Necrocurse Knight (5e Subclass)

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Scales.png This page is of questionable balance. Reason: This subclass has too many features. At 3rd level, it grants four features, one of which is spellcasting. 02:39, 3 September 2024 (MDT)


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Creator's Note: The objective of this subclass is to deal Necrotic damage on hits, spread a zombie-making curse and command the undead, but it's dependent on holding the weapon and has other weaknesses.

Necrocurse Knight[edit]

Fighter Subclass

When the Fighter gains this subclass at the 3rd level, their Spellcasting Ability becomes Charisma and they can only learn necromancy spells and cantrips from this subclass. A Necrocurse Knight combines the might of a fighter with the spellcasting ability of a necromancer. This is an offensive subclass focusing on melee combat and quickly turning living creatures into their cursed undead minions.

Necrocurse Knights dedicate their arcane studies on curses and necromancy to recreate a ritual that bonds their weapon and turns it into a tool of destruction and conquest, but the cost is to store half of their magical capability inside the weapon. As long as they have the weapon in their possession, they won't lose their magical capability. Such ritual is of unknown origin, however many scholars speculate that it spread from the darkest of societies.

Necrotic Weapon Bond

At 3rd level, when outside of combat, ritually bind yourself to a single unenchanted melee weapon of slashing or piercing damage, turning into your Necroblade. You perform the ritual over the course of 1 hour, which can be repeated after a Short Rest or Long Rest. The weapon cannot be enchanted by other means while this effect is active. Your martial attacks and Necromancy casted while holding this bonded weapon deals an additional Necrotic damage equal to half of your Fighter level, rounded down, only once per action and not benefiting bonus actions. Not holding this weapon while it's bonded will half the damage and duration of your next spells, rounded down. Other creatures holding this weapon cannot benefit from the effects. You need 1 minute to concentrate and dismiss the bond.

Necrocurse

At 3rd level, hitting living creatures with your Necroblade marks them with Necrocurse, letting you activate various effects that awakens as you increase your Fighter level. The curse wears off after 1 hour if it has not activated any effect.

Necrotic Reaction

At 3rd level, as a class bonus action, deal your Charisma modifier as Necrotic Damage to all enemies affect by the Necrocurse within 60ft/18m of you. Affected units cannot roll a saving throw against this feature.

Necrotic Remains

At 7th level, creatures hit by your Necroblade can't regain hit points until the end of your next turn.

Undead Minion

At 7th level, you can cast this feature as a class bonus action. When a medium or small humanoid dies to your Necroblade in this turn, you can use a bonus action to raise it as a skeleton or zombie under your control as if you casted the Animate Dead spell. This minion is vulnerable to radiant damage and can also be destroyed by the effects of a curse remover, if you dismiss your Necrotic Weapon Bond or when your Necroblade is destroyed. You can have a maximum of created minions equal to half of your Fighter level, rounded down. This is a free action when outside of combat and you must touch the body with your Necroblade.

Necrotic Essence

At 10th level, your bond with your Necroblade evolves to a point that you become resistant to Necrotic damage and your hit point maximum cannot be reduced. Both effects lasts as long as your Necroblade is active.

Expanded Undead Minion

At 10th level, your Undead Minion feature can also create a ghoul or flying ghoul minion from corpses.

Dominate Undead

At 15th level, you can cast this 3rd level concentration spell as a bonus action. After applying Necrocurse to an undead creature of equal or lower level than your Fighter level, the undead must succeed a Charisma saving throw against your spell save DC or else will turn under your control, as long as you concentrate on this spell. The undead becomes vulnerable to radiant damage and can be freed by the effects of a curse remover, also removing the new vulnerability. This undead will not be destroyed if your dismiss the Necrotic Weapon Bond or if your Necroblade is destroyed.

Deep Bond

At 18th level, the connection to your Necroblade expands to the minions created by it, granting them additional 4 necrotic damage on damage rolls and they explode when destroyed, causing 8 necrotic damage. A successful saving throw against the explosion still causes half the damage. Additionally, you become immune to necrotic damage and vulnerable to radiant damage while you have an active Necroblade.

Necrocurse Knight - Spellcasting[edit]

Necrocurse Knight Spellcasting
Fighter Level Cantrips Known Spells Known Spell Slots(1st) Spell Slots(2nd) Spell Slots(3rd) Spell Slots(4th)
3rd 2 2 2 - - -
4th 2 3 3 - - -
5th 2 3 3 - - -
6th 2 3 3 - - -
7th 2 5 4 2 - -
8th 2 5 4 2 - -
9th 2 5 4 2 - -
10th 2 6 4 3 - -
11th 2 7 4 3 - -
12th 2 7 4 3 - -
13th 2 8 4 3 2 -
14th 2 9 4 3 2 -
15th 2 9 4 3 2 -
16th 2 10 4 3 3 -
17th 2 10 4 3 3 -
18th 2 10 4 3 3 -
19th 2 11 4 3 3 1
20th 2 12 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast any necromancy spell.

Cantrips

You learn two cantrips of your choice from the necromancy spells list.

Spell Slots

The Necrocurse Knight Spellcasting table shows how many spell slots you have to cast your necromancy spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. Spending a spell slot of higher level than the required may improve the spell's effects, depending on the spell. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level necromancy spells of your choice. The Spells Known column of the Necrocurse Knight Spellcasting table shows when you learn more necromancy spells of 1st level or higher. These spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancy spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancy spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

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