Undead Summoner, 2nd Variant (5e Class)
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Undead Summoner[edit]
You are a true necromancer, sacrificing the diverse arcane powers of a wizard for unequaled power over the unliving. This class was not intended to have archetypes.
Mastering the Undead Summoner[edit]
Once you get your curse, you become a giant threat. Keep some minions on defense and focus your army on anyone casting AOE spells, as these will wipe out your forces quickly. After your Giant Undead gains its wings, use it to keep you safe and out of harms way.
Creating an Undead Summoner[edit]
You are a necromancer in the most basic sense. Why do you raise the dead? Is it out of fascination? Do you regard the corpses with respect or ridicule, or even just as tools for your end? Is your character enamored with death? Did they have an experience with death that keeps their minds anchored on the subject?
- Quick Build
You can make an undead summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.
Class Features
As a Undead Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Undead Summoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Undead Summoner level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Undertaker's kit
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Perception .
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any Simple Weapon
- Undertaker's supplies
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- (a) Twenty Darts or (b) Dagger
Level | Proficiency Bonus |
Features | Undead Minions | Prepared Cantrips | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Detect Undead, Spellcasting, Summon Undead, | 1 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Bone Armor, Dominate Undead, Life Leech (1d6) | 1 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Tactician, Soul Swap | 1 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Soul Bond, Detonate Dead, Life Leech (2d6) | 2 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Evolving Undead, Rite of Darkness | 2 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Summon Giant Undead | 2 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Weaken Curse | 3 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Undead Lord | 3 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Life Leech (3d6), Improved Bone Armor | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Summon Huge Undead, Improved Curse | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Improved Giant Undead | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Life Leech(2) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Improved Curse, Life Leech (4d6) | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Flesh Stitch, Undead Control | 5 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Soul Master, Life Leech (5d6) Range (60ft) | 6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
You draw on the negative energy in the world to fuel your spells.
- Cantrips
At 1st level, you know 2 cantrips of your choice from the Wizard spell list. Unlike wizards, you can learn additional cantrips of your choice by reading spellbooks, and can prepare a number as shown in the Prepared Cantrips column of the Necromancer table.
- Spell Slots
The Necromancer 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 false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.
- Spells Prepared
At level one, you know two 1st-level spells of your choice from the wizard spell list. You prepare the list of wizard Spells that are available for you to cast. To do so, choose a number of wizard Spells from your Spellbook equal to your Undead Summoner level + your intelligence modifier. The Spells must be of a level for which you have Spell Slots.
You learn these spells by memorizing them, as a Wizard would prepare their spell book. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn new spells of 1st or 2nd level.
- Spellcasting Ability
Intelligence is your spellcasting ability for spells, since the power of your magic relies on your ability to project your will into the world. 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 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your necromancer spells.
Detect Undead[edit]
You can use an action to sense the presence and exact location of all undead within 60 feet of you. You can use this ability a number of times equal to your spellcasting modifier per short rest.
Summon Undead[edit]
Starting at 1st level, you gain the unique spell "Summon undead".
As a Full-Turn Action you can expend a lv1,2,or 3 spell slot create 1 undead creature(skeleton/zombie) out of the corpse of a Medium or Small creature's within 60 feet.
undead summoned this way are equipped with a conjured short-sword and short-bow(both considered magical).
Add a bonus to the undead's AC, attack rolls, and damage rolls based of the level the spell is cast at Lv1+1, Lv2+2, or Lv3+3.
Increase the maximum hit point of your Undead by your undead summoner levelx2.
You can only control a number of summoned undead at a time as shown in the Undead Summoner class table.
Example for a First Level Undead Summoner Undead shooting a short bow with maximum hit points:
Hp:15 (13+Undead Summoner Levelx2)
AC:14 (13+spell slot 1)
Speed: 30
Ranged Weapon Attack: 1d10+3(4+spell level 1) 1d6+3(Dexterity Mod+spell level 1)
On each of your turns, you can use your bonus action to mentally command any undead under your command within 60 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move during its next turn, or you can issue a general command, such as to guard or attack a target. If you command your undead to fight alongside you, each may roll its own initiative and fight as if they were additional player characters, under your control. If you issue no commands, the undead only defends itself against hostile creatures. Once given an order, the undead continues to follow it until its task is complete or another order is given. If the skeleton dies, you can reuse the bones to summon another skeleton, so long as the bones are physically intact.
