Death's Servant, variant (5e Class)
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A wizard rests upon a pile of bones, surrounded by the shambling figures of humanoids around him. He waves his hand, and they rush out, running to the village in the dead of night, causing havoc while the secret cultists within the king's council receive their latest instructions from the death lord.
One goliath stands on top of the bodies of his fallen brethren, and with a mighty roar, he raises them from their grave, giving them one more chance to fight in order to give time for the rest of the villagers to evacuate.
A long dead paladin rises in a moment of desperation by a cloaked Kobold, speaking the ancient curse of undeath and sending him to kill the foul humans that are raiding its home.
Death is the ultimate source of power
A death's servant is a mighty force to be reckoned with. They are cunning and dangerous, or knowledgable and cautious. They are mostly of neutral alignment, But there are cases of both evil and good ones. Examples would be a necromancer, or a Cleric who utilizes the dead as a form of force to protect. However this all depends on the setting the world takes place in, and should be discussed with the DM.
Creating a Death's Servant.
When creating a Death's Servant, you must ask yourself, why would anyone use necrotic and underwordly powers? Is it to gain power and rule with a rotten fist? To gain fame and be known throughout the realm? A cursed existence bound to end in pain? To save those who couldn't be saved otherwise? Then, who trained you? Where were you trained? How did people react to it? Are your favorite servants physical or spiritual? Do you see them as minions or as actual living creatures?
- Quick Build
You can make a Death's Servant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Soldier or the Inquisitor background.
As a Death's Servant you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Death's Servant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Death's Servant level after 1st
Armor: light armor,
Weapons: simple weapons, scythes, scimitars.
Tools: poisoners kits, herbalists kit
Saving Throws: Charisma, Dexterity
Skills: Medicine, and two from Arcana, Religion, Stealth, Intimidation, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) scythe or (b) quarterstaff
- (a) poisoners kit or (b) herbalists kit
- (a) dungeoneers pack or (b) explorers pack
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Undying Gifts, Undead Overlord||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||Shadow Caller, Powers of the Grave||3||3||—||—||—||—||—||—||—||—|
|3rd||+2||Path of the restless||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|5th||+3||Undying Gifts, Undead Overlord||4||4||3||2||—||—||—||—||—||—|
|7th||+3||Shadow Caller, Powers of the Grave||4||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|11th||+4||Undying Gifts, Undead Overlord||5||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|13th||+5||Shadow Caller, Powers of the Grave||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
As a Death’s Servant, you draw your power from the demon prince Orcus. Due to the origin of your magic being a contract rather than faith, your spellcasting modifier is charisma, not wisdom. In addition to this, your healing spells can affect undead creatures and the healing spells of others can always affect you, but any healing you provide or receive is reduced by half, rounded down (minimum of 1).
At 1st level you know 3 cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Death’s Servant table.
- Spells known
The Death’s Servant 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.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your charisma modifier + your Death's Servant level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Death's Servant, you have four 1st-level and two 2nd-level Spell Slots. With a charisma of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure 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 cleric spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting ability
Charisma is your spellcasting ability for your cleric spells. You use your charisma whenever a cleric spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a cleric 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
Orcus blesses you with a minor boon, which grows in power as you do. Starting from 1st level, you learn Animate Dead and can cast it once without using a spell slot, regaining the ability to do so at nightfall. Animate Dead doesn’t count against the number of spells you can learn.
At 5th level you can shorten the casting time of any necromancy spell that invoke, raise, create or otherwise summon an undead creature under your command to 1 action, provided the spell’s level is equal to, or lower than, your proficiency bonus. When you do so, a wave of magical slowness washes over the summoned creature and it will not move or perform any actions a number of turns equal to its CR (minimum of 1).
At 11th level you ignore the penalty this feature imposes when forcibly shortening the casting time of necromancy spells.
Your powers seep into the corpses under your command, allowing you to effortlessly reign them under you, but limiting your powers over them. Starting at 1st level, you may control any amount of undead creatures under your command, provided their combined CR is not greater than your level, with a bonus action. You cannot, however, have a combined CR of undead greater than your level under your control, as Orcus doesn’t nurture rivals but tools. If you attempt to bring an undead under your control but would surpass the imposed limit, you have to release your control over any amount of undead to fit your new undead or the spell fails, wasting the action and the spell slot used. Undead creatures with a CR of 0 are considered to be CR 1/8 for the purposes of calculations.
