Meet the undertaker. It's my first time making a class and I know it's probably not super balanced but I hope you guys like it. Please give feedback and do keep in mind I am still learning as I'm not well versed in D&D balancing. I just wanted to get this out there and see what people thought. A lot of things need to be changed I'm sure so any feedback is welcomed, thank you. If anyone cannot tell what I used, it is homebrewery and they are AMAZING, be sure to check them out for homebrew needs. Also when giving feedback if you could give any tips on what to change or what to add let me know.
What does it do: A fear and death class focused on using death and the fear that comes with it to its advantage as both a caster and martial class.
What kind of power level you're going for: Something that can be used widely so I'd say similar to existing classes.
Will be constantly updated through feedback and player testing and eventually will hopefully become a full fledged book with items, spells, and a adventure but that's for a later period. So share any info that will be helpful in making this a worthwhile fun and balanced homebrew class.
If it is not obvious what I'm looking for, it's just feedback to see what should/needs to be changed and if it even seems like something people would want to roleplay with.
As a undertaker, you gain the following class features:
Hit Dice: 1d10 per undertaker level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per undertaker level after 1st
Armor: Light Armor, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Strength
Skills: Choose two from Survival, Arcana, Deception, History, Investigation, Intimidation, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword and a shield or (b) two sickles
- (a) a component pouch or (b) an arcane focus
- a book of the aspects of death
Sense The Dead
Beginning at 1st level you have a innate ability to sense the presence of any undead creature. As a bonus action you can sense any undead creature within 60 ft of you. You can use this ability any amount of time per day equal to your proficiency bonus. All uses of this feature are returned you take a long rest.
You gain access to 2 aspects of your choice at level 1 as long as you meet the requirements. You learn 2 to start and more when you gain certain undertaker levels as shown in the Aspects known column of the undertaker table.
You can have only one aspect active at a time, this increases to 2 at level 6 and 3 at level 13. Activating one costs 1 action. While an aspect is active, it requires concentration as if concentrating on a spell. If you have the ability to have more than one aspect active, you are still considered concentrating on them, but each one is a separate concentration check.
At the end of each of your turns in combat, if you have more than one aspect active, you must pass a DC Constitution Save equal to your spell save DC, or one aspect of your choice will deactivate.
You can only activate 2 aspects per long rest, this increases to 4 at level 18
If you activate a aspect and have more then you are allowed activated, choose one aspect to end immediately.
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more then once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
You gain a +2 bonus to attack rolls you make with ranged weapons.
At 3rd level you gain the ability to change your appearance to match an aspect's of your choice dreadful power, making those who gaze upon you fear the aspect you chose. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed (The save DC is the same as your spell save DC):
You gain temporary hit points equal to 1d6 + your undertaker level.
Once during each of your turns, when you hit a creature with a weapon attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You no longer have to make a concentration check on the aspect you chose when you transformed.
You can transform a number of times per day equal to your proficiency bonus and regain all uses after a long rest.
By the time you reach 3rd level, you have learned to use the knowledge of death to cast spells. See the undertaker spell list to know what spells you have access to.
The undertaker table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast these spells, you must expend a slot of the spells 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 spells of your choice from the undertaker spell list when you gain this feature.
The spells known column of the undertaker table shows when you learn more undertaker spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the undertaker spells you know and replace it with another spell from the undertaker spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your undertaker spells, since your magic draws from your attunement with the wisdom you gained from accepting death.
Spell save DC = 7 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ability score improvement
When you reach 4th level, and again in 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal you can't increase a ability score above 20 using this feature.
At 5th level your knowledge of aspects has grown immensely and you now embody 1 aspect of your choice that you know, gaining the following features:
You may use the aspect chosen from this feature without it counting against the number of aspects you can use before needing a long rest as many times as you want unless stated otherwise. This aspect no longer requires concentration.
You can activate this aspect as a bonus action even if it previously required an action to activate.
At 5th level due to your inclination towards death, when you gain this feat some aspect of you has been changed to reflect your study of death and the revelation that comes with it. (At player and DM discretion you may change one part of your appearance to reflect the aspect of death. Roll a 1d12 or choose from the list below. The appearance you get increases its cosmetic affect at levels 9, 14, and 18). In addition you may also roll on the table again whenever you gain a ASI or feat, if you get the same roll, it increases the cosmetic effect.
|Your skin becomes slightly more pale
|Your hands and arms become slightly more gangly
|Your build becomes slightly more thin
|Your skin becomes slightly more like wrinkled, lesioned skin
|Your lips become slightly more blackened and cracked
|You gain all previous mentioned cosmetic changes
At 6th level due to casting spells and learning there use for the purpose of killing you can learn 1 cantrip of your choice from the spells known to undertakers. You learn more at later levels, 1 more at 10th, and again at level 15.
