rest.

1) Outrage: The humanoid enters a Barbarians rage state (3rd level) and cannot understand friend from foe. It must attack every creature closest to him for 1 minute.

2) Calm: The humanoid enters a state of total indifference. It will perceive the situation in a manner as if it was an outsider and cannot feel hate, love or any true emotion for 1 minute.

Dark teachings

Starting at 10th level, your cult is now stronger and are far more capable than common folk. You can teach them the dark arts and they can get levels in classes should you take the time to teach them. In order to gain 1 level in a class, they must work hard for 1d2 Years under your, or an instructor's guidance. They become totally loyal to you, and you can have up to 10 humanoids above level 6. At 15th level, you can have humanoids of classes at least of 10 level, and up to 5 humanoids of level more than 10 and less than your own. Those humanoids are loyal to you.

Citadel

Starting at 14th level, you can summon forth a fortress of your own. You can only do that once per year. If the fortress is within the same plane of existence as you are, it teleports to the location you summon it at. The fort is at least as big as a village and has the population of one (DM must check the Dungeon master's guide.), only that the civilians are only spectral images, illusions, each with their own personalities, just like normal villagers, only that they see you as their master and lord, and obey your every command. Each of them can turn into a material form for 6 hours, twice per day, and they can use the same effect after 12 hours have passed. The fortress has its own amount of spectral guards and each are Guards with 1 Hit point. If any illusion is reduced to 0 hit points, they take material form after 24 hours again. If you die or your soul leaves the plane of existence that the fort is within, the fort disappears as do the illusions.

Bound power

Starting at 20th level, your plan is bare for the world to see. You gain 1 hit point for each Undead humanoid under your control. Additionally, your followers chant your name and now you gain power by their devotion. You are aware when a follower chants your name. You gain 1 more attack to spell damage that you deal for 1 hour when the chant takes place. Additionally, if you are reduced to 0 hit points, your soul goes straight to the abyss and can be called back either by a wish spell, or by a massive ritual that the DM states necessary to take place, however it requires your skull to work. Your skull becomes a magic item or Rare rarity, and can cast one 5th level spell once, that refreshes each dawn, and the spell is of your choosing. If it breaks, it becomes whole again after 1d24 months in the place that you died.

Necro-caster[edit]

Necro-casters are much more adept at casting spells than the standard Death's Servants.

Dark Harvest

Starting at 3rd level, whenever you reduce a creature to 0 hit points, you regain hit points equal to 8+ the damage dealt by the attack that reduced the creature. This applies to spells too.

Burden

Starting at 6th level, whenever a humanoid dies near you, you are aware, as their soul is drawn to you for a brief period of time. Additionally, whenever you cast a spell from the Necromancy school, you deal an additional 1d8 necrotic damage. Your undead servants when raised gain 5 temporary hit points, that they lose after 3 days of being animated.

Death's Deals

Starting at 10th level, you may use a bonus action to reduce an undead under your control to 0 hit points. If you do, you regain a spell slot of your choice, the slot cannot be of 7th level or higher.

Ordeal

Starting from 14th level, you can summon a spectral amalgamation of bones that acts under your commands. It has the statistics of a Young Black dragon and acts like one, only that its under your complete control. It is not an undead creature. It remains for 1d4 Hours. This refreshes after the next dawn from when you use the effect of Ordeal.

Final Destination

The option to become a Lich is presented at level 20. There are requirements for this to take place, mainly centered around how many people are under control of the character. One must have under his control a cities worth of living servants, 4 crypts filled with either living or undead servants, and one main tomb that is as big as a castle and fortified. In addition, a ritual must be enacted including the use of one holy item (the heart of a well known paladin, a holy weapon, ect.), an unholy item (a Necronomicon, the hand of another necromancer, ect.) and the item that will become your Phylactery. This Phylactery must be fed one live humanoid each year to maintain your powers by way of the Imprisonment spell. When you are reborn, you retain all of your class features, hit points, and ability scores. You gain additional Spells, in the form of all the spells a Lich would have and the spell slots of a 20th-level wizard.

Lich King[edit]

Lich Kings are Death servants that prefer to lead rather than remain behind their forces. They fight using necromantic powers and are much like Oathebreaker paladins. Only weaker in the fighting aspect.

Heart of Undeath

Starting at 3rd level, your body can take more punishment than those of normal mortals. Your AC increases by +2. Additionally, you gain the Extra attack feature, that allows you to make two attacks as an action on the same turn. Lastly, you gain +2 to your Chasrisma , When you hit a creature with a melee attack you can choose to cast Animate Dead as a bonus action you can raise an undead creature with a CR equal to half your Death's Servant class level rounded up. If you cast Animate Dead on an undead creature, you can cause your dark magic to imbue it with life and turn it into an undead mixed with, fiend, abberation or dragon, with a CR lower or equal to your Death's Servant class level.

