Priest - Vocation of Death
Hit Points
Hit Dice: d6 per Priest - Vocation of Death level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
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Overview & Creation
Vocation of Death
Priests that follow this vocation are the most feared members of divinity. Death comes for all, eventually, and these Priests believe that death is only the beginning. While there are those that find necromantic arts to be unnaturatal or evil, they simply use what they can to accomplish their goals. To these Priests, to not recycle life and the bodies left behind is a waste of resources. Priests that study death are often heavily judged by the world, and it takes a strong will to study such things while maintaining what makes you alive.
Class Features
Vocation Features
Grave Resistance
At 1
st level, you have an understanding of the resilience of life. When damage would bring you to 0 health, you may make a Constitution saving throw (DC 5 + the damage taken). On a successful save, you instead drop to 1 hit point. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Channel Divinity: Charm Undead
Starting at 2nd level, you can use your Channel Divinity to beguile undead into serving you.
As an action, you present your holy symbol and speak a lilting whisper. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed for 1 hour.
While charmed, the creatures regard you as their master or creator, and are allied towards you and your companions. They will follow your commands to the best of their ability. If a charmed creature takes any damage, they may repeat the saving throw, ending the effect on a success.
Undead with an intelligence of 6 or higher have advantage on the saving throw to resist the effect, and if an undead has legendary resistances, they are immune to this feature. If an undead is immune to effects that would charm it, the creature instead also has advantage on the saving throw.
Power Word: Death
Speaking this word as an action, you choose an unconscious creature within 60 feet of you that you can see. You choose whether that creature automatically succeeds on two death saving throws (if they were making death saving throws), or if the creature must make a Constitution saving throw. On a failed save, the creature fails one death saving throw, and must begin making death saving throws if it wasn't already.
If a creature dies from this ability, you gain temporary hit points equal to your Priest level. If a creature stabilizes from this ability, they revive with 1 hit point, and have advantage on attack rolls, ability checks, and saving throws until the end of their next turn.
Necromantic Affinity
At 3
rd level, you can converse with the dead as well as you can the living. You have advantage on Perception and Religion checks made to find or learn about undead creatures. You may also choose to gain advantage on one Charisma-based check when speaking to an undead. Once you use this ability, you must finish a short or long rest before using it again.
Empowered Dead
At 6
th level, your undead servants gain extra power and fortitude. When you raise an undead creature, it gains additional hit points equal to half your Priest level, rounded up, and deals additional damage with its attacks equal to your proficiency bonus.
Necrotic Soul
At 10
th level, you have infused death into your very soul. You are resistance to Necrotic damage. Additionally, whenever you are hit by a spell, ability, or attack that deals Necrotic damage to you, you may use your reaction to instead heal for the amount of Necrotic damage dealt. Once you use this ability, you must complete a short or long rest before using it again.
Command Undead
At 14
th level, your mastery over death allows you to override another necromancer's commands. As an action on your turn, you choose one undead creature that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Spell Save DC, becoming charmed by you for 10 minutes on a failed save. On a successful save, you cannot use this ability on that creature again for the next 24 hours. While charmed by you, the creature considers you its master, and will obey all of your commands to the best of its ability.
Intelligence undead are much harder to control in this manner. If the creature has an Intelligence of 8 or higher, it has advantage on the saving throw. If the creature has an Intelligence of 12 or higher, it can repeat the saving throw after each minute it is being controlled, or whenever it takes damage.
Death Itself
At 18
th level, you have near total command over death. When a creature is brought to zero health by you, an undead creature you control, or an ally, you may choose to have that creature make a single death saving throw. If the creature fails, it instantly dies. You also know the relative health of all creatures around you in relation to their maximum health, and may force a creature that has less than 20% of its maximum health make a Constitution saving throw. On a failed save, the creature dies. Once you use this ability once, you must finish a long rest before using it again.
Spell Level | Vocation Spells |
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Cantrips | Chill Touch, Toll the Dead |
1st | False Life, Inflict Wounds |
2nd | Gentle Repose, Ray of Enfeeblement |
3rd | Animate Dead, Speak with Dead |
4th | Death Ward, Shadow of Moil |
5th | Antilife Shell, Enervation |
6th | Create Undead |
7th | Finger of Death |
8th | Abi-Daizin's Horrid Writing |
9th | Power Word: Kill |