Base Class: Fighter
The Necroknights are not evil, they are just fighters that feel the power of necromancy are the ways to better fight evil. That is not saying that that there are not evil Necroknights. The Knights generally go through a ritual that allows them to generate some amazing feats. They are fearless warriors on the battle field and are one of the most loyal teammates one could ask for. Unlike most fighters the Necroknights, cherish Strength and Charisma with Constitution coming in third place.
Necroknight Features
|
NECROKNIGHTS LEVEL |
FEATURE |
|
3RD |
Sins, Bounded Weapon |
|
7TH |
Necrotic Strikes |
|
10TH |
Walk in shadows |
|
15TH |
Deaths Fortitude |
|
18TH |
Revenants Call |
Necroknights Spells
|
NECROKNIGHT LEVEL |
SPELLS |
|
CANTRIPS |
|
|
3RD |
|
|
7TH |
|
|
13TH |
|
|
19TH |
Spell save DC = 8 + Your Proficiency bonus + your Charisma Modifier
Spell Attack modifier = Your proficiency bonus + Your Charisma modifier
Necroknight Spellcasting
|
Fighter Level |
Cantrips known |
Spells Known |
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 |
2 |
7 |
4 |
3 |
- |
- |
|
11th |
2 |
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 |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting.
Spell Slots
The Necroknight Spellcasting table shows how many spell slots you have to cast your 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.
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 Necroknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Necromancy, abjuration 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, abjuration 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
Charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will upon the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Cantrips
You gain a Cantrip at Level 3, Level 6 and Level 9
Choose [Tooltip Not Found], Chill Touch
Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Spare the dying
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sins
At 3rd level, when you finalize your self as a necroknight you gain access to Sins. Sins are your your connections to the necrotic arts. They give you strength and power to fight your battles.
Armor of the Grave
Gain +2 AC to your armor
Aura of the Dammed
Any creature that comes with in 10 feet of you must make a constitution Saving Throw, on a failed save take Necrotic damage equal to your Charisma Modifier
Blade of the Grave
As your blade becomes bathed in blood it holds a charge of life essence, this weapon must be a bounded Weapon. Every time you roll a critical, you may Add your Charisma Modifier in points stored. As a Bonus action you may release the essence all points are changed into Hit points for you. All points must be used with in 15 rounds, or you lose them
Ethereal Grace
As a Bonus Action you may float a few inches from the ground. This allows you to move over water, or pressure plates, you may even descended from a fall a at rate that will allow for a gentle landing for as long as the ability is active. The Ability last for 1 minute, it may be used 2/ day, after which you must complete a Short or a Long Rest before using it again.
Necrotic Glamour
You may now add your Charisma Modifier to any save dealing with Enchantments
Promise of the Grave
You focus on one target with in 30 feet of you. Target must succeed in a Wisdom Saving throw, regardless of weather they fail or succeed they can not be the target of this for 24 hours. on a Failed save the Target if Frightened and can not move towards you for 1 minute or until they make the save. If the target fails he may attempt the Save again at the end of his turn. You may only use this ability every 3 rounds
Shrouded Haste
Increase your speed by 10
Soul Stare
Apply Disadvantage to a target with in 30 ft of you on a single saving throw. This can be used 2/day and resets on a short or Long rest
Vigor of the Dead
You gain Temporary Hit points equal to your Fighter Level + Charisma Modifier. You gain the Hit Points when you wake from a Short Rest or a long Rest.
Bounded Weapon
At 3rd Level, the necroknight bounds a single weapon they are proficient in to the darkness of the grave. This is a ritual that takes 1 hour, where you do your ritual is the same place the weapon calls home.
Bonded weapons have the following benefits:
- Your weapon is treated as a Magical weapon for the purposes of overcoming resistances or immunity. Your Weapon is also a +1
- You may summon your weapon to your side so long as it is in the plane you are on. As a bonus action the weapon is summon to your hand. You may also banish it as a free action to a its home
The weapon Increases its bonus at 9th level to +2, At 12th Level you may bound one additional weapon giving it a +1, also increasing the bonus to +3 of the original weapon.
