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Necroficer Class by ClockworkDragon
Necroficer Class by ClockworkDragon
Vile Creations
Class Features Necroficers Harvest the remnants of the dead. In order
As a Necroficer, you gain the following class features.
to bring their own undead monstrosities to life
Hit Points
Hit Dice: 1d6 per Necroficer level Soul Embers:
Hit points at 1st Level: 6 + you Constitution modifier At 1st level you learn to harvest the dying embers of
Hit points at higher Levels: 1d6 (or 4) + your mortal souls, which you store in a necrotically preserved
Constitution modifier each level after 1st heart, and can spend to craft your grisly creations.
In order to harvest soul embers from a corpse, the
Proficiencies creature must have been dead for no more than an hour,
Armor: Light armor and you must a 10 minute ritual. The number of soul
Weapons: Simple bladed weapons embers you can harvest from a creature is equal to that
Tools: Herbalism Kit, Alchemist’s Tools creature’s CR. The maximum number of Soul Embers
Saving Throws: Intelligence, Constitution you can have stored is shown on the Necroficer Table.
Skills: Choose two from Arcana, History, Deception, If you lose your preserved heart, you also lose all Soul
Intimidation, Medicine, Survival, and Religion embers stored within it, and may create a new one over
the course of a long rest.
Equipment
You start with the following equipment, in addition to Undead Horrors
the equipment granted by your background: At first level you have studied the nature of death deeply
enough to craft your first Horror - an undead creature
• Two daggers or a scythe* chosen from the monster manual or other source
• A sickle and light armor accepted by your DM. Rules for Crafting these Horrors,
• Your choice of an Herbalism Kit or Alchemist’s tools are included at the end of this Class Description. Once
• A necrotically preserved Heart Crafted, a Horror remains until destroyed. During an
• An anatomical journal and a scholars pack encounter You may command one Horror as a bonus
action on your turn, or spend a full action to command
all of your Horrors. If a Horror is not given commands,
it moves towards the nearest enemy and makes a basic
attack.
Student of Dissection
You have dissected more bodies than some of the
most trained physicians, and can easily recognize
death and signs of sickness; Beginning at lvl 1, you
gain proficiency in Medicine if you do not already have
it, and can use intelligence in place of wisdom when
making medicine checks. If you are already proficient in
medicine, you may double your proficiency bonus when
making medicine checks
Corpse Collector
Surrounding themselves with an army of undead
Siege machine
Where other necroficers are limited by the size and
abominations, the Corpse Collector uses overwhelming shape of the bodies they harvest, your grizzly creations
numbers and powerful beasts to crush their foes under are not so restricted. By unceremoniously grafting
an unrelenting torrent of death. To these lords of the together the bodies of lesser creatures, you are able to
undead, every fresh corpse adds another soldier to their build massive undead the likes of which are fearsome to
legion. behold. Beginning at 11th level, when crafting a Horror,
you may create an undead of any size category or type
Undead Swarms by stitching together medium sized corpses. A large
While an individual undead may be easily overcome, a creature requires 2 corpses, a huge creature requires 5
swarm of undead minions is a force to be reckoned with. corpses, and a gargantuan creature requires 25 corpses,
Beginning at 3rd level when you choose this Perversion, and a colossal creature requires 100 corpses. You may
you gain the ability to create swarms of lesser undead. also create 2 small undead or 4 tiny undead from a
single medium corpse.
A swarm consists of 2 or more identical Horrors, acting
together. Creatures in a swarm move and take actions Unending Horde
as a single unit, sharing attack and damage rolls as At 17th level, the necrotic energy that you use to
well as saving throws. All members of a swarm take the animate your horrors has become so potent that even
same actions at the same time, although they may target corpses untouched by your hands quickly become a part
different creatures. A Swarm is commanded as if it were of your undead horde. When a creature is killed by one
a single creature, and the total CR of the swarm cannot of your horrors, and you have fewer than your maximum
exceed the maximum CR you are able to control. number of horrors under your command, you may
choose to immediately raise the corpse as a skeleton or
Swarm Attacks zombie under your control. .
Creatures in a swarm always attack as a unitt, while
they may target different creatures, they roll attack and
damage rolls as one. Undead General
At 20th level, You create a single undead with a CR
Targeting a Swarm equal 8 + your intelligence modifier or lower (including
Swarms are made up of many creatures in close defilements) to act as your undead general. Your
proximity, and share hit points as if they were a single general does not count towards the maximum number
creature. When one creature in a swarm is reduced to 0 of Horrors you may control, and cannot break free of
hit points, any remaining damage is dealt to the closest your command unless it’s level increases beyond your
remaining member of the swarm. own. Your Undead General rolls initiative and acts
separately from you, but serves you loyally and obeys
your commands. It may command your horrors in the
same way that you do, however it cannot command a
horror you have already commanded during the same
round. At your dm’s digression, your general may retain
memories, personality, or abilities from it’s former life.
