The Rotten (5e Class)
The Rotten[edit]
An elf in dark red plated armor, bearing the symbol of Myrkul, stands triumphantly over the decaying corpse of a red dragonborn. The elf laughs maniacally as the dragonborn’s desperate pleas for mercy echo in the air, his body slowly crumbling into dust. Blood drips from the elf’s blade, staining the ground as the dragonborn is reduced to nothing but bones. Savoring the sin he’s just committed, the elf sheaths his crimson longsword and walks away, still giggling.
A tabaxi in thick, dark blue armor charges toward his prey, his eyes glowing with intent. With a flick of his wrist, he shoots a piercing green ray that melts away the flesh of the tiefling’s leg. The tabaxi winces at the familiar pain in his own leg, but it seems to fuel him. The tiefling collapses in agony, screaming in despair. Slowly, the tabaxi moves in, summoning his jagged dagger bearing the symbol of Bhaal. With one swift motion, he cuts into the tiefling’s rotting leg, savoring the final moments of the kill.
A Drow, cloaked in black half-plate armor adorned with the symbol of Falazure, stalks her prey in silence, humming a haunting melody. The human, sensing danger, suddenly dashes away. But the Drow is faster. She shoots a bolt of energy through him, and in a flash, she’s behind him, filling him with paralyzing fear. The Drow giggles softly, her eyes glowing with wicked delight as the human’s leg begins to rot. She pulls out a crude dagger and drives it into his back, over and over, as his body writhes in agony. The human cannot scream—only gasp in terror. Sensing his fear, the Drow continues, each stab growing more savage until the human’s body goes still. Bloodied and satisfied, she vanishes into the shadows of the alley, her prey no more.
The Sickening Rotten[edit]
The Rotten are paladins who swear an oath to evil, embracing decay and finding pleasure in the rot they spread. Most of these paladins serve gods of death and destruction, reveling in the corruption they wield. Fueled by necrotic energy, they channel dark power to cast their spells. The aura that surrounds them is a reflection of their divine patron—dark green for Myrkul, black aura for for Falazure, or a crimson aura for Bhaal.
Creating The Rotten[edit]
How did your character come to embrace evil and the rot that seeps from the flesh? Was it the result of a life-altering event—perhaps a tragedy or a moment of despair—that led them down this dark path? Or did they make a pact with an evil god, exchanging their soul for the power of necrotic energy coursing through their veins? The choice is yours, and these are just a few ways you can flesh out your character’s backstory. Feel free to expand upon this, exploring the moment that changed everything and set them on the path to becoming an agent of decay.
- Quick Build
You can make a Rotten quickly by following these suggestions. First, strength should be your highest ability score, followed by charisma. Second, choose the soldier background. Third, choose medium armor and a longsword
Class Features
As a The Rotten you gain the following class features.
- Hit Points
Hit Dice: 1d10 per The Rotten level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Rotten level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Medium armor and any martial weapon or (b) Medium armor and any simple weapon
- (a) dugenner pack or (b) explorer's pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Lay on Hands, Putrefy | — | — | — | — | — |
2nd | +2 | Spellcasting, Hands of Decay | 2 | — | — | — | — |
3rd | +2 | Oath of The Rotten | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Oath of The Rotten Feature | 4 | 2 | — | — | — |
6th | +3 | Eviscerator | 4 | 2 | — | — | — |
7th | +3 | Aura of Necrotic Fortify | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Necrotic Adaptation | 4 | 3 | 2 | — | — |
11th | +4 | Necrosis | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Oath of the Rotten Feature | 4 | 3 | 3 | 1 | — |
15th | +5 | Dark Disciple | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | Oath of the Rotten Feature | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Oath of the Rotten Feature | 4 | 3 | 3 | 3 | 2 |
Putrefy[edit]
Your vile touch is capable of withering and spoiling food and water. As an Action, you can destroy up to 45 pounds of food and 30 gallons of water in an open container within range. Alternatively, you can cause a inanimate plant to take 3d12 necrotic damage. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain your uses after finishing a long rest.
Rotten Touch[edit]
Your deathly touch can wither life. You have a pool of necrotic power that replenishes when you take a long rest. With that pool, you can cause a total amount of damage equal to your Rotten level x 10.
