Death Mage (5e Subclass)

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Death Mage[edit]

Wizard Subclass

The Death Mage is a wizard who spends their time researching the Death aspect of Necromancy, and other necrotic damage dealing spells instead of the Undead.

Death Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals necrotic damage into your spellbook is halved. In addition you can add spells that deal necrotic damage to your spellbook as long as it deals necrotic damage even if its not from the wizard spell list.

Necrotic Syphon

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells that deal necrotic damage. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain 1d8 plus spellcasting modifier hit points or if the spell is from the School of Necromancy you gain hitpoints equal to the half of the damage of the spell. You don't gain this benefit for killing constructs or undead.

Life Force Infusion

At 6th level, you can infuse your spells with power by converting your life force into necrotic energy. When you cast a spell of 1st level or higher that deals necrotic damage, you can sacrifice 5 times the level of the spell in hit points in order to deal the maximum damage with that spell. Once you have done so, you lose the ability to regain hit points via spells, regeneration, or any other feature except for Necrotic Syphon, until you complete a short or long rest. You can use this feature an amount of times equal to your proficiency bonus until you complete a long rest.

Death Touched

At 10th level, do to being surrounded and using necrotic energies constantly you gain resistance to necrotic damage, in addition you may change the damage type of spells that deal, fire, cold, thunder, lightning, or acid damage to necrotic damage.

Aura of Death

Starting at 14th level, as an action, you can magically emit a powerful aura of necrotic energy for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes 2d10 necrotic damage, and it cannot regain hitpoints form any source until the start of its next turn. On a successful save, it takes half as much damage.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.


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