Undead Summoner, Variant (5e Class)
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- 1 Pure Necomancer
- 1.1 Mastering the Undead Summoner
- 1.2 Creating a Undead Summoner
- 1.3 Class Features
- 1.3.1 Table: The Undead Summoner
- 1.3.2 Summon Undead
- 1.3.3 Detect Undead
- 1.3.4 Life Leech
- 1.3.5 Spellcasting
- 1.3.6 Dominate Undead
- 1.3.7 Undead Armor
- 1.3.8 Tactician
- 1.3.9 Soul Harvest
- 1.3.10 Ability Score Increase
- 1.3.11 Soul Bond
- 1.3.12 Revival
- 1.3.13 Evolving Undead
- 1.3.14 Summon Giant Undead
- 1.3.15 Weaken Curse
- 1.3.16 Undead Lord
- 1.3.17 Death Bringer
- 1.3.18 Evolving Giant Undead
- 1.3.19 Soul Master
- 2 Undead Warrior
The Death blessed/cursed you! At sacrifice of more arcane power, for one unequaled power over the unliving. You are a gravedigger with contact of the death constantly, or arcane student of necromancy, or you up to same it's died and recovered your old life with The Death power blessing/cursing you. Anyway she looks for you, either for good or for evil. This class was not intended to have archetypes.
Mastering the Undead Summoner
Once you get your bless/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. Try to purchase better equipment for your minions to increase their damage and AC.
Creating a Undead Summoner
|The Undead Summoner Human|
You are a necromancer in the most basic sense. Why The Death blessed/cursed you? She needs you to do something for her? She sympathized for you study? Is your character enamored with death? Is she rewarding your love? How do you raise the dead? Raise the dead it's out fascination? Do you regard the corpses with respect or ridicule, or even just the tools for your end? Did they have an experience with death that keeps their minds anchored on the subject?
- Quick Build
You can make a Undead Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit background. Third, choose cantrip Ray of Frost and Dancing Lights.
As a Undead Summoner you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Tools: Undertaker's kit
Saving Throws: Charisma, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Perception .
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Light Crossbow and 20 bolts or (b) Any Simple Weapon
- (a) An Undertaker's kit and an component pouch or (b) An Undertaker's kit and an arcane focus
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- Two Dagger and Leather Armor
|Features||Undead Minions||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Summon Undead (1 hit dice), Detect Undead, (2) Life Leech (1d6)||1||-||-||—||—||—||—||—|
|2nd||+2||Spellcasting, Dominate Undead, Undead Armor||1||2||2||2||—||—||—||—|
|3rd||+2||Tactician, Soul Harvest||1||2||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||1||3||3||3||—||—||—||—|
|5th||+3||Soul Bond, Revival, Life Leech (2d6)||2||3||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement, Summon Undead (Ability Score Increase)||2||3||5||4||3||—||—||—|
|10th||+4||Undead Lord, Improved Ritual Summon Undead, (3) Life Leech, Imrpove Dominate Undead, Improve Revival||3||4||6||4||3||2||—||—|
|11th||+4||Life Leech (3d6), Improve Undead Armor||3||4||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||4||7||4||3||3||—||—|
|13th||+5||Death Bringer, Improve Weaken Curse||4||4||8||4||3||3||1||—|
|14th||+5||Improve Summon Giant Undead||4||4||8||4||3||3||1||—|
|15th||+5||Summon Undead (6 hit dice), Improved Ritual Summon Undead, Improve Revival, Improved Ritual Giant Undead||5||4||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement, Summon Undead (Ability Score Increase), Improve Evolving Undead||5||5||9||4||3||3||2||—|
|17th||+6||Curse Master, Life Leech (4d6), Improve Weaken Curse, Improve Death Bringer||5||5||10||4||3||3||3||1|
|18th||+6||Evolving Giant Undead||6||5||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||7||5||11||4||3||3||3||2|
|20th||+6||Soul Master, Life Leech (5d6), Improved Ritual Summon Undead, Imrpove Dominate Undead, Improve Revival, Improved Ritual Giant Undead||8||5||11||4||3||3||3||2|
You can perform a 1 hour ritual to create one or more Undead Warriors. Choose one or more piles of bones/bodys dead of Medium or Small humanoid creatures within 60 feet. The target(s) becomes a undead with the statistics that are in the final part of this class. Undead created by your ritual come equipped with any items they had prior to being raised. Your undead minions use your proficiency bonus rather than yours own. Add your proficiency bonus to the undead's AC (if no have armor, half if have) and damage rolls. The Undead Warriors have the maximum hit point. You can create and control a number of undead at once as shown in the undead minions column of your undead summoner table.
