Life Extractor (5e Class)
Life Extractor[edit]
The wounded knight, fully clad in black plate, is near death's door, surrounded by enemies. The hobgoblin ambush have taken him by surprise, and he knows there's only one chance to survive this battle. Channeling the necrotic energy on his greatsword, he deliver a lethal strike, decapitating the leader, a powerful bugbear, stealing his vitality. His wounds start to close, and a grin appears on his face as fear starts to crawl upon their enemies.
The cloaked orc knells besides his fallen companion, a brave warrior that fell under their enemies sword protecting the group. With a movement, he orders one of his companions to approach, bringing with him the shackled gnoll. He looks to the creature unfazed, and gently touches with one hand the creature, and with another his fallen companion. The gnolls withers and dies, and when he exhales his last breath, life returns to the warrior.
The old woman walks alone through a desert road, and is noticed by a bandit, expecting an easy prey. He approaches her, knife in hand, demanding for his possessions. The women without resistance lends his purse to the bandit, but not before touching his hand with her own. Suddenly, the bandit feels his body weakens, as his youth leaves his body, leaving behind a old man trembling on the ground, while a young and beautiful women keep her journey, after founding her easy prey.
Life extractors are adepts of an obscure necromantic practice, the art of life extraction. Using their touch, they can steal someone elses vitality to recover their own.
Creating a Life extractor[edit]
by JoshCalloway [1] |
When creating a life extractor, ask yourself how did you learned about this practice. Have you been taught this by a necromantic mentor? Did you learned from ancient texts and old grimoires? Are your ability innate, and developed to practice and self teaching?
Why do you use this power? Your chosen archetype can help you answer this question. Death Knights use this power to conquer and defeat their enemies, and they have a largely simplistic understanding of their power. Necro Doctors understand that to save lives, sometimes sacrifices are necessary, and they strive to achieve the understanding needed to make the correct choices. Lifeforce Vampires are generally egoistical beings that desperately seek immortality, using their draining powers to remain youthful.
- Quick Build
You can make a Life extracter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. If you choose the Black Knight, Strength should be your highest score, followed by Constitution and Intelligence. Second, choose the Sage background. Third, choose the
Class Features
As a life extractor you gain the following class features.
- Hit Points
Hit Dice: 1d8 per life extractor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per life extractor level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail and shield or (b) chainmail (if proficient)
- (a) a spear and a dagger or (b) a martial weapon (if proficient) or (c) two simple weapons
- (a) dungeoneer's pack or (b) explorer's pack
- a light crossbow and 20 bolts
Level | Proficiency Bonus |
Features | Draining |
---|---|---|---|
1st | +2 | Archetype, Draining Touch | 1d6 |
2nd | +2 | Spellcasting, Last Breath | 1d6 |
3rd | +2 | Archetype Feature | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Archetype Feature | 3d6 |
6th | +3 | Steal Reserves | 3d6 |
7th | +3 | Archetype Feature | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | — | 5d6 |
10th | +4 | Drain Life | 5d6 |
11th | +4 | Archetype Feature | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | — | 7d6 |
14th | +5 | Death Touch | 7d6 |
15th | +5 | Archetype Feature | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | — | 9d6 |
18th | +6 | Improved Draining | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Improved Drain Life | 10d6 |
Archetypes[edit]
At 1st level, you can choose an archetype. Your chosen archetype give you features at 1st level, and again at 3rd, 7th, 11th and 15th levels.
- Extraction Method
When you choose an archetype, you also gain a new extraction method. The extraction method gives you an unique way to use your Draining Touch. Whenever you use your Draining Touch feature, you can choose to use your Extraction Method instead.
Draining Touch[edit]
Starting at 1st level, you gain the ability to drain the life of living creatures. As an action, you can touch a creature within 5 feet and force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target takes 1d6 necrotic damage, and you regain the same amount of hit points. On a success, the damage and amount of hit points regained is halved. The damage taken increases as you gain levels in this class, as shown on the class table.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain your uses of it after finishing a short or long rest
Spellcasting[edit]
At 2nd level, you gain the ability to cast spells through your knowledge of necromancy, life, death and medicine.
Spellcasting[edit]
By 2nd level, you have learned to cast spells through your study of the necromantic arts.