Warrior of Magic and Metal
At 6th level when you gain this feature you can cast spells you know as a bonus action if casted at level 1 or if it is a cantrip. You do this by first landing a weapon attack against a creature. The cost on your body is known though, as casting spells this quickly can take a toll. When you cast a spell or a cantrip this way, you take 1d6 necrotic damage, the damage can't be prevented in any way, including resistance or immunity. You may use this feature a number of times equal to your proficiency bonus and they reset after a long rest.
Hatred of the dead
At 6th level due to you following the rules of the undertaker’s oath, you have more hatred of undead then most. Whenever you deal damage to a undead it has disadvantage on attack rolls until the end of its next turn.
At 8th level your transformation now gives you 1d12 + your Wisdom modifier in extra HP. You can now also force a target to make a Wisdom saving throw or be frightened off a spell attack landing as well as a weapon attack.
When you gain this feature at level 8 you can attack twice now instead of once when you take the Attack Action.
Death can have me when it earns me
Beginning at 9th level you can make your own luck as you’ve been surrounded by death and know what to do in dire and less than dire scenarios. You can use this knowledge to add a d12 to a saving throw or ability check. You can do so after the initial roll but before any of the roll’s effects apply.
Once you use this feature you can't use it again until you take a long rest.
Second improved aspect
At level 9 you may choose another improved aspect.
Starting at 13th level, those who would dare to fight death at its doorstep shall beg for forgiveness. Whenever a creature hits you with a weapon attack, that creature takes necrotic damage equal to your Wisdom modifier (minimum of 1) and you make an Intimidation check against the creature. Should the creature fail, they fall prone groveling at your mercy and are frightened. Creatures immune to charm effects are also immune to these effects. They can make a Wisdom saving throw (against your spell save DC) to end the condition at the end of each of their turns or when they take damage. These benefits are only granted assuming you’re not incapacitated or unconscious.
At 15th level your study of death has taken a profound total on you mind, body, and magic alike. You don’t need to eat, drink, or sleep. To gain the effects of a long rest you need to only be in a meditative state in which your eyes are closed and you are not unconscious and must do so for 6 hours.
In addition, once during each of your turns, when you hit a creature with a weapon attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your reaper transformation, you can roll one additional damage die when determining the necrotic damage the target takes.
Gaze of the dead
You have learned an immense amount of the aspects of death and now have a almost 6th sense towards it.
At 16th level when you gain this feature you can sense when death approaches you, whenever a creature hits you with an attack, as a reaction you can force that creature to roll again and use the new total. Additionally you can also use this feature to cast speak with the dead without using a spell slot.
You can use this feature a number of times equal to your Wisdom modifier and cannot do so again until you take a long rest.
Blessing or Curse
By level 17 you have become a conduit of aspects and can channel untapped power through them.
In addition to choosing another improved aspect, you can now cast spells higher than which you have spell slots through channelling these aspects into your very soul. To do so you must sacrifice 2 spell slots of which levels add up to the desired spell level, when you take this feat you can learn two spells of level 7 from the undertaker spell list.
In addition to this you must also roll a d20 and take hit points equal to the number rolled away from your HP maximum. You cannot prevent this in any way and you do not regain your hit point maximum for 1d4 days.
Additionally if you HP maximum is reduced to less than half of your original, then you must roll a d20 every day at dawn when your HP is less then half of your original maximum. On a 1 or 20 nothing happens, otherwise you gain a curse from the aspect curse table bellow. If not removed by the required spell and level, you will lose the curse in 1d6 days
|Remove curse cast level requirement
|-1 to all ability scores
|remove curse level 3
|-2 to all ability scores
|remove curse level 4
|Loss of all proficiency's
|remove curse level 5
|remove curse level 3
|remove curse level 4
|remove curse level 5
You learn additional higher leveled spells later in this class, at level 18 for another 7th level spell and a level 8 spell at 19, and finally second level 8 spell at 20.
Lord of Death
You have now become the master of death, anyone foolish enough to challenge you shall face the reaper himself.
At level 20 you gain the ability to harness some the extraordinary power as if the lord of dead themselves (or the reaper) and become attuned in mind and spirit with all aspects of the death. As an action, you can magically become an avatar of Death, gaining the following benefits for 3 minutes:
-You gain Immunity to Necrotic and Radiant damage.
-When you cast a spell from the school of necromancy, you may make a weapon attack as a bonus action that deals an extra 2d6 necrotic damage.
-You can activate all aspects you have learned/added for the duration of this feature with no check at the end of each turn as part of activating this ability.
When your Lord of the Dead feature ends you lose control over all aspects that are active including those before activating this feature.
Once you use this feature you cannot do so again until you take a long rest.
Third Improved Aspect
At level 20 you may choose another improved aspect.
Aspects of Death
While you have this aspect active you can cast the Enlarge/Reduce spell without using any spell slot and can do so once per long rest as a action (at 15th level this increases to twice). Additionally while under the effects of this spell through this aspect your unarmed attacks now deal 1d6 necrotic damage and you can make attacks with them as a bonus action (this damage increases by 1d6 at level 10 and an another additional 1d6 at level 16).
