Necrophage (Deathknight Hybrid) (5e Class)

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Necrophage[edit]

A chilling amalgamation of death and dark power, the Necrophage draws strength from both the souls they harvest and the undead forces they command. These individuals walk a fine line between life and death, their mastery over necromantic powers enabling them to prolong their existence and defy mortality. Drawing on their deep connection to death, they can siphon the life from their enemies, raise the dead, and manipulate the very forces that govern decay. With an unyielding will and an unholy aura, Necrophages are formidable opponents in both combat and cunning.

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Creating a Necrophage[edit]


Quick Build

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

Class Features

As a Necrophage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Necrophage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Necrophage level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple 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 Soul Harvest, Life Tap, Necrophagy
2nd +2 Profanities
3rd +2 Necrophagic Path
4th +2 Ability Score Improvement
5th +3 Spontaneous Unburial
6th +3 Necrophagic Path Feature
7th +3 Necro Servant
8th +3 Ability Score Improvement
9th +4 Death Awareness, Deathfrost Orb
10th +4 Unliving
11th +4 Animate Greater Undead (1, 6th-level)
12th +4 Ability Score Improvement
13th +5 Animate Greater Undead (2, 7th-level)
14th +5 Necrophagic Path Feature Profanities Improvement
15th +5 Animate Greater Undead (3, 8th-level)
16th +5 Ability Score Improvement
17th +6
18th +6 Macabre
19th +6 Ability Score Improvement
20th +6 Séance

Soul Harvest[edit]

At 1st level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. Whenever you reduce a living creature to 0 hit points, you gain temporary hit points equal to your Necrophage level plus your Charisma modifier.

Life Tap[edit]

Also 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.

The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Necrophagy[edit]

Finally at 1st level, when you cause damage with Life Tap, you can choose to regain hit points equal to the damage caused. Alternatively, you can touch the corpse of an inanimate dead creature or an undead under your control and cause it to decay as an Action, regaining hit points equal to your life tap dice + your Charisma modifier.

You can do so 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.

Profanities[edit]

Starting at 2nd 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 10th level, you can have two profanities active at once.

Necrophagic Archetype[edit]

Starting at 3rd level, you can choose your necrophagic archetype, that determines in which direction you further develop your necromantic power. Your choice grants you features at 3rd level, and again at 6th and 14th levels.

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.

You can use this feature a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest.

Necro Servant[edit]

At 7th 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.

Finally, you have advantage on Constitution saving throws against effects from undead and from the necromancy school, and effects that cause necrotic damage.

Death Awareness[edit]

Also at 9th level, you gain the ability to sense when things around you are close to death. Without spending an action on your turn, you can choose 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.

Deathfrost Orb[edit]

Starting at 9th 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. You gain an additional use of this feature at 13th and 17th levels.

Unliving[edit]

Beginning at the 10th 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.

Animate Greater Undead[edit]

At 11th level, you can cast Create Undead once, without spending a spell slot. Regaining the ability to do so after finishing a long rest. At 13th level you can cast this spell as a 7th level spell twice between long rests. This increases to three times and as a 8th level spell at 15th.

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.

Seance[edit]

At 20th level, you gain the ability to completely subvert an undead will. You can use your bonus action to force an undead you can see within 30 feet. That creature must succeed on a Wisdom saving throw or is charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed undead as long as the two of you are on the same plane of existence.

Undead creatures with a CR higher than your level and with Legendary Actions are immune to this feature.

Profanities List[edit]

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.

Death Knight[edit]

The core archetype for Necrophages, the dark night is a powerful warrior infused with necromantic night, that rides the battlefield in its faithful undead steed while commanding an horde of undead creatures. These knights can infuse their weapons with necrotic power and are the commanders of the dead hordes.

Bonus Proficiencies

At 3rd level, you gain proficiency with heavy armor and martial weapons.

Cadaveric Steed

Starting at 3rd level, you can convoke an undead steed to serve as a loyal servant as an Action. The cadaveric steed uses the statistics of a Skeleton Warhorse, and appears in an unoccupied space within 30 feet.

The steed obeys your commands as best it can. Your steed takes its turn immediately before or after your turn (your choice), and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your steed acts on its own.

Your steed has abilities and game statistics determined in part by your level in this class. Your servant uses your proficiency bonus rather than its own. For each Necrophage level you gain after 3rd, your steed gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your steed's abilities also improve. Your steed can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your steed can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your servant's alignment is within one step of you own, and has a personality trait and flaw determined by the GM. Its bond is always, “I will serve my master for the eternity, and i will destroy its enemies.”