- Preparing and Casting Spells
The life extractor table shows how many spell slots you have to cast your spells. To cast one of your life extractor spells of 1st level or higher, 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 life extractor spells that are available for you to cast, choosing from the life extractor spell list. When you do so, choose a number of life extractor spells equal to your Intelligence modifier + half your life extractor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level life extractor, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four 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 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 life extractor spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Intelligence is your spellcasting ability for your life extractor spells, since your power comes from your knowledge. 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 life extractor 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your paladin spells.
Last Breath[edit]
Starting at 2nd level, whenever you reduce a creature to 0 hit points using your Draining Touch, you steal their last breath, which you can later use to spare your own life. You can have a number of last breathes saved equal to your proficiency bonus, and lose any last breathe captured for 8 hours or more.
When you are reduced to 0 hit points, you can spend 1 last breath as a reaction to fall to 1 hit point instead.
Life Academic[edit]
Also at 3rd level, you adquire a deep knowledge of life and its workings. You gain proficiency with Nature and Medicine, and double your proficiency bonus with these skills if you are already proficient.
In addition, you can make Intelligence (Nature) and Wisdom (Medicine) checks that require an Action using a bonus action instead.
Ability Score Improvement[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.
Steal Reserves[edit]
At 6th level, you can now also steal hit dice from the creatures you extract life. When a creature fail a saving throw from your Draining Touch feature, it also loses a number of hit dice equal to your level in this class (up to that creature's maximum). Once you use this feature, you can't do it again until you complete a long rest.
Drain Life[edit]
At 10th level, when you use your Draining Touch, you can attempt to steal that creature's life. When you do so, roll a d100. If you roll a number below your level in this class, that creature dies instantly, and you gain 1 last breath. You can't instantly kill using this feature a creature whose CR is higher than your Life ext
Once you use this feature, you can't do it again until you complete a long rest. If you succeed on the d100 roll, you can't use this feature again for the next 7 days. At 20th level this feature works instantly, with no need for roll.
This feature doesn't work on constructs and undead.
Death Touch[edit]
When you reach the 14th level, you can empower your Draining Touch. When you damage a creature with your draining touch, you can cause maximum damage instead of rolling for it.
Once you do so, you can't use this feature again until you finish a short or long rest.
Improved Draining[edit]
At 18th level, when you roll initiative and have no uses of your Draining Touch, you regain one use.
Archetypes[edit]
Death Knight[edit]
Death knights are extractors that learn how to channel the power of life extraction through their weapons, becoming relentless warriors. Since they can mend their own wounds with each strike, making them more dangerous the longer the battle progresses.
- Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor and martial weapons.
Extraction Method: Death Strike
Starting at 1st level, you can channel your draining power through your weapons. When you hit a creature with a melee weapon attack, you can deliver your Draining Touch to the target.
- Death Mark
At 3rd level, whenever a creature fails a saving throw against your Draining Touch, you place a Death Mark on it. The Death Mark lasts for 1 minute, ending earlier if you mark another creature or if your target is reduced to 0 hit points.
Whenever you hit a marked creature with a melee weapon attack, you can use your bonus action to cause additional 2d6 necrotic damage against it.
- Extra Attack
At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Fear of Death
At 7th level, you can forgo one of your attacks to force a creature marked by you to make a Wisdom saving throw. On a failed save, that creature is frightened of you for the duration of the mark. The creature can attempt another save in each of its turns, ending the mark on itself on a success.
- Death Pull
At 11th level, when you have a marked creature, you can use an Action to force the creature to make a Strength saving throw against your Draining Touch save DC. On a failed save, the creature takes necrotic damage equal to your Draining Touch die and is restrained and is pulled up to 30 feet towards your direction.
- Deathless Warrior
At 15th level, whenever you are reduced to 0 hit points, you can spend 1 last breath to be reduced to 1 hit point instead and make an opportunity attack against a creature within 5 feet as a reaction.
Necro Doctor[edit]
Stealing the vitality of others is not always a egotistical endeavor. Taking life from a source and transferring for another more in need of can be necessary and righteous, and this is the goal of necro doctors. Using their powers of life extraction and their medical knowledge, they are able to steal life to restore life.
- Gifted Physician
At 1st level, when you make Wisdom (Medicine) or Intelligence (Nature) checks, if you roll a 9 or lower, you can choose a 10 instead.
In addition, you learn the chill touch, and whenever a creature takes damage from this spell, you can restore 1 hit point to a creature within the cantrip distance that is below half its maximum hit points.
