Undead Summoner (5e Class)
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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
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. Try to purchase better equipment for your minions to increase their damage and AC. After your Giant Undead gains its wings, use it to keep you safe and out of harms way.
Creating an Undead Summoner
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
As a Undead Summoner you gain the following class features.
- Hit Points
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 .
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
|Features||Undead Minions||Prepared Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Detect Undead, Spellcasting, Summon Undead,||2||2||—||—||—||—||—|
|2nd||+2||Bone Armor, Dominate Undead, Life Leech (1d6)||2||3||2||—||—||—||—|
|3rd||+2||Tactician, Soul Harvest||3||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||3||—||—||—||—|
|5th||+3||Soul Bond, Revival, Life Leech (2d6)||4||3||4||2||—||—||—|
|8th||+3||Ability Score Improvement||6||4||4||3||—||—||—|
|10th||+4||Undead Lord, Improved Ritual Speed||7||4||4||3||2||—||—|
|11th||+4||Life Leech (3d6) Improved Bone Armor||7||4||4||3||3||—||—|
|12th||+4||Ability Score Improvement||8||4||4||3||3||—||—|
|13th||+5||Improved Curse, Death Bringer||8||4||4||3||3||1||—|
|14th||+5||Improved Giant Undead||9||4||4||3||3||1||—|
|15th||+5||Improved Ritual Speed||10||4||4||3||3||2||—|
|16th||+5||Ability Score Improvement||11||5||4||3||3||2||—|
|17th||+6||Curse Master, Life Leech (4d6)||12||5||4||3||3||3||1|
|19th||+6||Ability Score Improvement||14||5||4||3||3||3||2|
|20th||+6||Soul Master, Improved Ritual Speed, Life Leech (5d6) Range (60ft)||15||5||4||3||3||3||2|
You draw on the negative energy in the world to fuel your spells.
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.
- 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 proficiency bonus. 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.
You can use an action to sense the presence and exact location of all undead within 60 feet of you.
You can perform a 1 minute ritual to create one or more skeletal warriors. Choose one or more piles of bones of Medium or Small creature's within 60 feet. The target(s) becomes a skeleton. Undead created by your ritual come equipped with any items they had prior to being raised. Add your proficiency bonus to the undead's AC, attack rolls, and damage rolls. Increase the maximum hit point of your Undead by your undead summoner level. You can create and control a number of undead at once as shown in the undead minions column of your undead summoner table.
Example for a First Level Undead Summoner Undead shooting a short bow with maximum hit points:
Hp:21 (20+Undead Summoner Level)
Ranged Weapon Attack: 1d20+6(4+Proficiency) 1d6+4(Dexterity Mod+Proficiency)
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, such as Animate Dead are not counted in regard to your minion limit.
At 10th level, time it takes to cast the ritual is 2 turns. Giant undead still require one minute to cast.
At 15th level, you can cast the ritual as a full-turn action. Giant undead still require one minute to cast.
At 20th level, you can cast the ritual as an action bonus action. Giant Undead still require one minute to cast.
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.
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.
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.
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.
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. You can't increase an ability score above 20 using this feature.
Starting at 5th level, your minions become bonded to you. You can't lose control of undead by magical means.
Starting at 5th level, as an action, you can instantly cast the spell Animate Dead. None of the material components are required upon casting. You can use this feature 3 times. All uses of this feature are regained after a long rest.
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.
Summon Giant Undead
Starting at 7th level, you can use this feature on one corpse or pile of bones of a huge or smaller creature. This Giant Undead gains an additional bonus to attack and damage rolls equal to your proficiency bonus. Giant Undead have a hit point maximum equal to their normal maximum HP + twice your undead summoner level. You can only control 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 minute to perform. At 14th level, your Giant Undead gains wings and a 50 ft. fly speed.
Starting at 9th level, you can use your bonus action to impose a curse on a number of enemies up to half your Undead Summoner level rounded up that you can see within 30 feet of you. The target(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.
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 skeletons 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: Finger of Death, Create Undead, Death Ward, and Greater Animate Dead. 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.
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. Its flight speed and hit points are doubled regardless of its size rating.
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.
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