Death's Warmaster

Starting at 6th level, your mastery over weapons and necromancy enhances your combat abilities and those of your minions:

  • Your weapon attacks and the attacks of creatures under your control (undead and living alike) count as magical to overcome resistance and immunity to non-magical attacks and damage.
  • You can summon a powerful magic Weapon, a Runeblade, as a bonus action. This Runeblade deals the damage of any weapon you choose you are proficient with plus an additional 1d6 necrotic damage and a +1 at this level, +2 and 2d8 necrotic at 10th and +3 and 3d10 necrotic at 14th. This can last until you dispel it. An anti-magic field causes you to make a Charisma save or have your weapon disappear until you leave the field. You add your Charisma modifier instead of Strength or Dexterity.
  • When your hit points would be reduced to 0, the nearest undead creature you control is reduced to 0 hit points instead, and you gain temporary hit points equal to twice the creature’s hit points lost in this way. This can happen twice per combat and can be used once per long rest.
Undead dark power raising

Starting at 10th level, You can add up to your Charisma Modifier to your creatures in all others stats ( str, dex, con, int, wis etc...) with the undead tag . You can now do a CR of up to your level plus 2 using you animate undead from Heart of Undeath.

Undead Leaders

Starting at 14th level, all undead under your command gain +2 to their AC and +30 hit points. Additionally, you can choose up to two creatures under your command to make them generals of your undead army. Each general gains an extra 50 hit points, +3 AC. You can have a number of generals equal to your proficiency bonus. In addition, you can fuse any magic weapon you are attuned to and are proficient with to your RuneBlade.

Lich King

Starting from 20th level, you are the pinnacle of Orcous's forces in the plane. when you fail a Death saving throw, or are outright killed, you are reborn into a Lich immediately. Your Phylactery becomes an item that you have on your person. You must feed your phylactery one live humanoid each year to maintain your powers by way of the Imprisonment spell. When you are reborn, you retain all of your class features, hit points, and ability scores. Additionally, you gain all of the passive traits of a Lich and some New Abilities

  • You can attack three times, instead of twice, whenever you take the Attack action on your turn.
  • Your hit points are increased by 100
  • You gain resistance to necrotic damage and immunity to being frightened. Additionally, you can cast Finger of Death three times per long rest without expending a spell slot.
  • You can control twice the normal number of undead creatures, and they gain a +4 bonus to their AC and attack rolls and damage rolls.

Stitcher[edit]

Stitchers are more like surgeons than casters. Their interest is piqued at the thought of their private subject, their very own suit of Flesh!

Dark caster

Starting at 3rd level, instead of learning Cleric spells, you learn Wizard spell from the School of Necromancy. The same chart is used for spell learning. Replace any cleric spells you know with random ones, granted to you by Death (Your DM).

Craftsman

Starting at 3rd level, you gain the knowledge of how to create a Flesh Golem and you can bind ONE to you. At 10th level, you can have up to two Flesh Golems under your control. You can use your bonus action to command its movement and actions. Flesh golems are created at a surgeons table or an appropriate substitute (ask your DM), Flesh Golems require a doctors kit (not consumed) and 5 humanoid bodies as material or an appropriate substitute such as a giant corpse (once again ask your DM) , the process of creating a flesh golem and binding it to you takes 2 Hours.

Modify

Starting at 5th level you can equip your Flesh Golem, and modify its body. Specifically, you can arm it, adjust limbs ect. if you have a surgeon's table and the necessary parts. This process takes 30 minutes per point spent on an upgrade. Upgrades include (But are not limited to (Discuss this with your DM if you want specific out of line upgrades)...), and you have Invention points equal to your Intelligence modifier to spent on such upgrades. You gain such 1.5 points every time you put a level in Death's Servant. Once you have bought an upgrade you can apply it to all of your original golems as you have learnt how to apply and use these upgrades

ARMOR PLATING. Increase the armor class of the golem to 14. Spend 1 point.

SIX ARMS. The golem's multiattack action allows it to make three Slam attacks. Spend 1 point.

THREE HEADS. The golem has advantage on wisdom saving throws and throws against being blinded, deafened, stunned or knocked unconscious. Spend 1 point.

WINGS. The golem has a flying speed of 30 feet. Spend 2 points.

HUMONGOUS. The golem is Large and can carry additional weight, including you as a free action. Spend 2 points.