At 5th level, your control over an undead creature only ends if they die.
At 11th level, undead creatures under your command gain the “Undead Fortitude” trait, and automatically succeed their first save ever with it if they already had it.
Your manipulation of necrotic energies have allowed you to tap into the negative plane, even if for just a moment. Starting from 2nd level, you can use your bonus action to raise a shadow from an area of dim-light or darkness within 30ft of you, as a Shadow under your command. A Shadow raised this way is spontaneous and unstable. It acts on your turn but right after you, obeys any verbal commands given to it to the best of its ability and it doesn’t count against the maximum CR of undead you can have, but it isn’t under the influence of your Undead Overlord feature and returns to the shadow it came from after a number of rounds equal to your charisma modifier. You can use this ability a number of times equal to your proficiency bonus, and regain all spent uses at nightfall.
At 7th level you gain the ability to rip portions of a creature’s shadows to serve you. you can target the Shadows of a creature when using this ability, provided they are within 30ft of you and you can see them. If the creature isn’t willing, it must succeed a constitution saving throw against your spell save DC to prevent its shadow from being raised.
At 13th level you learn how to raise multiple shadows at once. When you spend a use of this feature, you can target an amount of creatures, or areas of dim-light or darkness, up to your charisma modifier, and the range increases to 60ft.
Power of the Grave
Death is inescapable, but you can delay it. Starting from 2nd level, when damage would reduce you to 0 hit points or fewer, you can spend a reaction to drop to 1 hit point instead. You can only do so once per short or long rest.
At 7th level you learn how to better recuperate from the brink. You gain advantage on your death saving throws. In addition to this, once per long rest you can reroll the result of a death saving throw you make.
At 13th level you learn how to resist death. If you take damage inferior to your level, you don’t fail a death saving throw. In addition to this, you automatically recover 1 hit point when you stabilize.
Path of the Restless
By now you no longer are a novice necromancer and, as such, must develop your abilities in a way that best suits your abilities and objectives. Starting at 3rd level you can start your journey to become a Lich, begin your own religion as a Cult Master, train your body for a more direct approach as a Bone Lord, or start collecting pieces for your champion as a Stitcher. Each path is detailed at the end of the class description.
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.
Your body and soul are so overflowing with necrotic energy that you can force it all out, temporarily transforming the world around you in a favorable way… for yourself. Starting from 20th level, once per day, you can channel a powerful connection with the abyss and, as a bonus action, temporarily shift the life energies around you. You turn the area in a 30ft cube around you into difficult terrain for 1 hour, but it returns to normal early if you leave it. Undead creatures under your control are unaffected by it.
At the start of your turn, each undead creature and you regain hit points equal to your proficiency bonus + your charisma modifier. In addition to this, you can cast 1st and 2nd level spells at the lowest level without using a spell slot. When Ultimatum ends, regardless of how, you must succeed a constitution saving throw of 10 + the amount of spells you casted while the effect was active. On a successful save, you gain 1 level of exhaustion, on failure, you gain 2 levels of exhaustion and fall into a state of coma for 1 hour. In addition to this, your exhaustion level cannot be relieved by any means until you finish a long rest.
Paths of the restless
Lichdom is the highest point that a necromancer can reach. Liches resist many forms of harm, can live forever and are not constrained by the weaknesses of a mortal shell.
- Incarnation of power
Unlike others who prefer to focus on the dead, you turn your attention to the studies of the arcane in order to achieve your dream. Starting at 3rd level, you can prepare spells and learn cantrips from the wizard spell list. In addition to this, whenever you finish a long rest you can exchange a cantrip you learnt by another cantrip from the cleric or the wizard spell list.
- Arcane infusion
You begin to experiment with undeath on yourself, supplementing the corrosive necrotic forces with pure arcane energy. Starting at 6th level, you no longer need to eat, drink or breath, and you can gain the benefits of a long rest by remaining completely motionless for a period of 4 hours, during which you retain consciousness. In addition to this, your damaging spells deal 1 additional damage per damage die they have. This additional damage is force.