Live Dissection
Self-Mutilation So practiced are you in the act of dissection, that you
Unlike your more cowardly peers, you are not afraid to can perform such mutilations even on moving and
suffer the grisly defilements of your work if it means unwilling targets. Beginning at level 17, when you score
gaining power or perfection. Beginning at 3rd level a critical hit on an attack roll, you may us your reaction
when you choose this perversion, you can gain the to make a medicine check and apply one of the following
ability to apply the same defilements to your own body effects the target of your attack
that you can apply to your Horrors.
• You slice into one of the targets vital organs, dealing
Living flesh, however, does not take as well to the additional damage to the target equal to the result of
necrotic energies used to sew power into the undead; your check.
you may only apply a number of defilements to yourself • You sever a vital artery, causing your target to bleed
equal to your constitution modifier, and can only apply out. At the end of each of it’s turns, the creature must
the same modifier once. make a constitution saving throw using your check as
the DC or take an additional 1d10 damage. This effect
Applying a defilement to your own body is taxing and lasts for 1 minute, or until the target succeeds on it’s
requires a full 24 hours to complete the process. You saving throw.
may remove or change the defilements applied to your
own body in the same way. If by some unforeseen
mechanism you find yourself with more defilements Self-Made Monster
upon your body than your constitution would allow, you At 20th level, your grotesque experiments have turned
gain one level of exhaustion a day for each additional you into an undead Horror all your own. You count as
defilement. undead for the sake of spells and effects that specifically
target undead; however you have advantage on saving
throws against these effects. You no longer age and are
Intelligent design immune to poison and disease. You treat exhaustion as
Beginning at 3rd level, you have taken the nature of your if it were one level less, and do not need to eat or breath,
body into your own hands, augmenting it with surgical although you can ingest food or drink if you wish.
precision. You gain additional hit points per necroficer
level equal to your intelligence modifier, and your In addition, Your Undead body no longer rejects
Armor Class equals 10 + your Dexterity modifier + your defilement. You are no longer limited in the number of
intelligence modifier while not wearing armor. defilements you may apply to your own body.
Defilements Acidic Blood (+3)
A concoction of noxious and highly reactive chemicals
Defilements are unique alterations you can make to
your undead Horrors to alter their statistics or give them causes your creation’s very blood to become a
special abilities. Beginning at 2nd level, you Know 3 dangerous acid. Whenever this creature takes damage
defilements. You learn additional defilements as shown from a physical source, all creatures within 5 ft must
on the Necroficer table. succeed on a dexterity save, or take 1d4 acid damage.
Bioluminescence (+1)
Bioluminescent bacteria or fungi implanted within your
creature cause it to glow in response to certain stimuli.
A portion of this horror’s body produces an eerie
glowing light. You choose the color and intensity of this
light and may activate it or deactivate it by commanding
the horror. At maximum, the horror sheds bright light in
a 20-foot radius and dim light for an additional 20 feet.
Burrowing (+1/2)
Sharp digging claws or bug-like mandibles allow your
creation to dig rapidly beneath the earth. This Horror
gains a burrow speed equal to half it’s base speed.
Caustic Spit (+2) Creeping Claw (+1/4)
Repurposing the digestive system allows your horror to By animating the hands or claws of your creature
launch a volatile acid from its mouth. Your Horror gains separately, you are able to give it’s appendages an
the following ranged attack un-life of their own. This horror’s hands or hand-like
appendages can be detached to act on their own. While
Spit: (Range: 10/20) Dex vs AC, 1d8 + these limbs are detached, the creature suffers a -2 to
dexterity modifier acid damage, and if the target is dexterity, and cannot perform tasks that would require
wearing metal armor, it takes a -1 penalty to AC until the the use of hands. The detached appendages function as
armor is repaired. Crawling Claws, as listed in the Monster Manual.
Lifelike (+1)
Careful stitching and allows you to craft a creature
that might even pass for living. Your Horror appears
to the untrained eye to be an average specimen of it’s
closest living counterpart. Determining that this Horror
is undead requires a perception or insight check vs 10
+ your intelligence modifier + your proficiency bonus.
Applying this defilement multiple times increases the
DC by 5 for each additional application.
Also to my Patrons and Players for helping to me Undead Hoard - Adrian Smith
balance and playtest (still an ongoing process) https://www.artstation.com/adrian-smith
Charizard- RJ Palmer
https://www.rj-palmer.com/realistic-pokemon/