UNDEAD BESTIARY. The golem can as an action summon 1 CR 1/8 beast with the Zombie Template on it, this creature runs away after combat and disappears after leaving the line of sight or after an hour. Spend 2 points.

CLEVER MIND. The golem can act on its own and will always protect you, itself and fight off enemies, in that order. Spend 2 points.

BESTIAL. The golem can be stitched with Beast parts. The DM decides any bonuses the golem gets. Spend 3 points.

WEAPON USER. The golem can use weapons and equipment. Spend 3 points.

MIND BOUND. The golem cannot be mind controlled. Spend 3 points

INFESTED. The golem summons Swarms of spiders equal to your Charisma Modifier. Spend 3 points

ARMED. Your golem has a Light Crossbow armed on it's Shoulder. It can use it one instead of a Slam attack. Spend 3 points.

HUGE. Your Golem's size is Huge, and its Hit points Double. Spend 4 Points.

HUNGER. Your Golem's jaw is jagged and can make a Bite attack, +7 to hit, and deals 1d8+ Strength Modifier Piercing damage. Any creature hit must succeed on a DC 14 Constitution Saving throw, taking 4d4 Necrotic damage on faillure or half on success. The golem regains that many hit points. Use it instead of one Slam attack. Spend 4 points.

BEARER. The golem can control 3 smaller golems known as golemlings (3 golemlings can be made with 5 corpses) with 1/3 AC and 1/2 the hit points (the berserk skill of golemlings is also halved when it triggers), both are rounded up. Golemlings controlled by the Bearer Golem can have upto 3 skills that the Bearer Golem possesses, these skills cannot be the Bearer skill and all three cannot share a skill, but two can share a skill. Spend 4 points

PLAGUE BRINGER. The golem emits a constant foul cloud of rot. ll creatures 5 feet around the golem that aren't undead take 2d4 Necrotic damage the first time the enter the golem's mist on their turn or if they end their turn there. Creatures must succeed on Constitution Saving throw (DC 14) or be blinded/Deafened or start vomiting (Uses an action) for 1 minute. If they leave the mist, they automatically are cured of the disease. Spend 4 points.

INTELLIGENT. The golem gains a brain that function at great lengths. The golem's Intelligence becomes 18 if it is not at that point already. The golem can cast Necromancy Cantrips at their lowest level as innate spell casting. Spend 4 points.

STORM CALLER. The golem can call lightning once per day, this is treated as the spell lightning bolt for simplicity (does not require the material), the bolt does not have a direction and hits the golem dealing 8d6 lightning damage on a failed dex saving throw, or half as much damage on a successful one to those in a 5 feet radius, The lightning ignites flammable objects in the area that aren't being worn or carried. Spend 5 points.

ASSISTANT. The golem can do most tasks and has individual thinking. It cannot betray you but it can harm others without you telling it to. Spend 5 points.

SCREAMS OF THE DAMNED. The golem can suppress its own life force in order to unleash a wail of torment. It takes 2d8 + 5 Bludgeoning damage. Creatures within 60 ft. radius must succeed on a DC 20 Wisdom saving throw or be terrified for 1 minute, and use any means they have to escape at least 200 ft. away. You are immune to this effect. Legendary monsters are immune to this effect. Spend 5 points.

OVERMIND. The golem acts as your thrall of undeath. It has the ability to break undead under its will and command them for you. By targeting one undead creature within its sight range, it must succeed on a DC equal to 10 + the Golem's Intelligence modifier + the Golem's Constitution modifier or be mind broken by it. They act as if they were charmed. They are bound to it for 1 month and at the end of it can repeat the saving throw. The golem can use this effect twice per day. Spend 6 points.

BRUTAL. The Golem's damage rolls deal double damage. Additionally the Golem's AC is increased by 4. It gains 40 Hit points. Spend 6 points.

HORROR. The golem can take the parts of creatures that have the Monstrosity template. The DM decides the Bonuses it gets. Spend 6 points.

Partings

Starting at 10th level, you are proficient with any tools that you use in order to cut flesh and used for stitching. Additionally, you are now able to climb on the back of your golem and use it as a mount.

Stitcher's Legacy

Starting at 20th level, your Golem's become Legendary, and can use 3 legendary actions. Additionally, you know how to stitch up Dragon-kin creatures to your golem. Your DM decides the benefits.

Death's Servant Spell List[edit]

You know all of the spells on the basic Cleric/Wizard spell list from the Necromancy school based on your subclass.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Death's Servant class, you must meet these prerequisites: Being some kind of evil alignment, Having a charisma score of 15. To become a stitcher you need to research anatomy and surgery or have a background which encompasses these.

Proficiencies. When you multiclass into the Deaths' Servant class, you gain the following proficiencies: Medicine.



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