Extraction Method: Transfer Vitality
At 1st level, whenever you use Draining Touch, instead of regaining hit points, you can choose a number of creatures up to your Intelligence modifier (minimum of 1) within 30 feet, and spread the hit point regained amongst those creatures.
- Far Draining
Also at 3rd level, you can use your Draining Touch up to a range of 30 feet, and you can now use this feature as a Bonus Action, rather than an Action.
- Superior Draining Touch
When you reach the 5th level, you have mastered your draining touch. Whenever a creature succeeds a saving throw against your draining touch, you don't spend a use of it.
In addition, when a creature succeeds the saving throw against chill touch, you cause half damage, instead of no damage.
- Hestore Health
At 7th level, you can touch a creature and transfer your hit dice or the hit dice of another willing creature you are touching to it.
When you do so, instead of transfering one hit die, you can end one of the following conditions per dice: blinded, deafened, paralyzed, poisoned, and stunned.
- Revive
At 11th level, you can spend 1 last breath and transfer it to a creature dying or dead within 30 feet, using your bonus action. A dying creature returns with 1 hit point. The dead creature returns to life with 0 hit points but stabilized (This don't work on creatures dead for more than 1 minute).
- Resurrect
When you reach the 15th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 1 last breath. The creature then returns to life, regaining a number of hit points equal to your Draining Touch dice.
If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
If you die while you still have an use of this feature, you can instantly use it if you have 1 last breath available (not requiring an Action).
Once you use this feature, you can't use it again until you finish a long rest.
Lifeforce Vampire[edit]
Vicious killers, desperate in the search for the eternal life, lifeforce vampires are probably the first true life extractors. They were originally necromantical mages, looking to become immortal by robbing the life of other beings to supplement their own.
- Lethal Touch
At 1st level, when you use your Draining Touch, you can choose to not spend a use. If you do so, you cause the necrotic damage, but don't regain hit points.
Extraction Method: Necrotic Grasp
At 1st level, whenever you succeed on a Grapple attempt, or start your turn with a grappled creature, you can use your Draining Touch as part of the same Action.
- Predator
Starting at 3rd level, you gain proficiency with Deception, Stealth and Survival.
In addition, you can add your Intelligence modifier to your Deception and Stealth checks.
- Life Surge
Starting at 5th level, you can use your bonus action to make attacks with natural weapons. In addition, whenever you regain hit points using Draining Touch, you can enter in a frenzy as a reaction. Record the amount of hit points gained. You gain the following benefits:
- You can use your bonus action to gain the benefits of the Dash and Disengage actions as part of the same action.
- You have Advantage on Strength and Dexterity checks.
- You can use your reaction to reroll any failed Dexterity saving throw, and to force a creature to reroll any weapon attack against you.
Your life surge lasts for 1 minute, but ends earlier if you haven't make an attack, used draining touch or taken damage since your last turn. You can't make ranged attacks, nor cast spells while life surge is active. Your life surge also ends earlier if you lose the amount of hit points gained through the Draining Touch, or if you choose to end it as an action on your turn.
- Steal Youth
At 7th level, when you regain hit points after using a Draining Touch, you can also choose to steal someone elses vitality. Doing so causes the creature to age a number of years equal to the amount of dice rolled on the touch (or half as much on a successful save) and you deage by the same amount. In addition, the sudden aging causes the creature to weaken. The creature have disadvantage on Strength checks and saves, and its movement speed and damage from weapon attacks are halved for a number of rounds equal to the amount of years aged by it.
- Vampiric Touch
At 11th level, whenever you use your Lethal Touch while under half your maximum hit points, you regain hit points. You can't regain more hit points than your maximum using this feature.
- Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
- Draining Skin
At 15th level, when you take damage from an attack made by a natural weapon or unarmed strike, you can use your Draining Touch as a reaction.
Spell List[edit]
- 1st level
cause fear, false life, inflict wounds, ray of sickness.
- 2nd level
blindness/deafness, gentle repose, ray of enfeeblement, wither and bloom.
- 3rd level
animate dead, bestow curse, feign death, life transference, revivify, speak with dead, spirit shroud, summon undead, vampiric touch.
- 4th level
blight, death ward, evard's black tentacles, phantasmal kille, shadow of moil.
- 5th level
contagion, danse macabre, eneveration, negative energy flood, raise dead.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Life extracter class, you must meet these prerequisites: Intelligence 13, Constitution 13.
Proficiencies. When you multiclass into the siege warrior class, you gain the following proficiencies: light armor, medium armor, simple weapons.
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