Necroknight (5e Subclass)

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Necroknight[edit]

Fighter Subclass

The archetypal Necroknight combines the martial mastery common to all fighters with a careful study of necrotic magic. Necroknights use magical techniques similar to those practiced by wizards. They focus their study on only one of the eight schools of magic: Necromancy. Necromancy allows the Necroknight to use their fallen foes to aid them in battle. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.


Spellcasting[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Necroknight Spellcasting 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the necromancy spells on the wizard spell list. The Spells Known column of the Necroknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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 wizard 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


Necroknight Spellcasting[edit]

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


Draining Strike[edit]

At 3rd level, when you make a melee attack, you can heal half of the slashing, piercing or bludgeoning damage you do. If you are at max health, the remaining points healed go into temporary hit points. You can use this feature once per long rest


Necrotic Energy[edit]

At 7th level, your body starts to become used to the necrotic magic flowing through it. You gain resistance to necrotic damage and deal an additional 1d4 necrotic damage on melee strikes.


Reanimation[edit]

At 10th level, you can automatically cast animate dead at 4th level on a target if you deal the killing blow, without using a spell slot or materials. Animated dead have a bonus to health, equal to twice your spellcasting modifier. You can do this twice per long rest.


Superior Draining Strike[edit]

At 15th level, your Draining Strike increases in power. You can now use this feature with ranged attacks that deal slashing, piercing or bludgeoning damage, and you automatically gain 10 temporary hit points, no matter if you are fully healed or not. You can also use this feature twice per long rest, but only once per turn.


Undeath[edit]

At 18th level, your body resists death itself. You can reroll one death save, though you have to use the new roll no matter what. Also, if you fail 3 death saves, roll a d20 and add your spellcasting modifier. If you roll above DC 18, you come back to life with 1 hit point.

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