Necron (5e Subclass)

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Necron warrior[edit]

Prerequisite: Necron (race)

Firearm proficiency[edit]

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith[edit]

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Wargear[edit]

The necrons have used ancient weaponry and relics that allowed them to conquer the galaxy over 60 million years ago, A necron will be able to utilise these weapons to help them come back to victory. At 3rd level, they gain a proficiency in wargears weapons and relics, These weapons and artifacts used by anyone aside from the necrons can use them but will take side effects. Necrons are unaffected by the side effects. See below for wargears. Some wargear relics are found via treasure or Necron tombs, while weapons can be found or crafted. The dm can determine how long and the materials required.


Hardwired for destruction[edit]

At 7th level, when attacking, if rolled a Natural 1, you can use a bonus action to spend a point reroll the attack. This feature amount is based equal to your proficiency bonus. You regain all expended points after a short or long rest

Dimensional relocation[edit]

At 10th level, you can use a bonus action to teleport to an unoccupied space within 30ft. you can only use this feature again after a short rest.

Inescapable death[edit]

At 15th level, When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.

For the King[edit]

At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Reanimation protocol[edit]

Upon 18th level, upon taking damage that would leave you at zero, you can reanimate yourself back, healing for half your fighter level rounded down. You can only use this feature once per long rest



Wargear[edit]

Weapons[edit]

Weapon Damage Weight Properties
Gauss flayers 1d8 necrotic 5 lb. ranged(90/200), rapid fire, overheat(30), hard recoil
Weapon Damage Weight Properties
gauss reaper 1d10 necrotic 10 lb. ranged(30/90), Burst, overheat(20), hard recoil
Weapon Damage Weight Properties
Synaptic Disintegrator 1d12 necrotic 10 lb. ranged(100/400), overheat(10), hard recoil, Steady aim
Weapon Damage Weight Properties
hyperphase sword 1d10 necrotic 10 lb. hard recoil, finesse
Weapon Damage Weight Properties
tesla carbine 1d10 necrotic 10 lb. hard recoil, blast, range (60/150), overheat(10)


rapid fire If shot at half the weapons range, an extra attack can be made

Hard recoil If a creature other a necron uses this item, they must roll a DC 15 strength saving throw, If success then the attack will be made, A fail will cause the person to drop the weapon

steady Aim If shot at over normal range it can be shot at advantage and deals 2d10 damage, this can only be used once per turn.

burst you can choose to shoot in a 30th cone in front of you, all creatures in the cone must take a DC Dexterity saving throw equal to DC 8 + proficiency bonus + dexterity modifier. If failed, they take 1d8 necrotic damage, they take half damage on a successful save.

blast upon hitting the target, creatures in a 5ft radius from the blast zone, will take 1d5 necrotic damage

overheat After a certain amounts of shots that exceeds the amount, the gun will overheat and must recharge. spend a action to allow the gun to cooldown before using.

relics[edit]

Cloak of scarabs[edit]

Type: cloak attunement

Summon 2 swarm of canoptek scarabs that you can command. they have a movement and flying speed of 30 ft and have a bite attack of 1d10, can attack twice. Each swarm has 20 health and a AC of 12. If a swarm is below 10 health, then that swarm will deal 1d5. If both swarms are below 10 health, you can command them to join together if they can in 20 ft, making a health that is equal to their current hit points. the new swarm will deal 1d10 damage for the sake of swarm size. If a creature other than a necron uses it, then they must make a DC 14 intelligence throw to summon them. The cloak cannot be used again until a short or long rest.


Hyperdimension key[edit]

Type: Cube Opens a portal to a hyperpocket dimension that allows anyone that goes through to travel to a area of the users choosing. This can only be use once per day, and must recharge by a long rest. Creatures other than a necron that goes through must take a DC 15 wisdom saving throw, if a fail they will be nauseous from the hyperpocket dimension's visual tear, giving them disadvantage in attacks and saving throws. To get out of this effect they must suceed in a DC 15 wisdom saving throw.

Tachyon Cube[edit]

Summons a energy field around the user in a 15ft radius, blocking range attacks, while people in the field can shoot out of the field normally. The field has 20 health and will be destroyed upon going to zero. any excess damage that would exceed the hit points of the field upon destruction will transfer and hit the target. Creatures other that necrons must do a DC 13 wisdom to activate it. A fail save will cause the field to activate on the users next turn while a successful will cause the field to spawn normally.

empathic Obliterator[edit]

Rumoured to contain the power of the old ones, this ring allows the wearer to be protected from mental damage and whenever a attack hits a enemy, a 20ft causing any enemy create hit to do a DC 15 wisdom saving throw or be feared. This attack can only be used once per short rest.













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