Base Class: Blood Hunter
The Order of the Necrolyte is a blood hunter order lost with time, its members either dying out or abandoning their duties altogether whilst teaching none the techniques. The writings long thought lost found in the lands of Revar-Udrim, these blood hunters thought to overwhelm their foes with necromancy. This order was probably lost for the better.
Knowledge of Undeath
Whenever using your Hunter’s Bane to track down or recall information about undead, you can treat any roll of 6 or lower on the d20 as a 7.
Spellcasting
When you reach 3rd level, you augment your hemocraft with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots The Order of the Necrolyte Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the necromancy and evocation spells on the wizard spell list.
The Spells Known column of the Order of the Necrolyte Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an necromancy or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an necromancy or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability Intelligence or Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence or Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spellcasting Ability
Spell save DC = 8 + your proficiency bonus + your Intelligence/Wisdom modifier
Spell attack modifier = your proficiency bonus + your Intelligence/Wisdom modifier
Order of the Necrolyte Spellcasting
| Class Level | Cantrips Known | Spells Known | — Spells Slots per Spell Level — | |||
|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | |||
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Wretched Awakening
Upon reaching 7th level, you can spend 1 minute augmenting the corpse of a Beast or Humanoid, Medium or Smaller, to bring them back to life with hemomantic magic. The stat block of the corpse is found below, and it takes its turn immediately after yours. Once your awakened corpse dies, you can’t do so again until you finish a long rest or expend a spell slot of 2nd level or higher. Whenever you activate your rite, you can choose to take another die of rite damage to grant the corpse’s attacks the effects:
Wretched Corpse
Medium or Small
- Armor Class
- Hit Points
- Speed
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 17 (+3) | 8 (-1) | 10 (+0) | 8 (-1) |
- Saving Throws
- Damage Immunities
- Condition Immunities
- Senses
- Languages
- Challenge
Undead Fortitude If damage reduces the undead to 0 hit points, it 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, the zombie drops to 1 hit point instead.
Actions
Slam (Humanoid Only) Melee Weapon Attack: +4 +(PB) to hit, reach 5ft., one target. Hit 11 (2d8 bludgeoning + proficiency bonus)
Bite (Beast Only) Melee Weapon Attack: +4 + (PB) to hit, reach 5ft., one target. Hit 6 (1d6 piercing + your proficiency bonus). If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC is for this is equal to your Hemocraft modifier.
Brand of the Jailer
Upon reaching 11th level, your Brand of Castagation takes root in the flesh of your opponents. Whenever you kill a humanoid affected by the brand, it rises at the start of your next turn as a zombie for 1 hour.
Wretched Aura
Upon reaching 15th level, as a bonus action, you can expend a spell slot of 1st level or higher to make your Wretched Corpse emanate an aura of death that lasts for 1 minute. The aura is a 15ft radius sphere that follows the Wretched Corpse. Any creature that enters the area, or starts it’s turn there must make a Constitution saving throw against your Hemocraft save dc. On a fail, a creature takes 1d6 necrotic damage or half on a successful save. The Wretched Corpse regains hp equal to the amount of damage dealt.
The damage increases by 1d6 for each spell level higher than 1st, for a maximum of 4d6.
This damage does not affect you or other undead.
Blood Curse of Withering
Starting at 18th level, you’ve learned to drain your hunt of whatever life they had left. You gain the Blood Curse of Withering for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Previous Versions
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