Death Dealer 2nd Variant (5e Class)
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The Death Dealer 2nd Variant
A master of life and death can be a wonderful companion or a terrible enemy.
Creating a Death Dealer
- Quick Build
You can make a Death Dealer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Inheritor background as featured in the Sword Coast Adventurer's Guide. Third, choose the component pouch and the hand crossbow.
As a Death Dealer you gain the following class features.
- Hit Points
Armor: Light Armor,Medium Armor
Weapons: Scythes, Hand Crossbow, Simple Weapons
Tools: Disguise Kit
Saving Throws: Intelligence & Constitution
Skills: Choose Two From Deception, Survival, Arcana, Religion, Perception, Stealth, and Medicine
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Component Pouch or (b) Arcane Focus
- (a) Scythe or (b) Hand Crossbow or (c) Any Simple Weapon
- (a) Explorer's Pack or (b) Scholar's Pack
- If you are using starting wealth, you have 15gp in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|6th||+3||Deathly Dispositions Feature||4||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Analytical Destruction||4||4||3||3||2||—||—||—||—||—|
|10th||+4||Deathly Dispositions Feature||5||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|14th||+5||Deathly Dispositions Feature||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Dark Artist||5||4||3||3||3||2||1||1||1||—|
|18th||+6||Deathly Dispositions Feature||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|
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
At 1st level, you know three cantrips of your choice from the Death Dealer spell list. You learn additional Death Dealer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Death Dealer table.
At 1st level, you have a spellbook containing six 1st-level Death Dealer spells of your choice. Your spellbook is the repository of the Death Dealer spells you know, except your cantrips, which are fixed in your mind.
leveling up you are allowed to simply choose two spells from the Death Dealer spell list
- Preparing and Casting Spells
The Death Dealer 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 Death Dealer spells that are available for you to cast. To do so, choose a number of Death Dealer spells from your spellbook equal to your Intelligence modifier + your Death Dealer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level Death Dealer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 Death Dealer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Death Dealer 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 setting the saving throw DC for a Death Dealer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast a Death Dealer 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.
- Expanded Spell List
Each subclass comes with a predetermined set of spells, this is your expanded spell list. Even if the spells in your expanded spell list are not Death Dealer spells according to the original spell list, they are for you.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Death Dealer spells.
- Learning Spells of 1st Level and Higher
Each time you gain a Death Dealer level, you can add two Death Dealer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Death Dealer table. On your adventures, you might find other spells that you can add to your spellbook.
Death Dealers Spell List
You can learn all of the spells on the basic Wizard's spell list as well as additional spells based on your subclass.
At 1st level, undead see you as one of their own, and will not attack you unless you’ve attacked them first. You gain vulnerability to radiant and fire damage, resistance to necrotic and poison damage, darkvision up to 60ft, and do not need to eat or sleep. However, you can still be put to sleep by magic(unless stated otherwise by racial feats), and gain the benefits of a long rest after 4 hours of inactivity instead of 8 once per day. Additionally, any radiant damage you deal instead becomes necrotic damage.
you may optionally take a fighting style along with this feature
When you reach 2nd level, you choose an arcane tradition from the wizard class, shaping your practice of magic through one of the following schools:
Abjuration Bladesinger Conjuration Divination Enchantment Evocation Illusion Invention Lore Mastery Necromancy Theurgy Transmutation War Magic
At 3nd level, you chose a path. Choose between the Death Baron, the War Lord, the Soul Master, or the Ghoul Caller. Your choice grants you features at 3rd level and again at 6th level, 10th level, 14th level, and 18th level.
Ability Score Increase
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.
Beginning at 5th level, You may spend one hour infusing your weapon with your arcane power,it gaining a +1 enhancement bonus,further increased to +2 at 11th and +3 at 16th.
You may only use this feature on the one weapon at a time,and must recharge them each long rest,if you do not or they get more then 100 feet away from you,they lose their magical properties from the enhancement
You may use this weapon as an arcane focus and in place of semantic components
Beginning at 6th level,when hitting an enemy with your baneful weapon,all health regenerating or healing effects are negated and it can not regain hitpoint or temporary hitpoint till the beginning of your next turn.
Beginning at 7th level you gain access to metamagic points from the sorcerer class,but only game points equal to 1/3 of your level rounded down,and only the first option at level 7,and the second at level 15
Beginning at 8th level, You may add your Intelligence modifier to attack and damage rolls with your Baneful Weapon as well as attacking twice with it when taking the attack action.
Beginning at 13th level, the necrotic energies of your grasp siphon energy from your enemies' life force whilst strengthening your own. As an action, you can make a melee with either a melee spell attack or your weapon against a living creature, dealing necrotic damage equal to 3d8 + your Intelligence modifier plus the weapon damage if it was used 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 1d8 when you reach 17th level (4d8) and 20th level (5d8).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.
Beginning at 16th level, you've turned you mastery of the arcane into an art. Any time you would deal damage that isn't necrotic through a spell attack you can choose to make it instead deal necrotic. You may use this feature a number of times equal to your intelligence modifier + your proficiency bonus. At 18th level this feature encompasses 6th level and lower as well as features that deal damage without the use of weapons or unarmed strikes. At 20th level this feature encompasses 9th level and lower and adds an additional damage die of a type that is already there.
Beginning at 20th level, You bring Death to all,even those considered immortal,you ignore all resistances and Immunity to damage with your Baneful weapon, in addition you may make an extra attack on a creature within your attack range on dropping a enemy to 0 hitpoints
A Death Baron is as much a master over life as they are over death.
|1st||cure wounds, false life|
|2nd||aid, lesser restoration|
|3rd||aura of vitality, revivify|
|4th||aura of life, death ward|
|5th||raise dead, greater restoration|
|6th||harm, circle of death|
|7th||Finger of Death, Resurrection|
|8th||Abi-Dalzim’s Horrid Wilting, Clone|
|9th||Astral Projection, True Resurrection|
- Accursed Healer
Starting at 3rd level, your spells are more effective. Whenever you use a spell of 1st level or higher to deal necrotic damage to a creature, an ally of your choice regains additional Hit Points equal to 2 + the spell’s level.
- Not Your Time
Starting at 3rd level, you can use your dark power to heal the badly injured. As an action, you evoke necrotic energy that can restore a number of Hit Points equal to your proficiency bonus times your Death Dealer level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum, the pool of hit points used for this feature replenishes after a long rest. You can’t use this feature on an Undead or a construct.
- Disciple of Death
Beginning at 6th level, the necrotic damage you deal to others can heal you. When you Cast a Spell of 1st level or higher that deals necrotic damage to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.
- Damning Strike
At 10th level, you gain the ability to infuse your magic with unholy energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Unnatural Healing
At 14th level, when you would normally roll one or more dice to restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.
- Death's Associate
Your mastery over life and death becomes unparalleled by any mortals, and you've peaked the interest of death himself. At 18th level, you may expend an 8th level spell slot and for the duration of 1 minute you can see how close to death everyone around you is, after the minute ends you may target one creature that is below 150 hp and the Grim Reaper will end their life.
Prerequisites. To qualify for multiclassing into the Death Dealer class, you must meet these prerequisites: INT 13; CON 13
Proficiencies. When you multiclass into the Death Dealer class, you gain the following proficiencies: Arcana, Glaive, Disguise Kit