As an action, you can touch a creature and draw power from the pool to cause damage to a creature, up to the maximum amount remaining in your pool. The target can make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) to halve the damage. Alternatively, you can spend 5 points from this pool to inflict the poisoned condition, lasting for 1 minute on the target. The affected creature can make a Constitution saving throw to end the condition at the end of its turns.
When used on undead beings this feature restores hit points to the undead, rather than causing damage. It has no effect on constructs.
Spellcasting[edit]
By 2nd level, you have learned to draw on dark, necrotic magic through prayer and communion with Myrkul to cast spells as a cleric does, channeling death’s power to manipulate life forces and summon decay.
- Preparing and Casting Spells
The Rotten table shows how many spell slots you have to cast your Rotten spells. To cast one of your Rotten spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Rotten spells that are available for you to cast, choosing from the Rotten spell list. When you do so, choose a number of spells equal to your Charisma modifier + half your Rotten level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Rotten, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Rotten spells requires time spent in meditation and communion with the powers of death: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your Rotten spells, as your power stems from your connection to Myrkul and your command over death. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Rotten spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use a holy symbol, a dark relic, or a bone artifact as a spellcasting focus for your Rotten spells.
Hands of Decay[edit]
Starting at 2nd level, you can use an Action to make a melee spell attack against a creature within 5 feet. On a hit, roll a number of d10s equal to your proficiency bonus, and the target takes necrotic damage equal to the amount rolled. When a creature is hit by your Hands of Decay, you can spend any amount of points from your Necrotic Pool and add to the damage. In addition, you any spell from the Rotten class that requires your spell slots can be cast when you use this feature (no action required).
Oath of The Rotten[edit]
At 3rd level, you can choose an oath to take up and the oath you take up is the god you follow in, choose between, oath of the undead, (serve Myrkul) oath of murder, (serve Bhaal) oath of dragons, (serve Tiamat) detailed at the end of the class description. Your choice grants you features at 3rd and again at 5th, 14th, 18th, and 20th.
Ability Score Improvement[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.
Eviscerator[edit]
At 6th level, you can use an Action to call upon your god's power. You create a rhombus-shaped portal and thrust your hand into the seemingly empty void. From this portal, you pull forth a crackling strand of dark green energy, realizing that this energy is a small fraction of your god’s power.
When targeting a creature, you can use this energy as a ranged spell attack. On a hit, you cause your Hands of Decay damage and must make a Constitution saving throw against your spell save DC. On a failed save, the target is stunned for until the end of your next turn.
Once you use this feature equal to half your Rotten level (rounded down), you can't use it again until you finish a long rest.
Aura of Necrotic Fortification[edit]
At 7th level, as an Action, you can invoke a 15-foot aura of dimmer green, necrotic energy. Any friendly creature gains resistance to necrotic damage, and any friendly undead in the aura have Advantage on their attack rolls while within the area.
The aura lasts until you finish a rest or are knocked unconscious.
Necrotic Adaptation[edit]
At 10th level, you gain immunity to necrotic damage, and you no longer need to eat, drink, or breathe.
In addition, you have Advantage on all Charisma checks you make to interact with the undead.
Necrosis[edit]
At 11th level, you can use an Action to call upon your god to enhance the necrotic energy flowing through you. When you hit a creature with your Hands of Decay feature, you can force them to make a Constitution saving throw against your spell save DC. On a failed save, one of the target's limbs begins to rot. Roll a 1d4 to determine the effect:
- Leg (choose left or right)
- The target's leg rots, reducing their movement speed by half. They also have disadvantage on Dexterity checks and saving throws.
- Arm (choose left or right)
- The target's arm rots, causing them to be unable to wield two-handed weapons or hold a weapon in that arm. If they were holding a weapon, they drop it in agony. They also have disadvantage on Strength checks and saving throws.
- Body
- The target's body begins to rot, giving them disadvantage on Constitution and Dexterity saving throws and checks. If the target is wearing armor, the armor's AC is permanently reduced by 2, but no other effects are applied to the armor.
