Necromancy Bloodline (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Sorcerous Origin: Necromancy Bloodline[edit]

Your innate magic comes from a shred of necromantic magic that was either inherited from your ancestors or infused into you by an accident or scheme. Sorcerers who hail from a wizard family that specializes in necromancy magic is one of the most common case of this rare trait, but rarely enough, a sorcerer may gain this unusual behavior through a freak accident or a conspiratory plot that involves a strong necromancy magic. A warlock who attempted to make a pact with a powerful lich sometimes becomes a sorcerer instead, by taking his/her undying patron's magic a bit too much.

Necromantic

The necromancy magic within you grants a number of arcane magic you can control. You learn the spare the dying cantrip, which counts as a sorcerer cantrip for you. Additionally, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know. If you gain a spell that does not appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Sorcerer
Level
Spells
1st inflict wounds, armor of agathys
3rd ray of enfeeblement, silence
5th animate dead, vampiric touch
7th aura of life, death ward
9th antilife shell, contagion
Undeath Affinity

At 1st level, the necromancy magic within your body renders you less hostile toward undead creatures. You have advantage on Charisma checks when interacting with undeads.

Additionally, you can interfere with an undead creature when it attempts to harm you. When an undead targets you directly with an attack or a harmful spell that requires an attack roll, you can use a reaction to impose disadvantage on that attack roll.

Empowered Necromancy

Starting at 6th level, when you cast a necromancy spell that requires an attack roll, you can spend 1 sorcery point to gain advantage on the attack roll. Additionally, necrotic damage dealt by your sorcerer spells ignores resistance to necrotic damage.

Spawn Undead Minions

Starting at 14th level, you can expend one sorcerer spell slot as an action to create a number of undead servants. For each level of spell slot you expended, choose a pile of bones or a corpse of a Medium or Small humanoid within 10 feet of you, to a maximum of five piles per cast. You imbue the chosen pile of remains with necromancy magic, raising the remains an undead creatures. The chosen pile becomes a skeleton if you chose bones, or a zombie if you chose a corpse. Your undead minions last for 1 hour, after which they crumble into dust. If there are no corpses or bones nearby you can sacrifice 3hp per minion to materialize the needed components out of your own lifeforce. You can raise a warhorse by spending an extra spell slot for your minions to ride should you have the components, or spend 5hp to materialize one if you don't.

The DM has your undead minions' game statistics. Your undead minions act independently of you, but they always obey your verbal commands. In combat, you roll initiative for your undead minions as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you do not issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Lich Initiate

Starting at 18th level, you learn the secret of undeath from the necromancy magic within you, not unlike the practice often done by a lich. You can perform a 8-hour ritual to create a pseudo-phylactery that holds a strain of necromancy magic that will sustain your life at the moment of emergency. The ritual can be performed during a long rest, and you must provide a rare gems, herbs, and other magical components worth at least 25,000 gp, which are consumed during the ritual.

When you die while you have prepared a pseudo-phylactery, your deceased body crumbles into dust and your soul is transferred into your pseudo-phylactery, where you prepare your new life for 1d12 days. After the duration, you are resurrected, as if your pseudo-phylactery has cast the true resurrection spell on your soul. After the process, your pseudo-phylactery is destroyed.

Your pseudo-phylactery takes a form of a small metal box that contains a strip of parchment with magical sigils written on it. Your pseudo-phylactery has AC 10 and 6 hit points and immunity to non magical damage. A dispel magic or remove curse cast as a 9th-level spell upon your pseudo-phylactery automatically destroys it. If your pseudo-phylactery is destroyed while your soul is contained within it, your soul is also destroyed with it, and nothing short of divine intervention can restore you to life.

You can have only one pseudo-phylactery at a time. If you attempt to create a second pseudo-phylactery, you must first destroy your current pseudo-phylactery.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: