Necrophage (Deathknight Hybrid) (5e Class)

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Necrophage[edit]

<!-Introduction Leader->[edit]

Creating a Necrophage[edit]


Quick Build

You can make a <!-Necrophage-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Necrophage you gain the following class features.

Hit Points

Hit Dice: 1d10 per Necrophage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Necrophage level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Animal Handling, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two martial weapons or (b) a martial weapon and a shield
  • (a) scale mail or (b) chain mail
  • (a) explorer's pack or (b) dungeoneer's pack
  • (a) 4 javelins or (b) 2 handaxes

If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Necrophage

Level Proficiency
Bonus
Features
1st +2 Life Tap
2nd +2 Soul Harvest
3rd +2 Profanities
4th +2 Ability Score Improvement
5th +3 Spontaneous Unburial
6th +3 Unliving
7th +3 Death Awareness, Animate Major Undead
8th +3 Ability Score Improvement
9th +4 Necro Servant
10th +4
11th +4 Animate Major Undead Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Deathfrost Orb, Profanities Improvement
15th +5 Animate Major Undead Improvement
16th +5 Ability Score Improvement
17th +6
18th +6 Macabre
19th +6 Ability Score Improvement
20th +6 Séance

Life Tap[edit]

Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.-->

Soul Harvest[edit]

Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures whose CR is greater than 1, you regain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Profanities[edit]

Starting at 3rd level, you learn a number of profanities as listed in the Profanities Known column on the Death Knight table, and those you get from your dark order, choose from the list below. You may exchange one of your Order profanities for one on the table below. You can use a bonus action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one.

Each time you gain a level on this class, you can change one of the profanities you know for another one. Starting at 14th level, you can have two profanities active at once.

Etherfloat

You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the feather fall spell.

Grave Armor

As an action, you can summon an armor made of spiked bones. While wearing this armor, you can add your Charisma modifier, instead of your Dexterity, to your AC. In addition, all friendly undead creatures within 30 feet of you gain a bonus of +1 to AC.

Unholy Vigor

When you finish a short or a long rest, you gain 10 temporary hit points. When you roll initiative, you and friendly creatures within 30 feet of you gain additional 5 temporary hit points.

Aura of the Damned

Hands of the dead shoot up from the ground around where you stand. After your turn the first hostile target to enter within 30 feet of you or start its turn within 30 feet of you must make a Dexterity saving throw or become restrained until the start of it's next turn.

Deathwind

When you or a creature within 30 feet of you takes fire, poison, thunder, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn.

Gravemist

An eerie mist surrounds you. You and all allies within 30 feet are lightly obscured. All physical and all ranged attacks made against you are made with -2 to the attack rolls.

Ability Score Increase[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.

Spontaneous Unburial[edit]

Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.

Unliving[edit]

Beginning at the 6th level, you fully assume to the mantle of Death Knight; you no longer require to eat, drink, breathe or sleep and have resistance to necrotic damage. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch.

In addition, you can't be killed by any mortal means. Any action or effect that would kill you, instead puts you into a deep slumber for 7 days, upon which you awaken, as if you were completed a long rest.

Death Awareness[edit]

When you reach the 7th level, you gain the ability to sense when things around you are close to death. Without spending an action on your turn, you can chose any creature you can see, and determine if the creature has less than half or less than a quarter of its total of hit points. This feature doesn't affect constructs.

Animate Major Undead[edit]

Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.-->

Necro Servant[edit]

At 9th level, your Death Aura has become so strong that you are used to seeing through magic darkness, you can see 120 feet through magical darkness and if your race doesn't have it you gain darkvision out to a range of 60 feet. You have advantage roll on Constitution saving throws against effects that deal necrotic damage.

Deathfrost Orb[edit]

Starting at 14th level, you can hurl a magical ball of Ice that explodes at a point you can see within 120 feet. Each creature within a 20-foot radius sphere must make a Dexterity saving throw, taking 5d6 frost damage and 5d6 necrotic damage on a failed save or half as much on a successful save.

Once you use this feature, you can't use it again until you complete a long rest.

Macabre[edit]

Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhaustion, as well as the frightened and poisoned conditions.

Séance[edit]

Starting at 20th level, your presence commands respect from undead. As a bonus action, the necromancer can target an undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again.

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<!-Class Option 2->[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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