- Arcane knowledge
You have assimilated the essence of a Lich through study, and you have learnt how to apply at least a portion of that in practice. Starting at 10th level, your cantrips deal an additional amount of damage equal to your charisma modifier, and the additional damage provided by your Arcane infusion increases to 2 per damage die they have. In addition to this, spells with a range greater than 5ft have their range doubled, and spells that affect an area greater than 5ft have their size increased by 10ft.
- Greater Undead
You unearth the origin of a Lich’s unnatural resilience, applying it to your very existence. Starting at 14th level, you gain resistance to bludgeoning, slashing and piercing damage from non-magical attacks, to necrotic damage, and immunity to poison damage. In addition to this you become immune to the charmed, the poisoned and the frightened conditions.
You finally completed your research, and now all you need is a chance to be reborn anew. Starting at 18th level, the first time you die by any means all creatures within 30 ft of you must succeed a constitution saving throw against your spell save DC, taking 8d6 necrotic damage on a failure, or half as much on a success. At the start of your next turn you are reborn as a lich, maintaining all of your class features, maximum hit points and ability scores, but your current hit points are equal to the total damage dealt by this feature.
When reborn this way, your resistance to bludgeoning, piercing and slashing from non-magical attacks becomes immunity instead, and you gain resistance to cold and lightning damage. In addition to this, your creature type becomes undead and you gain the Turn Resistance and Legendary Resistance traits from the Lich creature. You can only use your Legendary Resistance once per long rest.
Unlike other liches, you don’t have a phylactery. Until you create a phylactery and bind your soul to it, you are vulnerable to death like any other creature. Regardless if you have a phylactery or not, your hit die is permanently reduced by 1 step, and your hit point maximum decreases accordingly.
Some necromancers see their power as flawed, for undead are limited in actions, and seek to complement them with living flesh. Cult masters lure weak minded individuals, forge a community with themselves as the center, and exploit the ample services their fanatics can perform.
Orcus provides you with the power to bind souls to your own through contracts, like fiends. Starting at 3rd level, you can bind humanoid creatures to you through a soul contract, though they must sign it willingly. Those bound to you through this contract are loyal, fervorous servants, also known as cultists. In combat they act on your turn, but after you. They will always follow your verbal commands to the best of their abilities, though sometimes they may be under effects where they cannot hear you or act on their right mind, such as when being deafened or charmed.
As a free action, you can feel if a cultist is alive or not. During a long rest, you can spend 5 minutes of meditation to learn the exact current status of a cultist.
You can bind the same amount of CR worth of humanoid creatures as the amount of undead you can have at once, but CR 0 creatures are considered to be CR 1/8 for the purposes of calculation. In addition to this, you cannot contract with a humanoid creature whose CR is greater than 1/4 of your level, as Orcus is unwilling to raise potential rivals.
Your presence inspires your living subjects with great fervor, and Orcus taught you how to apply part of this effect to the dead ones too. Starting at 6th level, when a cultist is within 30ft of you and can see you, they gain a bonus to their damage rolls, ability checks and saving throws. In addition to this, during your turn you may spend an action to rile up any amount of cultists within 60ft of you, doubling their movement speed, granting them advantage on all attack rolls and granting them a number of temporary hit points equal to your level, but forcing them to attack the nearest enemies by the shortest path possible, regardless of danger. The cultists will always prioritize your enemies over their own enemies.
Undead creatures under your command only receive half of the passive bonuses from Fervor and they cannot be riled up. If such creatures are humanoid undead, they instead receive the full passive bonuses of Fervor, but still can’t be riled up.
- Dark teachings
You learn how to imbue your cultists with a measure of dark own power, providing them with a greater purpose while acquiring some stronger minions. Starting at 10th level, you can perform a special 8 hour long ritual while targeting a cultist of your choice, who must remain within 10ft of you during the length of the ritual.
At the end of the ritual the targeted cultist becomes a priest, gaining the benefit of a full spellcaster with a level equivalent to its CR (Minimum of level 1) but only being able to learn spells and cantrips that you have prepared at the time the ritual was performed. In addition to this, the priest gains the benefit of your “Undead Overlord” feature as if they were a Death Servant with a level equivalent to their CR (Minimum of level 1). Priests use their wisdom for all modifiers related to spells, and can only learn a number of spells equal to their wisdom modifier + their CR.
