Undying Knight (5e Subclass)

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Undying Knight[edit]

Fighter Subclass Undying are cursed with eternal life, a curse that can only be broken by one task: getting justice - or vengeance - from a wrongdoing endured just before their death. Undying wander trough the world with blades in hand, as undying warriors who constantly fight in hopes of achieving final rest. Death is the prize in the end of a Undying journey, the sweet embrace of the raven queen and punishment to those who have wrong them.

Although vengeance is often the path for the release of a Undying from his undying curse, this is not the only path. The source of the curse is not necessarily the torment and death endured by the Undying, but the pain caused by this event, the restlessness that derives from unfairness and injustice. As such, when the balance is restored in the heart and spirit of the Undying, this curse can be broken. Is not uncommon that some of this undead warriors, while seeking revenge, end up finding meaning in another cause, finding a way to fix the injustice suffered by helping others and avoiding that they suffer the same end, or by devoting themselves to another great goal. At the same time, it is also not rare that some Undying never fulfill their purpose, becoming restless monsters, way worse than their offenders.

Undying Nature

Starting at 3rd level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you no longer age and can't be magically aged.

Renewal

Starting at 3rd level, when you take damage, you can use your reaction to regain a number of hit points equal to 1d12 + your Constitution modifier. The number of dice rolled increases to 2d12 at 5th level, 3d12 at 9th level, 4d12 at 13th level and 5d12 at 17th level.

You can't use this feature if the damage have reduced you to 0 hit points. However, if you start your turn with 0 hit points, you can use this feature to regain your hit points. You can't use your action when you do so at the start of your turn.

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

Immortal Resilience

When you reach the 7th level, you have advantage on Constitution checks made to avoid the effects of exhaustion and on Death Saving Throws.

In addition, if you roll a 20 on the d20 when making a Death Saving Throw, you regain 1 hit point.

Font of Life

At 10th level, you regain your uses of Renewal after a short or a long rest.

Regeneration

At 15th level, when you take damage, you can regain a number of hit points equal to half the damage taken, rounded up (up to a maximum equal to 5 + your Constitution modifier). Once you use this feature, you can't use it again until the start of your next turn.

Unstopping Heart

At 18th level, your life refuses to leave your body. Whenever you are reduced to 0 hit points, you can spend 1 hit die to be reduced to a number equal to the amount rolled on that die.

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