Infector (5e Class)

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"The dead will rise for me"[edit]

Creating a Infector[edit]

Quick Build

You can make a Infector quickly by following these suggestions. First, CON should be your highest ability score, followed by STR Second, choose the Soldier background. Third, choose splint armour, a shield and maul.

Class Features

As a Infector you gain the following class features.

Hit Points

Hit Dice: 1d12 per Infector level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Infector level after 1st


Armor: All
Weapons: All melee
Tools: Disguise kit
Saving Throws: CON and STR
Skills: Athletics, Survival and Intimidation.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Splint armour or (b) Chain mail
  • (a) Maul or (b) Warhammer or (c) Flail and shield
  • (a) Greataxe or (b) Greatsword or (c) Battleaxe and shield
  • (a) Mourningstar or (b) Lance or (c) Warpick and shield

Table: The Infector

Level Proficiency
1st +2 Infectious
2nd +2 Subclass
3rd +2 No Escape
4th +2 Ability Score Improvement,
5th +3 Multiattack 2
6th +3 Subclass feature
7th +3 Chaos Combat
8th +3 Ability Score Improvement,
9th +4 Full control
10th +4 Subclass feature
11th +4 Multiattack 3
12th +4 Ability Score Improvement,
13th +5 Rampage
14th +5 Subclass feature
15th +5 Multiattack 4
16th +5 Ability Score Improvement,
17th +6 Death Spikes
18th +6 Subclass feature
19th +6 Ability Score Improvement,
20th +6 Multiattack 5 Death Lord


When you reduce a creature to 0 hit points They make a CON saving throw. This saving throw dc is equal to your CON+10+proficiency. If they fail this saving throw they instantly die. After death they would rise back up as a undead servant on initiative count 20. Their health is your level × your CON. On thier turn they may punch with a too hit equal to your CON and proficiency. They deal 1 for tiny, 1d4 for small, 1d6 for medium, 1d8 for large, 1d10 for huge and 1d12 for gargantuan bludgeoning damage. They their STR to their attack. They will follow all commands and lasts for 1 hour × your CON. You you may have as many as your CON modifier. They can be up to 120 feet away.


At level 2, you chose a subclass feature. Choose between reaper or brawler, both detailed at the end of the class description. Your choice grants you features at level 6 and again at levels 10, 14 and 18.

No Escape[edit]

You have 45 feet of movement speed when chasing someone. Your minions have 10 feet increased movement speed aswell. If you or a minion catch up with something this way(even if you dashed) may tackle them. They make a DEX save(same as your CON save) or fall prone and become grappled.

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.


You may make two attacks on your turn. Your minions have this feature as well. This becomes three attacks at level 11, 4 at 15 and 5 at 20.

Chaos Combat[edit]

When you and your minions hit, you/They may deal your CON modifier as necrotic. Also when someone is killed by you or your minions, all enemies that could see said death must make a wisdom saving throw (same DC) or be frightened of you.

Full control[edit]

When your minions kill a target they also become undead. They can be up too 5 miles away. You can talk, see and remotely control them. They last twice as long. You may nominated a sub commander. This commander has 14 INT, WIS and CHA. The sub commander last until it dies. It has proficiency in All melee, armour and shield. It has a attunement slot. It can make and control other minions(you still have final say). It knows all of your languages.


When you or a minion kills someone, you/They may move up to 20 feet and make a attack. At level 20 you/They may make 2 attacks.

Death Spikes[edit]

When a minion is made, you may make a spike minion. This minion has 80ft move speed. When they hit/get hit, they explode. All in 15 make a DEX saving throw(same save), the person your minion hit/hit by, has disadvantage. On a pass they take half damage or full on a fail. It deals 4d4 piercing and 4d4 necrotic.Enemies killed this way turn into 2 spike minions.

Death Lord[edit]

Your minions(non-spike)deal 2x the dice. Your save is 25% higher(rounded up). Your minions have 50% more health. Sub commander has 3x dice and 2x health. You gain black, neurotic, bat wings, 60ft fly speed. Spike minions have 120ft move speed. Your sub commander also has black wings.


consumer(lv 2)

When you kill a target, you heal for 3× your CON. When a minion kills a target you split the heal how ever.

Slicer(lv 6)

You add your proficiency to your slashing damage.

Bleed out(lv 10)

When you deal slashing damage, the target takes 3 necrotic damage at the start of their turn. This stacks. A ally can make a dc 13 medicine check to reset stacks.

Leaching(lv 14)

When you hit a target you heal your CON modifier. If a minion hits then you two split the heal how ever.

Death reaper(lv 18)

You heal 2× the amount from both outside and self induced sources. You deal 50% more rounded up slashing damage. Bleed out deals 8 per stacks.


Slugger(lv 2)

You deal 2d6 bludgeoning damage with unarmed attacks.

Hunter(lv 6)

You have 60ft move speed when chasing someone. You and minions have advantage at grappling targets. Your unarmed attacks deal 3d6.

Crush(lv 10)

When you grapple, you may restrain them instead but you are grappled. When restraining someone you may spend your action too deal 6d6 bludgeoning.

Athlete(lv 14)

You have expertise at athletics. You have advantage in combat at athletics. You deal 4d6 bludgeoning damage with unarmed attacks. Your movement speed is 45ft and no escape movespeed is 80ft.

Wrestler(lv 18)

You may flip people over you back(throw them prone, back 15 feet and 8d6 bludgeoning). You may throw a restrained target 25ft in any direction and have them fall prone. The DC is your str + 10 + proficiency. Your unarmed attacks deal 5d6.


Prerequisites. To qualify for multiclassing into the Infector class, you must meet these prerequisites: 16 CON and 12 STR.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: All armour, All melee weapons and CON saves.

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