-Required level: 4
While this aspect is active any creature caught in your aura of death feature must pass a Wisdom saving throw. On a failed save the target takes damage equal to your Wisdom modifier if any creature comes within 10 ft of it. Additionally any creature the target gives a command to take 1d4 psychic damage if they start are within 15 ft of the target.
-Required level: 13
While this aspect is active any weapon attack damage you deal now causes the target to be frightened. Roll a d4 They are affected until the start of your next turn on a 1, on a 2 or 3 it lasts for 2 rounds and on a 4 it lasts 3 rounds. They can make a Wisdom saving throw to end this condition if they take damage from anyone but you and if a creature takes the Help action to aid them. A creature who succeeds a saving throw this way or receives the Help action cannot be affected by this ability for 24 hours. When you reach level 17 in this class you treat the roll as if you always got the highest number.
While this aspect is active as a reaction whenever you fall bellow 1 HP but are not killed outright a magical burst of energy falls over your body bringing you to 5 HP instead. Until a Remove Curse cast at 4th level is applied to you or you take 1d4 long rests you gain -1 to your Wisdom, Strength, Charisma and Dexterity as the effects of madness can have a profound take on one's fortitude.
While this aspect is active the weapon you hold becomes bathed in the essence of your hunger for destruction for 1 action. You must be proficient with the weapon and it must be used with only one hand. Once used on a weapon you cannot change the affected weapon until you take a long rest. On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10. You can also use this feature with any weapon type when you reach level 16.
-Required level: 4
While this aspect is active a creature you choose within 30 feet of you gains disadvantage on a saving throw of your choice for 1 minute. They can make a Constitution saving throw to end the effects early, but it must be made at the end of their turn and after all other saving throws at the end of their turn have been made. Once a creature is affected by this, they can't be affected again for the next 12 hours. A creature with immunity to the charmed condition is not affected by this spell.
-Required level: 4
Whenever you have this aspect activated, if you or any creature within 20 ft of you do not make a weapon or spell attack during their turn, they suffer mental damage from their lust of greed. If a creature other than you takes damage this way, it is dealt as 1d4 psychic damage, if you are dealt damage this way you take 1d6 necrotic damage instead. You cannot recover HP lost this way until you finish a long rest. The damage die and HP dies increase as you take more levels in this class. At level 10 the psychic damage increases to 1d6 and you lose 1d8 now, at level 15 the damage die for others becomes 1d8 and you lose 1d10 now, and at level 18 others take 3d12 and you take a loss of a 2d20.
-Required level: 9
Whilst you have this aspect activated, creatures who come within 5 feet of you willingly are immediately pushed back 5 feet as a reaction you take and are dealt 1d4 psychic damage. Additionally, any creature you deal at least 40 damage to in a singular turn must roll a d20. On a roll of anything lower than 10 nothing happens, if they roll higher than 10 they must make a Constitution check against your spell save DC + 2 at the start of each of their turns for 5 turns. If they do not make at least 2 of those saves they suffer as if the disintegrate spell was cast on them at 7th level. This affect can only be achieved once per long rest (twice at level 20).
-Required level: 16
While this aspect is active and a creature falls bellow 1 HP but isn’t killed within 30ft of you, you may sacrifice any amount of your own HP to heal them back to half as much as you sacrificed up to a max of 15 HP (30 at level 15). Once used you cannot do so again until you take a long rest. These Hit Points you sacrifice cannot be negated in any way and you do not regain these hit points until you take 2 long rests. You can go to negative hit points to achieve your desired healing on the target with this aspect but doing so will kill you instantly with no death saving throws and only a true resurrection or wish spell can bring you back.
-Required level: 13
While this aspect is active a creature of your choice within 10 ft of you has disadvantage on attack rolls for 1 minute. They can make a saving throw at the end of each of their turns to end this effect. A creature who succeeds a saving throw this way cannot be affected again for 24 hours.
While this aspect is active, your weapon damage causes the creature to falter. Any time you deal damage to a creature with this aspect active they must make an Intelligence saving throw. If they fail they must attack the creature closest to them that isn't you or an ally on their next turn.
While this aspect is active any creature within 30 ft of you that is frightened of you has their speed reduced to 5 ft and cannot make attacks of opportunity against you.
While this aspect is active any creature you deal damage to has their speed reduced to zero until the end of their next turn.
While this aspect is active you can cast Minor Illusion at will without expending a spell slot and at level 12 this now becomes Major Illusion.
You can cast Tasha's Hideous Laughter at will without expending a spell slot while this aspect is active and can cast it as a bonus action. If this is your only aspect activated you can cast this spell without needing to concentrate on it. Instead of laughing the target uncontrollably cries and/or weeps until the spell is ended.
While this aspect is active, you can summon a cloud of disease anywhere within 30 ft of you as a bonus action. If a target starts or ends their turn in the cloud, they take 1d6 poison damage unless they pass a Constitution saving throw equal to your spell save DC. This damage increases as you gain levels to 2d6 at 4th, 3d6 at 8th, 4d6 at 14th, and finally 6d6 at level 18.