At 15th Level your second bonded weapon gains a +2, at 18th level your second bonded weapon bonus increases to +3, additionally, when summoning your bonded weapon you may now ignore the restriction of being on the same plane.
Necrotic Strike
Starting at 7th Level, your bounded weapons now deals additional necrotic damage. 3/day as a bonus action you may infuse your bounded weapon with necrotic energies dealing 2d8 necrotic damage. At 12th level this damage increases to 3d8.
Walk in Shadows
Starting at 10th Level, the Necroknight can move through the shadows as if they were connected. Embracing the darkness and shadows of the Shadowfell you have grown to understand how shadows move. As a bonus action, you may move through the shadows. As you step into a shadow fading away from sight and appearing up to 60 feet away in another Shadow. If you do no other actions that round you may make a hide check at advantage, any one contesting your hide check make a perception check at disadvantage.
If you attack the same round you walk through shadows, you may make the first attack at advantage, if you are with in 5-feet of an enemy. The necroknight using this ability may also use the darkness spell as a viable source of shadows to move through, although the knight would still suffer the effects of being in magical darkness if he were to stop in the darkness.
Deaths Fortitude
Starting at 15th Level, you now are able to shrug of one attack that would normally kill you. Once per a day, using your reaction any blow that would kill you instead reduces you to 1 hit point. Also if you do drop to 0 hit points and you roll a 20 you automatically stabilize and rolling a 0 on your death saving throws only count as one failure.
Revenants Call
At 18th Level you can now embrace the mantle of the dead. Once per a day you can call forth a Revenant, it is loyal to you and follows your commands. You also gain regeneration of 10 per a round. The Revenant and the regeneration last for 1 min or until the Revenant is destroyed.
You gain the following benefits as a permanent effect of the revenants call:
- you gain Resistance to Necrotic Damage
- You no longer need sleep, you treat long rest as short rest in regards to what activities you can do.
- You no longer Need to eat or drink.
- You are considered Undead for purposes of spells.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/2/2019 10:05:08 PM
|
712
|
26
|
1.0
|
Coming Soon
|
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Posted Mar 13, 20191. I have left it open for the DM to make that call. But I did intend it to work as per the paladin auras, as it is a choice to take it with the sins.
2. I see what you are saying, but the class isn't just about necromancy their spells also incubuses Abjuration and Evocation. This is something I went over on the DM guilds and found that sticking to how the EK worked was best for balance purposes.
3. I thought i had put the change on this, it should read the following. You now gain Regeneration of 15 and is always active.
4. I decided ultimately on keeping it at a 3d8, extra damage with out the use of spell slots making it 2d8 under a paladins smite. I felt the uses of spell slots was to close to the paladin and I didn't want that feel. Although with Bonded weapons being a +3 and taking the Sin Blade of the Grave can give a significant boost.
I generally try to make things very conservative in power level, and between 2 games I have ran with this and they are at 15th level it seems to be holding on par with other fighters damage. It can still use a lot more tweaking i think and I will defiantly take your suggestions into consideration for play test.
There is a option that allows the Necroknights to be healed by cure wounds at half the effectiveness, but I have yet to really have any feed back from any play test at 18th level. I am always open for change I just need to make sure what is there should be improved. Feel free to give me any play test feed back i am always open for that.
in closing I want to thank you for your feedback here and I am glad that you enjoying the subclass.
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Posted Mar 12, 2019Hey, I saw your previous version and I gotta say, you've improved on a few things (such as the addition of spell slots). I just have a couple suggestions:
1. Make aura of the damned able to be turned off (I always saw it as being always on, not too good for NPC interactions).
2. Remove the wizard spell list because it doesn't make sense for a person who's embraced the dark arts of necromancy this much to do anything but necromancy.
3. Make the revenant's call's regeneration last at all times and just make the necroknight undead. The regeneration at this level is pretty much necessary because the character is undead for spells, he/she is unable to get healed by many healing spells that are quite useful late game.
4. Make the necrotic damage from the necrotic strike scale more but expend spell slots (similar to Paladin's smite).
Other than that, many of your changes, like setting a time limit for the revenant, are great additions to an otherwise amazing subclass. Keep up the good work!