Though this transference of power is great, it is taxing to your body in many ways. You can only perform this ritual once every 7 days, and you can only have a number of priests equal to your charisma modifier. You may perform the ritual in reverse in order to return the powers granted to a priest, reversing them to a cultist, but you automatically regain said powers when one of your priests dies.
The dead beckon your call, and your fanatics are willing to serve even at their last breaths. Starting at 14th level, when one of your cultists or priests die they become a humanoid undead creature with a CR equal to, or lower than, their own. These undead creatures represent a fraction of your power, don’t count against the maximum amount of undead you can have and fall apart 1 minute after transforming.
On your turn, you may spend an action to assert your control over a number of undead created this way up to your charisma modifier. If you do so, they count as standard undead creatures for the purposes of your Undead Overlord feature.
In addition to this, your priests gain the ability to resist death, albeit only briefly. If a priest were to die, they drop to 1 hit point instead and become immune to all damage until the end of their next turn. A priest can only use this ability once in their life.
You learn how to transfer any incoming damage to those who loyally serve you, allowing them to die for a greater cause. Starting at 18th level, when you take damage while a cultist, priest or undead under your control is within 60ft of you, you can spend a reaction to transfer the damage to them instead.
- One of your cultists is targeted first in proximity order, with the target being taken at random should two or more cultists be equally far from you. The cultist takes as much of the triggering damage as possible. If the cultist dies and there is any remaining damage, this effect repeats until the damage is extinguished or there are no more cultists remaining.
- An undead creature under your control is targeted if no cultists are available. They suffer the same effects as the cultists, but always have vulnerability to the damage.
- One of your priests is targeted if no cultists or undead creatures under your control are available. They suffer the same effect as the cultists.
Some necromancers prefer to feel the heat of combat and the thrill of the kill up close, rather than from afar. Bone Lords take a more direct approach to combat, making use of their necromantic powers to supplement their abilities, and thriving the closer they walk to death.
- Heart of undeath
Unlike other necromancers, you are quite resistant to harm and can deliver potent blows when you feel death nearby. Starting at 3rd level, your hit die increases by 1 step and your hit point maximum increases accordingly, you gain proficiency in heavy armor and shields. In addition to this, while your hit point is below half of your hit point maximum you deal an additional amount of necrotic damage equal to your charisma modifier whenever you successfully hit a creature with an unarmed strike, weapon attack or melee spell attack. If you have at least 3 undead creatures under your command and within 10ft of you, you can benefit from the additional damage provided by this feature regardless of your current hit points.
- Deathly power
The closer you are to death, the more power you can draw from your unholy gifts. Starting at 6th, you can use your charisma modifier for the attack and damage rolls of your unarmed strikes and can perform one additional attack when you take the attack action, but you must be under half of your hit point maximum to benefit from this. If you have at least 3 undead creatures under your command and within 10ft of you, you can benefit from this feature regardless of your current hit points.
- Dying violence
Your connection with death is strengthened even more, allowing you to make use of its inevitability to harm unusually resistant foes. Starting at 10th level, your attacks ignore resistance to non-magical bludgeoning, slashing and piercing damage, but you must be under half of your hit point maximum to benefit from this. If you have at least 3 undead creatures under your command and within 10ft of you, you can benefit from this feature regardless of your current hit points and share it with them.
- Glory in death
The dead around you become more than a means to activating your full potential, they become an anchor that keeps you alive regardless of the punishment delivered to you. Starting at 14th level, when you would be reduced to 0 hit points or fewer, you can have the closest undead creature under your command be reduced to 0 hit points to manifest a dark shield around you, providing you with temporary hit points equal to half of the hit points they had before being reduced to 0 hit points by you, increased to all of the hit points they had before being reduced to 0 hit points by you if they are within 10ft of you. This shield takes as much of the triggering damage as possible. You may repeat this effect until you run out of undead creatures under your command or the damage is reduced to 0, whichever comes first.