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 Undead Warriors dies, you can reuse the bones or bodys dead to summon another Undead Warriors, so long as the bones/body dead are physically appropriate.
Minions summoned via other spells or features, such as Animate Dead are not counted in regard to your minion limit.
The main damage ability of the Undeads Minions it's according to the dead body (your DM have final word). Str 14 and Dex 10 or Str 10 and Dex 14.
Starting 3th level and every 3 levels add 1 hit dice to your undead minion.
At 8th level and 16th level your undead minions summoned with this ability or gain the benefit of your Ability Score Increase.
At 10th level, time it takes to cast the ritual is 10 minutes. Giant undead still require 1 hour to cast.
At 15th level, you can cast the ritual is 1 minute. Giant undead still require 10 minutes to cast.
At 20th level, you can cast the ritual as an action. Giant Undead still require 1 minute to cast.
You can use an action to sense the presence and exact location of all undead within 60 feet of you.
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 Charisma 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.
At 1th level you can use this twice and 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 10th level, you can use this thrice.
At 20th level the damage is increased to 5d6 + Charisma 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 four times.
At 2st level, you know two cantrips of your choice from the Wizard spell list. You learn additional Undead Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Undead Summoner table.
- Spell Slots
The Undead Summoner table shows how many spell slots you have to cast your Undead Summoner spells of 2st level and higher. To cast one of these Undead Summoner 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.
- Spells Known of 2st Level and Higher
You know two 2st-level spells of your choice from the Wizard spell list.
The Spells Known column of the Undead Summoner table shows when you learn more Undead Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the Undead Summoner spells you know and replace it with another spell from the Wizard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Undead Summoner spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Undead Summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Charisma modifier.
Spell attack modifier = Your proficiency bonus + Charisma modifier.
- Ritual Casting
You can cast a Undead Summoner spell as a ritual if that spell has the ritual tag and you know the spell.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Undead Summoner spells.
You can use your action to attempt to control hostile or neutral undead you encounter within 30ft. The undead must succeed on an Wisdom 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.
Beginning at 2nd level, as long you have an active minion and he is 5 ft. from you, add your Charisma Mod to your AC. You do not gain the benefits of Undead Armor if you wear medium or heavy armor, have natural armor, or have Unarmored Defense.
At 11th level, you and your minions have resistance to necrotic damage and cold damage.
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. If you receive damage, you must realize one concentration saving throw, in fail, the Tactician ends and you and yours minions stay stunned by 1 round. 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. You can use this ability a number of times equal a Charisma Mod + Undead Summoner level for long rest.
Starting at 3rd level, you're able to reach out and harvest part of your enemies' souls you defeat. At the end of your turn, if you or your undead killed one or more creatures, you regain hit points equal to double the CR of the creature(s) killed rounded up (minimum 1). If you drain more hit points than the maximum amount of hit points you have, you gain temporary hit points equal to the amount of healing provided over your maximum hit points.
Ability Score Increase
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.
Starting at the 5th level, your lackeys attach to you. You and your minions have an advantage in tests that you would lose control of them by any means.
Starting at 5th level, as an action, you can cast the spell Animate Dead up until three times. None of the material components are required upon casting. All uses of this feature are regained after a long rest.
At 10th level uses increase to four times.
At 15th level uses increase to five times.