- Head
- The target's head rots, causing them to become half-blinded (having Disadvantage on all rolls that require sight) and unable to speak due to the intense pain. If the target is wearing a helmet, it melts partially and becomes unusable unless it is magical, in which case you must reroll the d4.
Once affected, the target continues to rot for 1d4 hours. After this time, their affected limb becomes permanently disfigured, unless they are healed with Lesser Restoration, which ends the decay early and restores the limb. After successfully causing a target's body part to rot, you cannot use this ability again for the next 1d4 days.
Dark Disciple[edit]
At 15th level, you can share the gifts of the death, choosing a disciple amongst your peers. When you finish a long rest, you can touch a creature, forcing an unholy link. Until you finish a long rest, that creature can cast spells you've prepared by spending your spell slots, using your spell attack bonuses and spell save DC. You can deny access to a spellcasting attempt from a disciple without taking an action.
In addition, if any of your spells is cast targeting either you or your Disciple, the spell affect both at the same time.
Rotten Spell List[edit]
- 1st Level
Bane, Cause Fear, Detect Magic, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Shield of Faith, Hellish Rebuke
- 2nd Level
Blindness/Deafness, Darkness, Hold Person, Lesser Restoration, Mirror Image, Misty Step, Ray of Enfeeblement
- 3rd Level
Animate Dead, Bestow Curse, Counterspell, Fear, Spirit Guardians, Summon Undead, Vampiric Touch
- 4th Level
Blight, Death Ward, Divination, Greater Invisibility, Guardian of Faith, Phantasmal Killer, Spirit of Death
- 5th Level
Circle of Death, Cloudkill, Contagion, Danse Macabre, Flame Strike
Oath of the Undead[edit]
This oath is one taken to Myrkul to serve and in exchange for undead powers to control the vast plains with undead and powerful necrotic energy in Myrkul's name and most Rotten that take this oath turn to be powerful necromancers spreading the wicked name of Myrkul.
- Necrotic Ray
Starting at 3rd level, you can fire blasts of pure necrotic power. You can make ranged spell attacks, instead of melee ones, with your Hand of Decay against targets within 120 feet. Once per turn, the target of this ray have its movement speed halved, as a necrotic hand grasp him, hindering their movement, in addition to the normal effects.
- Soul Grabbed
At 5th level, you can attempt to grab a portion of a creature's soul. When you hit a creature with your Necrotic Ray, you can cause half the damage caused to be psychic, instead of necrotic. When you do so, on a hit with the ray, the target must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the target becomes frightened for 1 minute. A frightened target can make another save at the end of each of its turns to end the condition.
On a successful save, the target is immune to the frightened condition caused by this feature for 24 hours.
- Shadow's of Death
At 14th level, as an Action, you summon 3 rotating black orbs around you. You can then use a Bonus Action to extend your hand toward up to 3 targets. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the target is hit by the black orb, taking 4d10 necrotic damage and becoming blinded for 1 minute. On a successful save, the target takes half the damage and is not blinded.
If a target’s hit points are reduced to 0 by this ability, the shadows completely overcome them, and they become a friendly Shadow (Variant), following your commands (as if raised by Animate Dead). Shadows created by this feature return to the shadowfell after you finish a long rest. The damage increases to 5d10 necrotic at 17th level.
- Myrkul's Chosen
At 18th level, Myrkul, the Lord of Death, bestows upon you a portion of his own power, making you his Chosen. Upon accepting this gift (your choice to accept or reject), your appearance is permanently altered:
- Your eyes glow a bright, soulless green. You can see on normal or magical darkness up to a range of 120 feet.
- Your skin becomes pale, resembling that of a ghost. You can move through other creatures spaces unhindered and can move through solid objects as long as your movement ends on an unoccupied space (otherwise the movement fails).
- A quarter of your body is now composed of bone. Your type changes to undead, and you no longer age nor need to eat, drink, breathe or sleep.
- Faint souls constantly swirl around you, following your every move. Any creature that start its turn within 10 feet of you must succeed on a Wisdom saving throw, or it is frightened of you. A success on this save cause the creature to be immune to this feature for 24 hours.
Upon accepting this transformation, the undead of Myrkul recognize you as his chosen, while the living recoil in fear at the sound of your name.