You learned how to more efficiently use your gifts, and how to draw an even greater power from it. Starting at 18th level, the range of your Bone Lord features increase to 30ft, and your features improve in the following ways:
- Heart of Undeath-> If your hit points are below one quarter of your hit point maximum, or half of your hit point maximum if you are benefiting from the effect as a result of your undead creatures near you, you ignore resistances to necrotic damage and treat immunities and absorptions to necrotic damage as resistances.
- Deathly Power-> If your hit points are below one quarter of your hit point maximum, or half of your hit point maximum if you are benefiting from the effect as a result of your undead creatures near you, you can perform one additional attack.
- Dying Violence-> If your hit points are below one quarter of your hit point maximum, or half of your hit point maximum if you are benefiting from the effect as a result of your undead creatures near you, your attacks ignore resistance to bludgeoning, slashing and piercing damage, and treat immunity and absorption to these damage types as resistance.
Path of the Stitcher
Some necromancers don’t like to raise hordes of weak undead creatures and prefer to create a more powerful being with care. Stitchers often collect pieces of creatures over the course of years, slowly building up their very own champion, a perfect monster.
As the first step of any Stitcher, you begin your journey with a simple creature, seeking to make it into a perfect monster. Starting at 3rd level, you can create a Stitchup and bind it to you over the course of a long rest, provided you have the corpses of 5 medium humanoids as material or an appropriate substitute, such as the corpse of a giant, and a doctor’s kit.
The Stitchup does not count against the number of undead creatures you can have under your command, always understands and obeys your verbal commands to the best of its abilities, shares your alignment, and acts on your turn but right after you in combat. If you do not command it to do anything, it doesn’t do anything. It can wield weapons if its appendages allow for it, and wear armor fit for its body. The Stitchup has a number of hit dice equal to your level, rather than the amount shown, and its hit points is the mean between the minimum and the maximum of its hit die + 1 per hit die. In addition to this, its hit points are increased by its constitution modifier multiplied by the amount of hit dice it has.
Its proficiency bonus is equal to yours.
While succeeding at creating a body, steps are still required to create your perfect monster and you learn how you can modify your champion with parts of other humanoid creatures. Starting at 6th level, you can apply a maximum cost of upgrades to your Stitchup equal to your charisma modifier + your level. Each upgrade takes 30 minutes per point required to acquire it in order to be applied to the body of a Stitchup. You can revert the modifications applied to your Stitchup, spending 30 minutes per point required in order to undo the modification applied. Upgrades include, but aren’t limited to:
- ADDITIONAL ARMS - 1
An additional arm is stitched to the golem. For every arm added this way, the golem gains +1 to STR checks and saves it makes. For every two arms added this way, the golem can perform one additional attack. The golem cannot have more than 4 additional arms.
- ARMOR FITTING - 1
The golem gains proficiency in light armor. If it was already proficient with light armor, it gains proficiency with medium armor and shields. If it was already proficient with light and medium armor and shields, it gains proficiency with heavy armor. This modification can only be applied up to 3 times to a golem.
- ADDITIONAL LEGS - 1
An additional LEG is stitched to the golem. For every leg added this way, the golem gains +1 to DEX checks and saves it makes. For every two legs added this way, the golem gains an additional 10 ft of walking speed. The golem cannot have more than 4 additional legs.
- SKILL TRAINING - 1 (Requires ASSISTANT)
The golem gains proficiency in one skill of your choice. The golem cannot have more skill proficiencies than its proficiency bonus.
- WEAPON FITTING - 1
The golem gains proficiency in simple weapons. If it was already proficient with simple weapons, it gains proficiency in martial weapons. This modification can only be applied up to 2 times to a golem.
- AIRBORNE - 2 (Requires BESTIAL or HORROR)
A pair of wings is stitched to the golem. The first pair of wings provide the golem with 20ft of flying speed, and each subsequent pair provides an additional 10ft of flying speed. The golem cannot have more than 3 pairs of wings.
- ADDITIONAL HEADS - 2
An additional head is stitched to the golem. For every head added, the golem gains +5 to perception checks and passive perception. The golem cannot have more than 2 additional heads.
- ARMOR PLATING - 2 (Requires BESTIAL for the second application, and HORROR for the third)
The golem is reinforced, providing it greater resilience against damage. The golem’s AC increases by 1. This modification can only be applied up to 3 times to a golem.