At 20th level uses increase to six times.
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 (with you only) or vocally, and have advantage on saving throws against being frightened. Your minions will still follow your every command without question. Additionally, the range limit to command your minions is increase by 120 ft. and the Tactician by 240 ft..
At 16th level don't have range limit to command your minions.
Summon Giant Undead
Starting at 7th level, you can use this feature on one corpse or pile of bones of a huge or smaller creatures of any type, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. This Giant Undead use your proficiency bonus rather than yours own. Add your proficiency bonus to the undead's AC (if no have armor, half if have) and damage rolls. Giant Undead have a hit point maximum equal to their normal maximum HP. You can have one Giant Undead summoned at a time, which doesn't count towards your limit of undead minions. The Giant Undead's base stats are the same as it had in it's previous life (It is up to the DM if it retains its abilities). This feature takes 1 hour to perform.
At 14th level, you can have two Giant Undead summoned at a time.
Starting at 9th level, you can use your bonus action to impose a curse on a number of enemies equal to half your Undead Summoner level rounded up you can see within 30 feet of you. The defender must succeed on a Wisdom Save or take an additional 1d6 Necrotic damage from all attacks for 1 minute. You can use this feature a number of times for long rest equal 1+Charisma.
At 13th level, enemies effected by your curse take an additional 1d6 cold damage from all attacks and increase 60 feet.
At 17th level, enemies have disadvantage against your curse. Enemies who die while effected with your curse spread the curse to other enemies within 20ft. Enemies who are already cursed are not effected by the spread.
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). You can now command your minions as part of your attack action and your minions can now follow one additional command per round. For example, you can command your undead minion to switch weapons and attack, or to attack twice. Your minions now deal an additional 1d6 necrotic damage on attacks.
Starting at 13th level, you are able to cast the following spells once each: Death Ward, Create Undead, Finger of Death. These spells do not require the use of spell slots. In addition, you gain access to your choice of either the chill touch or toll the dead cantrips. You regain all uses of this feature after a long rest.
At 17th level you are also able to cast Clone once for long rest.
Evolving Giant Undead
Starting 18th level, your Giant Undead can now be summoned with the Gargantuan size rating. You can now choose to summon your Giant Undead via a Gargantuan skeleton or corpse. Yours Giants Undeads hit points are doubled regardless of its size rating. You can use this feature on corpse of any type, except Titan, Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You can only summon one Gargantuan size.
Once you reach 20th level, as long your two Giant Undead (with feature Summon Giant Undead or Evolving Giant) is alive,you gain immunity of damage non-magical, can't die instantly and gain resistance all damage (DM has the final ruling on the matter).
If an enemy dies while under the effects of Weaken Curse, make a test Charisma (Persuasion) DC 10 + creature CR (minimum 1); on a success, the enemy is revived as a undead under your command with same statistic when alive. You can issue commands the same as you would a undead minion. After 24 hours, the enemy dies and they must make a Wisdom saving throw of your magic, 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. With this feature you can control any type killed creature Huge or smaller, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You can control up to 3 undead Huge and up to 10 undead Medium or smaller or 13 undead Medium or smaller this way, after which point, enemies killed during this become corpse.
Additionally, increase Intelligence score to 13 off all your servants, if he don't have higher. Besides that, if you die, your servants act on their own trying to revive you.
Medium undead, lawful evil
Armor Class 10+DEX+your proficiency or armor+dex(if applicate)+half your proficiency or natural armor+your proficiency (any armor with prior to being raised or any armor you gave)
Longsword. Melee Weapon Attack: +4 (if 14 str + your proficiency) to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4(14 str + your proficiency)) slash damage.
Shortsword. Melee Weapon Attack: +4 (if 14 dex + your proficiency) to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4(14 dex + your proficiency)) piercing damage.
|Undead Summoner||3d4x10 PO|
Prerequisites. To qualify for multiclassing into the undead summoner class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the undead summoner class, you gain the following proficiencies: simple weapons, light armor, undertaker's kit