On a 5th Edition Deathmaster

More old 1st edition classes as Class variants for fifth edition.

5th Edition Deathmaster Sorcerer


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Deathmaster

Your innate magic comes from the plane of negative material energy. That which animates the unliving is the source of your magic. Most often, sorcerers with this origin trace their lineage to evil undead, Necromancers or Death Priests. Either way, your power comes from the manipulation of the forces of negative energy.


Vessel of the Dead

At 1st level, the sign of death is on your features. Your skin becomes gaunt, and your eyes hollow, and your visage pale. You can speak with and understand any undead creature capable of speech. You have expertise on any social interaction roles with the undead.

You gain access to a selection of bonus spells, not usually available on the sorcerer spell list, noted below. You must choose one of these spells as your first spell gained when able to cast spells of the appropriate level. Note that some of these spells may be available later, in general, or sorcerers. Spells marked with ^ are already in the sorcerer spell list, but count as lower level spells for Deathmasters or they are spells from another class spell list. Spells marked with *'s are new spells. Spells marked with a + are already on the sorcerer list, but count as one of the first spells that must be taken.

(Note: This explicitly breaks the rule of 5th edition having a spell always be the level the spell is listed as. If you wish, you can ignore the following adjustments and just grant the Deathmaster the special ability to prepare Animate Dead only at first level.) 

You gain the following spells added to the Sorcerer spell list.
1stAnimate Dead, Inflict Wounds, Ray of Sickness+
2ndDeath Armor*, Stinking Cloud^, Attract Undead*, Gentle Repose
3rdFeign Death, Conjure Undead*, Fear+, Ray of Enfeeblement
4thConjure Monster*, Charm Undead*, Death Ward, Bestow Curse
5thCreate Undead, Contagion, Move Earth^, Vampiric Touch
6thForbiddance, Harm, Circle of Death+
7thRegenerate, Finger of Death+
8thNone
9thNone

Necromantic Affinity

Starting at 6th level you gain a necromantic affinity. You have advantage on all death saves (including death checks), and you can Speak with the Dead as the spell once for every point of your Charisma bonus per short rest. You have resistance to both sleep and charm effects.


Necromantic Mastery

Starting at 14th level, you begin to master necromantic energies. Undead must succeed at a Will saving throw with a DC equal to 8 + your proficiency bonus + your Charisma bonus in order to attack the Deathmaster. Once they succeed at this roll, they do not have to make it again for a week.

You gain resistance to paralysis effects.

You may use the Animate Dead spell to animate the corpse of a Large or Huge creature instead of just medium and small creatures. Each large creature counts as 2 and each huge creature counts as 4 creatures for the purpose of the number of creatures you can reanimate.

You may use the Create Undead spell to reanimate Large creatures. Each large creature counts as 2 for the purpose of the number of creatures you can reanimate.

You can control 1 additional creature from each spell for each point of Charisma Bonus you possess.

Death Master

Beginning at 18th level, your connection to the Negative material plane strengthens. You no longer require air, food, drink, or sleep. You gain Undead Fortitude (If damage reduces you to 0 hit points you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead).
You are immune to poison, sleep, charm, paralysis, and the hit point draining effects of necrotic undead.
You have resistance to necrotic damage and non-magical weapons.

You may expend one sorcery point after any successful melee attack to deal 3d6 necrotic damage and regain hit points equal to one-half that amount.

New Spells

Attract Undead
2nd-level necromancy (ritual)
Casting Time: 1 Hour
Range: 10 Feet
Components: V, S, M (100 gp moonstone and fresh grave dirt)
Duration: Instantaneous
You gain the service of an Undead creature. It appears in an unoccupied space within range, with the standard statistics for your type. The type of the servant is chosen by the caster, but it must not have a CR of higher than 1/4th the casters level. (A 1st level caster can have a CR 1/4 undead, a second level caster could have a 1/2 CR undead, a 4th level caster could have a CR 1 undead, and an 8th level caster could have a CR 2 undead servant, and so on.)
Your undead servant acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. When the Undead drops to 0 hit points, it collapses, disintegrating into dust. A new undead may be summoned when the spell is cast again.
Your undead servant cannot be dismissed, without it turning into dust. You can't have more than one undead servant at a time.
Your servant cannot deliver touch spells, nor can you see through their eyes. It can attack in combat.

Charm Undead
4th-level necromancy
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm an undead you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it, even if it immune to charm effects. The charmed creature regards you as a friendly. When the spell ends, the creature reverts back to its previous orders. While the creature considers you friendly, it will follow any instructions you give that do not contradict any other orders it may be under. 
This spell will work against unintelligent undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional undead for each slot level above 4th. The undead must be within 30 feet of each other when you target them.


Conjure Undead
3rd-level necromancy
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon souls that take the form of undead and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
  • One undead creature of challenge rating 2 or lower
  • Two undead creatures of challenge rating 1 or lower
  • Four undead creatures of challenge rating 1/2 or lower
  • Eight undead creatures  of challenge rating 1/4 or lower
Each creature is considered undead and turns into dust when it drops to 0 hit points or when the spell ends. 
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures 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 don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one o f the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Monster
4th-level necromancy
Casting Time: 1 Action
Range: Touch/30 feet/120 Feet
Components: V, S, M (component)
Duration:

You summon spirits from higher realms that take the form of monsters and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• One Monstrosity of challenge rating 2 or lower
• Two Monstrosities of challenge rating 1 or lower
• Four Monstrosities of challenge rating 1/2 or lower
• Eight Monstrosities of challenge rating 1/4 or lower
Each monstrosity disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures 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 don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one o f the summoning options above, and more creatures appear: twice as many with a 6th-level slot, three times as many with an 8th-level slot.

Death Armor
2nd-level necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M (a vial of powdered bone cream)
Duration: 1 hour

You rub the bone cream upon your skin, coating it in the vengeance of the dead. Anyone who successfully attacks the deathmaster with a melee attack takes 2d6 (7) points of necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 (3).



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4 comments:

  1. "Undead must succeed at a Will saving throw with a DC equal to 8 + your proficiency bonus + your Charisma bonus."
    I think something may have gotten accidentally left out or I am rolling a nat 1 on my comprehension check. In either case, please send help.

    ReplyDelete
    Replies
    1. Ha! "In order to attack the Deathmaster." Will fix.

      Delete
  2. i like your ideas, but the spells on the bonus chart are in the wrong level tiers. for example, animate dead is 3rd, and create undead is 6th. was this done on purpose?

    ReplyDelete
    Replies
    1. Well, you may have noted this text, written directly above the spell list:

      "(Note: This explicitly breaks the rule of 5th edition having a spell always be the level the spell is listed as. If you wish, you can ignore the following adjustments and just grant the Deathmaster the special ability to prepare Animate Dead only at first level.)"

      The Deathmaster gains access to those spells, and only those spells earlier than normal sorcerers or other classes.

      Delete

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