Minions summoned via other spells or features are not counted in regard to your minion limit.
Life Leech[edit]
You can use your action once to drain the life force of a creature (Undead and Constructs are unaffected by this ability) within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your Intelligence modifier necrotic damage, and you gain hit points equal to half the damage dealt rounded up. If the amount of hit points you receive exceeds your maximum hit points, you gain temporary hit points equal to the remaining damage dealt to a maximum of 3x your Undead Summoner Level. You regain all uses of this feature after a short or long rest. This feature's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At 15th level, you can use this twice. At 20th level the damage is increased to 5d6 + Intelligence Modifier and the range is increased to 60 feet. The temporary hit point maximum is increased to four times your Undead Summoner Level and you can now use this three times.
Dominate Undead[edit]
You can use your action to attempt to control hostile or neutral undead you encounter within 30ft. The undead must succeed on an Intelligence saving throw or fall under your command for 24 hours. If the undead succeeds you can not use this ability on it again for 24 hours. You can only control a number of undead with this ability equal to half your Undead Summoner. After 24 hours the undead regains its original hostile or neutral status. At level 10, the range extends to 60 feet, and the time limit extends to 48 hours. At level 20, the effect is permanent on neutral undead and extends to 1 week on hostile undead. Undead controlled via this method do not count toward your minion max.
Bone Armor[edit]
Beginning at 2nd level, as long as you have one active minion add your Intelligence Mod to your AC. You do not gain the benefits of Bone Armor if you wear armor, have natural armor, or have Unarmored Defense.
At 11th level, you and your minions have resistance to necrotic damage and cold damage. In addition, your undead no longer have a damage vulnerability.
Tactician[edit]
Starting at 3rd level, your power over your minions increases. You can use your action to channel a stronger link to your minions, increasing their focus and granting advantage on their attack rolls. The range you can command your minions is increased to 120 feet while you channel. This link leaves you defenseless and unable to move or react while channeling. You can use your action to end the link at the start of your next turn. Any minion outside of 60 feet when the channel ends will remain idle and only take actions to defend itself until it comes within your range. If all your minions die then Tactician ends.
Soul Swap[edit]
Starting at 3rd level, as an Action, target a summoned undead minion within 60ft that you can see. Teleport to the targeted minion's location and that minion teleports to your previous location. You can use this ability a number of times equal to your spellcasting modifier per long rest.
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. You can't increase an ability score above 20 using this feature.
Soul Bond[edit]
Starting at 5th level, your summoned undead become bonded to you. You can't lose control of undead by magical means.
Detonate Dead[edit]
Starting at 5th level, as an Action, you can choose to sacrifice every undead creature you currently control. Each undead explodes dealing fire damage akin to the fireball spell. Each creature in a 20-foot-radius sphere eminating from each undead must make a Dexterity save. A target takes 4d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried. At Higher Levels: The damage increases by 1d6 for each sacrificed undead beyond the first and by 2d6 for each large or huge undead. You can only use this ability once per long rest.
Evolving Undead[edit]
When you reach 6th level, your minions adapt to your commands. Increase your minions' Intelligence score to 10. Your minions also gain the ability to speak telepathically or vocally, and do not fear death. Your minions will still follow your every command without question. Additionally, the range limit to command your minions is removed. While using tactition, you can see through the eye holes of your minions.
Rite of Darkness[edit]
At 6th level your dark powers can heal you at the cost of a sacrifice as an action you can cause 1 undead creature you control to die and you gain hit points equal to its current hit points. You can use this feature twice between rest.
