Fighter
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 

Spare the Dying, Ray of Frost, Chill Touch 

3RD 

False LifeBane 

7TH 

Darkvision, Ray of Enfeeblement 

13TH 

Animate Dead, Fear 

19TH 

Blight, Banishment 

 

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

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3/2/2019 10:05:08 PM
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