- Reborn Anew
At 20th level, any creature killed by you must make a Constitution saving throw against your spell save DC. On a failed save, the creature is raised as a zombie under your control for 48 hours. Mechanically, this works as an Animate Dead spell. After this time, the zombie disintegrates and dies instantly. You can control up to 10 zombies at a time.
Oath of Murder[edit]
Paladins who take up this oath swear loyalty to Bhaal and are charged with red blood boiling energy that is similar to necrotic energy and paladins of this oath are profane murders, wicked as they come and always enjoy a sweet slow painful death and making them more happier when creature's rot.
- Blood Curling Dagger
At 3rd level, you can summon a sickly, dreadful dagger marked with the symbol of Bhaal. As an Action, you summon a dagger on your empty hand and make an attack with it. This spell attack has the same characteristics of your Hand of Decay, but half of the damage caused by it is magical piercing damage. This dagger can also be thrown with a range of 60 feet. The dagger disappear from your hand after each attack. You can add either your Dexterity or Charisma modifier to the damage rolls using this dagger.
- Painful Rejuvenation
At 5th level, you rejoice in bringing suffering to your enemies. When you hit a creature with your Blood Curling Dagger, you can forgo the necrotic haf of the damage caused by it, and regain temporary hit points equal to that amount.
- Gruesome Murder Charge
At 14th level, as a Reaction when you hit a creature with a size equal to yours or smaller using your Blood Curling Dagger, you can force it to make a Strength saving throw against your spell save DC. On a failed save, the target is knocked prone, and you can make an additional attack with the Blood Curling Dagger against it.
- Bhaal's Chosen
At 18th level, your name is known through the realms, as you became dreaded as the emissary of the Murder Lord. You exude a constant aura of fear, with a radius of 15 feet. Any hostile creature that start its turn within the aura must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn. A creature is immune to this aura for 24 hours after succeeding the save.
- Avatar of Death
At 20th level, you become a personification of death itself. Whenever a creature is frightened of you, you have Advantage on attack rolls against it. In addition, you can teleport to an unoccupied space within 5 feet of a hostile creature that it is frightened of you.
Oath of Dragons[edit]
Paladins who swear loyalty to Null mainly are evil dragonborn who worship death, focusing on the Reaver aspect of the dragon of death - Falazure - spreading death and terror under its influence. These paladins are often members of secret cults in honor of Null, where they achieve the understanding that dragons should embrace the inevitable decay that is the fate of all living beings to be truly powerful.
- Necrotic Breath
Starting at 3rd level, you can use an Action to unleash a breath of necrotic gas in a 15-foot cone. Roll your Hand of Decay die and distribute the damage between creatures of your choice within the area. The chosen creatures can make a Constitution saving throw against your spell save DC to avoid the effect.
- Below of Death
At 5th level, as an action you can unleash a powerful draconic roar that weakens the vitality of your enemies. Any hostile creature in an area equal to your necrotic breath must succeed on a Constitution saving throw, or they are poisoned until the end of your next turn. On a success a creature is immune to this feature for 24 hours.
A poisoned creature has Disadvantage against any Constitution saving throws made to resist your spells and features.
- Flight
At 14th level, you can conjure a pair of skeletal dragon wings , using a Bonus Action. These wings grant you a flying speed equal to your movement speed.
- Null Chosen
At 18th level, Null has recognized you as one of their own kin. Your creature type type changes to Dragon, and your body undergo draconic transformations: your body bear scales and your face becomes elongated as a hybrid between man and dragon. You also have resistance to non-magical bludgeoning, piercing and slashing damage.
- Falazure's Breath
At 20th level, you can empower your breath, increasing its range to 60 feet, and causing all creatures of your choice in the area to suffer your Hand of Decay damage on a failed save, or half as much on a success. Creatures that fail this save are also poisoned until the end of your next turn.
In addition, any creature in the area with 60 or fewer hit points instantly die.
Once you use this feature, you can't do it again until you finish a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Rotten class, you must meet these prerequisites:16 in strength and 14 on constitution or charisma
Proficiencies. When you multiclass into the Rotten class, you gain the following proficiencies: Simple weapons and martial weapons
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