Summon Giant Undead[edit]
Starting at 7th level, you gain the unique spell "Summon Giant Undead"
You may spend 1 minute and expend a lv4,5,or 6 spell slot create 1 undead creature(skeleton/zombie) out of the corpse of a large creature within 60 feet.
undead summoned this way are equipped with a conjured short-sword and short-bow(both considered magical).
Add a bonus to the undead's AC, attack rolls, and damage rolls based of the level the spell is cast at Lv4+4, Lv5+5, Lv6+6
Increase the maximum hit point of your giant Undead by your undead summoner levelx3.
You can have one Giant Undead summoned at a time, which DOES count towards your limit of summoned undead.
At 14th level, your Giant Undead gains wings and a 50 ft. fly speed.
Weaken Curse[edit]
Starting at 9th level, you can use your bonus action to impose a curse on a number of enemies you can see within 30 feet of you equal to half your Undead Summoner level rounded down. The defender(s) must succeed on a Wisdom Save (DC 15) or take an additional 1d6 Necrotic damage from all attacks until the end of their next turn.
At 13th level, enemies effected by your curse take an additional 1d6 cold damage from all attacks.
At 17th level, enemies have disadvantage against your curse. Enemies who die while effected with your curse spread the curse to other enemies within 10ft. Enemies who are already cursed are not effected by the spread.
Undead Lord[edit]
Beginning at 10th level, you and your minions maximum hit points can not be reduced and your soul cannot be harvested (DM has the final ruling). When a summoned undead minion dies within 60ft of you, you may use your reaction and expend a spell slot to revive that minion with 1/2 of its maximum hp. You can use this ability a number of times equal to your spell casting modifier per long rest.
A summoned undead requires a lv 1 spell slot.
A large summoned undead requires a lv4 spell slot.
A huge summoned undead requires a lv7 spell slot.
Summon Huge Undead[edit]
Starting at 13th level, you gain the unique spell "Summon Huge Undead".
You may spend 1 hour and expend a lv7,8,or 9 spell slot create 1 undead creature(skeleton/zombie) out of the corpse of a huge creature within 60 feet.
Add a bonus to the undead's AC, attack rolls, and damage rolls based of the level the spell is cast at Lv7+7, Lv8+8, Lv9+9
Increase the maximum hit point of your huge Undead by your undead summoner levelx4.
You can have one Giant Undead summoned at a time, which DOES count towards your limit of summoned undead.
Flesh Stitch[edit]
Starting 18th level, you can cast Summon Giant undead and Summon Huge Undead by using smaller creatures that make up their total size.
For example: 4 medium creatures=1 large creature and 4 medium creatures+1 large creature=1 huge creatures.
If undead are being created in this way, then unconscious creatures may be used in place of a corpse(DM discretion).
Undead Control[edit]
At 18th level the power of the undead strengthens you along with your summoned minions all undead under your control have advantage on effects that turn undead. In addition All undead of CR 10 or lower instinctively wish to follow your commands the rest must contested insight check vs your deception check on a success they are now under your control. If you fail they are immune to this effect for 24 hours. You can use this effect equal to your proficiency bonus resting on a long rest.
Soul Master[edit]
Once you reach 20th level, as long as your Giant Undead is alive, you can not die by magical means (DM has the final ruling on the matter).
If an enemy dies while under the effects of Weaken Curse, make a DC 15 Intelligence save; on a success, the enemy is revived as a skeleton under your command. You can issue commands the same as you would a skeleton.
After 24 hours, the enemy dies. If the enemy was a humanoid, it becomes a pile of bones. If the enemy was an undead they must make a DC 20 Intelligence save, on a success, their souls are released to the afterlife.
If they fail, they will forever serve you, trying to guard and revive you. You can command servants obtained via this method the same way as your Summon Undead feature. Undead obtained in this way do not count against your maximum minion number, but behave as such. You can control up to 15 undead this way, after which point, enemies killed during this become piles of bones.
Multi-classing[edit]
Prerequisites. To qualify for multiclassing into the undead summoner class, you must meet these prerequisites: Intelligence 13
Proficiencies. When you multiclass into the undead summoner class, you gain the following proficiencies: simple weapons, light armor, undertaker's kit
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