- ARMED - 2 (Requires BESTIAL or HORROR)
When the golem attacks with its slam attack, it can choose to deal slashing or piercing damage, rather than bludgeoning damage, provided it has an appendage capable of doing so. This modification can only be applied once.
- ASSISTANT - 2 (REQUIRES CLEVER MIND)
The golem becomes capable of acting of its own accord, thinking by itself, and reacting to situations, no longer requiring your commands to act. It cannot attack you out of its own volition, nor can it directly put you in danger, but its loyalty may cause it to harm others while seeking to protect you. This modification can only be applied once.
- CLEVER MIND - 2
If not ordered, the golem will act with the priorities of protecting you, protecting itself and fighting off any enemies it can see, in that order. This modification can only be applied once.
- HUMONGOUS - 2
The golem gains mass, doubling the corpse requirements to make it and increasing its size by 1 step. For every step above medium, the size of the golem’s hit die increases by 1 step, and it gains an additional 2 hp per hit die it has. The golem’s maximum size is Gargantuan.
- INTELLIGENT - 2 (Requires CLEVER MIND)
The golem’s intelligence becomes 18, provided it's not higher than that, and it becomes capable of talking, provided it has an appendage to do so. The golem gains access to two cantrips you know and can cast them as a 5th level caster, using intelligence as its spellcasting modifier. This modification can only be applied once.
- BESTIAL - 3
The golem can be stitched with beast parts, such as fangs, claws and fur. Talk with your DM about any benefits provided by a certain body part. This modification can only be applied once.
- HORROR - 3
The golem can be stitched with monstrosity parts, such as fangs, claws and fur. Talk with your DM about any benefits provided by a certain body part. This modification can only be applied once.
- HUNGER - 3 (Requires BESTIAL or HORROR)
The golem gains a bite attack that uses its strength, but can only use it once per turn. The attack deals 1d4 piercing damage. A creature that takes damage from this bite is subjected to a constitution saving throw against your spell save DC, provided it isn’t a construct or undead. A creature takes 4d4 necrotic damage on a failed save, and half as much on a successful one. The golem regains an amount of hit points equal to the amount of necrotic damage dealt. This modification can only be applied once.
- MIND BOUND - 3 (Requires at least 2 heads)
The golem is immune to the charmed and frightened condition, and magic below the 5th level cannot forcibly take control of its mind or body. This modification can only be applied once.
- MAGICAL STRIKES - 3
The golem’s attacks are considered magical for the purposes of bypassing resistances and immunities against non-magical damage.
- BRUTAL - 4 (Requires at least two additional arms)
The golem deals double damage with its melee attacks. This modification can only be applied once.
- OVERMIND - 4 (Requires ASSISTANT)
The golem has your Undead Overlord feature, but limited to a maximum CR of creatures equal to its proficiency bonus. You can command the undead creatures bound to the golem with your Undead Overlord feature, provided you don’t command a total CR of creatures above the feature’s limit, and the Golem can command undead creatures bound to you with its Undead Overlord feature, provided it doesn’t command a total CR of creature above the specified limit. This modification can only be applied once.
Your extensive experimentation has provided you with an unexpected insight for bodies. Starting at 10th level, you gain expertise in medicine and have advantage on medicine checks you perform on humanoid creatures. In addition to this, you can climb onto the back of your Stitchup and use it as a mount, provided you aren’t bigger than it. Both you and the Stitchup have disadvantage on all attack rolls, saving throw and ability checks performed if the golem is not at least one size bigger than you.
- Double trouble
Your research gave you an insight on how to reduce the toll on the bindings required between you and your champions, allowing you to create another one. Starting at 14th level, you can have two Stitchups rather than one. Both Stitchups act as different, individual entities, not sharing modification costs.
- Stitcher's Legacy
After much work, you finally made the most perfect undead you would ever create. Starting at 18th level, the amount of modifications that can be applied to your Stitchups is increased by 10.
Prerequisites. To qualify for multiclassing into the Death's Servant, variant class, you must meet these prerequisites: Charisma 13+
Proficiencies. When you multiclass into the Deaths' Servant class, you gain the following proficiencies: Medicine.
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