If your steed is destroyed, you can't conjure another until you finish a Long Rest. You can do it earlier by spending one use of Necrophagy on a dead horse.

Necro Blade

Starting at 6th level, you can infuse your melee weapon attacks with your Life Tap feature. When you do so, on a hit with that attack, in addition to the normal attack effects, you cause additional necrotic damage equal to your life tap dice. You can use Necrophagy as normal when causing necrotic damage through your necro blade.

Deathly Resilience

At 14th level, you gain the resistance of the grave. You gain resistance to bludgeoning, piercing and slashing damage from non-magical sources. While controlling your cadaveric steed, it has the same resistances.

Soul Reaver[edit]

The Soul Reaver is a Necrophage who channels the raw energy of souls to fuel devastating abilities. These individuals focus on draining the life essence of their enemies and using it to manipulate the forces of death more directly.

Soul Strike

Starting at 3rd level, you have a pool of d8s equal to three times your Soul Reaver level. When you hit a creature with Life Tap, you can spend a number of Soul Strike dice up to half your Soul Reaver level (rounded down) to increase the damage of Life Tap by that amount.

Once spent, you regain all spent Soul Strike dice after finishing a long rest. Alternatively, you can convert any number of unspent dice into Soul Strike Dice up to your maximum after finishing a short rest.

Reaper's Grasp

At 6th level, you can use a bonus action to grasp a creature’s soul with a spectral hand, pulling it toward you. Choose a creature within 60 feet that you can see and force it to make a Strength saving throw. On a failed save, the creature becomes restrained. It can make another Strength saving throw at the end of each of its turns to break free. The effect lasts for 1 minute or until the creature succeeds in its saving throw.

Additionally, whenever a creature fails its save against this ability, you can spend one Soul Strike die to automatically deal necrotic damage equal to the result of the die roll, while simultaneously regaining hit points equal to the damage dealt.

Soul Devourer

As an action, you can consume the soul of a creature within 30 feet. The creature must make a Constitution saving throw or have its soul absorbed into an extra-dimensional space connected to your own for 1 minute. The creature is considered banished while in this state, and it takes necrotic damage equal to your Necrophage level at the start of each of its turns. The creature can attempt a new Constitution saving throw at the end of each of its turns to break free. If the creature is reduced to 0 hit points while restrained by this ability, its soul is consumed, and it cannot be resurrected by any means short of a Wish spell.

If the soul is consumed, you gain the benefits of having a creature's soul inside a Soul Cage spell for the next 8 hours. Once you use this feature, you can't use it again until you finish a long rest.

Undying Sovereign[edit]

The Undying Sovereign is a Necrophage who has mastered the art of controlling and enhancing the undead. These individuals command death's minions with unrelenting authority, turning the tide of battle with their army of the damned.

Death Control

Starting at 3rd level, you can use your control over the necromantic forces to exert influence over undead creatures. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. 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 Necrophage level is immune to this effect.

Alternatively, you can spend a use of this feature to command living souls. When you use this feature on a living creature, you can cause your target to either be charmed or frightened by you for a number of minutes equal to half your proficiency bonus (rounded down). If a living creature commanded by this feature dies while the duration remains active, that creature becomes a zombie under your control for the remainder of the duration, then it falls lifeless to the ground.

Superior Undead Servants

At 6th level, your undead servants are empowered by you command. Any undead creature under your control gains Temporary Hit Points equal to twice your Necrophage level on the moment you summon, control or animate them. In addition, their attacks are considered magical for the purposes of overcoming resistances and immunities to non-magical damage.

Finally, as an Action you can command an undead servant under your control to use Life Tap using its Reaction.

Shambling Horde

When you reach the 14th level, you can cause an undead horde to raise from the ground within 60 feet of you as if conjured by the Danse Macabre spell as a 7th-level spell, using your action. You can use your Bonus Action to control these undead at the same time you control your undead servants from Animate Dead or Create Undead spells. Otherwise, this works exactly like the Danse Macabre spell.

In addition, you can cast Danse Macabre by spending a use of your Animate Greater Undead. The spell is cast as if using a spell slot from the level indicated.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Necrophage class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the Necrophage class, you gain the following proficiencies: Simple weapons, light armor.

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