Necroblade (5e Subclass)

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Fighter Archetype

A necro blade combines the might of a martial class with the spellcasting ability of a necromancer. They kill anyone who opposes them and command their undead bodies. Necro blades rely mainly on their martial weapons to deal damage and augment it with spells. They use spells and their own natural abilities to command undead and fight alongside them.

Necrotic Weapon

Starting at 3rd level, you gain access to the signature weapon of the necro-blades, your necrotic weapon. When you finish a short or a long rest, you can designate any melee weapon you touch as your necrotic weapon.

In addition, you can activate your necrotic weapon, infusing it with necrotic energy. For the next minute, you gain the following benefits:

  • You deal additional 1d4 necrotic damage with your attacks, and a creature hit by you can't regain hit points until the end of your next turn.
  • Whenever you hit a creature, the target must succeed on a Wisdom saving throw or be frightened for the duration. The target can make another saving throw in each of its turns to end the effect. On a success, the creature is immune to this feature until you activate it again. The save DC equals 8 + your proficiency bonus + your Constitution modifier.
  • You have advantage on Charisma (Intimidation) checks and can use your Constitution modifier, instead of Charisma for these checks.

You can use this feature once, and regain your use of it after a short or a long rest.

Raise the Dead

Whenever you reduce an humanoid to 0 hit points using your necrotic weapon, you can raise that creature as a zombie under your control. This zombie acts as if you have created it with a animate dead spell.

A zombie created by this feature remains under your control until you complete a short or a long rest. When you finish a rest, you can spend one use of this feature to reassert your control over the undead. You can't have more than two undead controlled by this feature at the same time.

You can use this feature twice, and regain your uses of this feature after completing a short or a long rest. You gain two additional uses of this feature at 7th level (for a total of 4), at 10th level (6) and at 15th level (8 uses).

Death Grip

Starting at 7th level, your dark magic can attack the soul within an opponent's body. When you miss an attack with your necrotic weapon against an opponent, you can force the target to make a Constitution saving throw, or take necrotic damage equal to your Fighter level.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest.

In addition, you can spend 2 uses of your Raise the Dead feature to raise a shadow, instead of a zombie.

Bloodied Blade

At 10th level, the Fighter’s ability to channel negative energy becomes more portent. Necrotic damage dealt by the character’s necrotic weapon ignore resistance and immunity to necrotic damage.

In addition, you can spend 2 uses of your Raise the Dead feature to raise a specter or a ghoul, instead of a zombie.

Undead Aura

Starting at 15th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. This aura grants you resistance to necrotic damage. Any hostile creature on this aura must succeed on a Wisdom saving throw or must use its reaction to move out of the aura range. Creatures immune to the frightened condition are immune to this effect.

Whenever you have no uses of your Raise the Dead feature and a living creature dies inside your undead aura, you regain 1 use.

In addition, you can spend 2 uses of your Raise the Dead feature to raise a ghast or a will-o'-wisp, instead of a zombie.

Soul Eater

Starting at 18th level, when you hit a creature with your necrotic weapon, you can use your bonus action to consume part of its essence. You deal additional necrotic damage equal to 4d12 and you gain the following benefits for 1 minute:

  • You gain temporary hit points equal half the necrotic damage dealt.
  • Your attacks made with the necrotic weapon are made at advantage.
  • Your undead aura affects 30 feet and any creature inside your Undead Aura that fails the saving throw is also frightened by you until the end of your next turn.
  • You become immune to necrotic damage.

Once you use this ability, you can't use it again until you finish a long rest.

In addition, you can spend 2 uses of your Raise the Dead feature to raise a wight or a mummy, instead of a zombie.

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