Necrocurse Knight (5e Subclass)
From D&D Wiki
Necrocurse Knight[edit]
Fighter Subclass
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.
- Necro-Blade Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. The weapon must be a melee weapon that causes slashing or piercing damage. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can also choose to cause Necrotic damage with attacks made from this weapon, rather than slashing or piercing.
- Necro-Curses
At 3rd level, you store inside yourself a cradle of necrotic power, which you can use to curse living creatures. When you cause necrotic damage to a creature with a Necro-Blade, you can bestow a Necro-Curse upon a living creature (not construct or undead) you can see within 30 feet. The cursed lasts for 1 minute or until it is consumed.
You have a curse die, which is a d6, that represents the power of your curse. Whenever a creature is cursed, that creatures subtract the d6 from its Constitution checks and death saving throws. When you reach certain levels in this class, the size of your Necro-Curse die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
You can bestow a curse a number of times equal to your Charisma modifier (minimum 1) and you regain your uses of this feature after completing a short or long rest.
Consuming the curse ends it, triggering its effect. You can consume the curse in the following ways:
- Curse of Rot: When you or another creature within 30 feet of you damages the cursed creature, you can use your reaction to consume the curse, causing additional necrotic damage to that creature equal your curse die + your Charisma modifier.
- Curse of Leeching: Once on each of your turns, immediately after you hit a cursed target with the necro-blade and deal necrotic damage to it with a weapon, you can consume the curse, and regain hit points equal to your curse die + your Charisma modifier.
- Necrotic Acolyte
By the 7th level, you have learned new uses for the necrotic energy you harbor, as shown below:
- Undead Minions: As a bonus action when you reduce a creature to 0 hit points using the necroblade, you can reanimate its body as a zombie under your command. The zombie has 1 hit point, but otherwise behaves as if it had been reanimated by an Animate Dead spell. You can use this feature once, regaining the ability to do so after finishing a long rest, unless you spend a use of your Necro-Curse to do so again.
- Necrotic Remains: When you deal necrotic damage to a cursed creature with your Necro-Blade, you can consume the curse and, instead of generating the curse effect, you double the necrotic damage dealt. In addition, you force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, your target is frightened by you and can't regain hit points until the end of your next turn.
- Control Undead
At 10th level, as an action, you target one undead creature you can see within 30 feet of you. The target must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target must obey your commands for the next 24 hours, or until you use this feature again. An undead whose challenge rating is equal to or greater than your fighter level is immune to this effect.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend a use of your Necro-Curse to do so again.
- Necrotic Essence
At 15th level, your body now overflows with necrotic energy. You have immunity to poison, necrotic damage, the poisoned condition, and to any effects that would reduce your hit point maximum or ability scores.
You also can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
Finally, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
- Necrotic Apotheosis
By 18th level, you gain complete control over your necrotic powers, being able to infuse corpses with necrotic energy. You learn two apotheotic powers, which you can use as a Bonus Action.
After using either of these once, you can't do so again until you finish a long rest, unless you spend a use of your Necro-Curse feature to do so again.
- Army of the Dead: You can cast danse macabre.
- Empowered Minions: You can mimic the effects of Animate Dead, as if cast using a 5th-level spell slot.
The only component required for both of these effects is your Necro-Blade, and Charisma is your spellcasting ability for them.
Back to Main Page → 5e Homebrew → Character Options → Subclasses