Unholy Knight

by Cafetaobom

Search GM Binder Visit User Profile
Unholy Knight

Contents

CONTENTS

ON THE COVER

Thanatos, the first of the unholy knights,

finally awakens from his slumber, bringing

with him his legendary sword: Armageddon.

Credits

Created by /u/cafetaobom

Current Version 1.1

Cover Image Death Knight by Nerkin

Other Artists In Order of Appearance 518 nouveau frame 06 by Tigers-stock; Dark Warrior by Fleurdelyse; Blue Black Ghost by jbensch; Midnight in the Graveyard by JamesHillGallery; Death Knight by TristanBerndtArt, and Mysthea: The Devourer by Travis-Anderson. All images were obtained from DeviantArt.

Made with GM Binder

The Unholy Knight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special Thanks to: everyone from r/UnearthedArcana, especially those who gave reviews of the 1.0 version of this class, who have really helped balancing this class (and making it fell more unique)! I also wanted to thank /u/Leuku for his/hers "Guide to Balancing (and Judging the Balance of) Homebrew Classes", which also helped balancing the class, and /u/QalarValar for his/hers "Watercoloring in GM Binder" guide, which was essential for the imagery!

Unholy Knight

A human, clad in heavy, black metal armor, illuminated by the moon, opens a big smile on his face and laughs frenetically as the village before him crumbles in chaos. Houses are burning and people are running at the streets, terrified by the human, who has already killed dozens of them.

The light provenient from a few torches illuminates a tall elf with long, silver hair. She raises her hand, whispers a few words, and suddenly, three long-dead bodies start moving, reanimated as skeletons.

A dwarf, bathed in blood, cleaves another orc with his axe, and as he sees the last orc running from him, he creates a spear with his right hand, made with the blood from the other orcs he defeated. With a grim smile, he throws the spear, which hits the head of the target, finally ending the battle.

All three of them are unholy knights, warriors who combine their mastery with weapons and the use of forbidden magic, a foul, evil type of arcane magic. They go against all that is holy and pure, and use their magic to bring fear and destruction to common people.

Forbidden Magic

Since the early days of arcane magic, evil creatures have created especially evil types of spells, trying to break the laws of death, bring chaos to the world and terrify other creatures. Of course, there were those who fought against these creatures, preventing spells such as these to spread across the multiverse. However, some of these spells escaped from destruction, and received the name of forbidden magic. Nowadays, exceptionally powerful evil creatures still create forbidden magic spells, and even if this type of magic is prohibited on many places in the multiverse, some other creatures still manage to put their hands on it.

Unholy knights are those who combine forbidden magic with weapon fighting techniques. By searching and studying forbidden magic, they are able to use this type of magic via their unholy symbols, which are trinkets, such as rings or necklaces, infused with forbidden magic, making them fearful enemies. They are also able to use other types of arcane magic that aren't usually prohibited, since these can be useful for them to better study forbidden magic, but these are not their focus.

Enemy of the Sacred

It's logical that those who use forbidden magic tend to be hunted by good creatures, and so is the case with unholy knights. It is common to see clerics and paladins, especially those who serve good-aligned deities, hunting unholy knights, and unholy knights usually kill paladins and clerics at first glance. This is a war that will only end when at least one of the sides is extinguished, that is, when either good or evil no longer exists.

This explains why unholy knights receive such a name, and why they are so hated by common people. Taverns close their doors when one of them comes close, people run to their houses when they see one of them, and even the worst assassins treat them worse than anything else.

The Unholy Knight
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Death Affinity, Drain Soul — — — — —
2nd +2 Fighting Style, Spellcasting 2 — — — —
3rd +2 Friend of the Dead, Unholy Knight Order 3 ─ ─ — —
4th +2 Ability Score Improvement 3 ─ ─ — —
5th +3 Extra Attack 4 2 ─ — —
6th +3 Unholy Knight Order feature 4 2 ─ — —
7th +3 Unholy Body 4 3 ─ — —
8th +3 Ability Score Improvement, Death Affinity improvement 4 3 ─ — —
9th +4 ─ 4 3 2 — —
10th +4 Hardened Soul 4 3 2 — —
11th +4 Infused Weapon 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 ─ 4 3 3 1 —
14th +5 Death Resistance 4 3 3 1 —
15th +5 Unholy Knight Order feature, Unholy Body improvement 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 ─ 4 3 3 3 1
18th +6 Frightening Presence, Death Affinity improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Unholy Knight Order feature 4 3 3 3 2

But this also means that they can easily become allies of other evil creatures, such as demons worshipers and fiends. This is why it is relatively common to see unholy knights working for liches, demons, devils, and even for chromatic dragons.

Creating an Unholy Knight

When creating an unholy knight, there's one essential question you first need to answer: Why did you become a unholy knight?. Was it because you wanted to bring chaos and destruction to the world or because you were simply searching for power? Was it because someone important to you died and you needed a way to revive him/her or were you forced by someone to become one?

Also, there are some other questions you should answer: How did you obtain the skill to use forbidden magic, and what is your unholy symbol? Are you part of an order of unholy knights or did you become one by yourself? Why did you become an adventurer?

Quick Build

You can make an unholy knight quickly by following these

suggestions. First, Strength should be your highest ability score, followed by Intelligence or Constitution. Second, choose the sage background.

Evil, Neutral or Good?

The vast majority of unholy knights are evil, and want to use their powers only to bring destruction and laugh at other people's suffering. And it's not so rare to see neutral-aligned unholy knights, usually choosing this path to obtain more power. However, it is almost impossible to see good-aligned unholy knights, since good creatures would avoid using this kind of power. But good creatures can be tricked by evil creatures and learn forbidden magic without knowing it is forbidden, or old unholy knights might want to redeem themselves.

Class Features

As an unholy knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per unholy knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per unholy knight level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Chain mail and an unholy symbol

Death Affinity

You know how to quicken the death of those who are already ready to die and how to take advantage of that. When fighting with a creature that is below half its hit point maximum, your melee weapon attacks deal extra 1d4 necrotic damage. The extra damage becomes a 1d6 at 8th level and becomes a 1d8 at 18th level. Furthermore, if the creature is below a quarter of its hit point maximum, you also gain advantage on your first melee attack roll against it.

Drain soul

You have learned how to drain essence from the soul of those you kill. Whenever you kill an enemy that isn't a construct or undead, you can use your bonus action to gain temporary hit points equal to twice your unholy knight level + your Intelligence modifier. If you do so, the soul isn't destroyed unless you want to. If you use this feature, you can only use it again after completing a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have learned how to cast spells using your knowledge about forbidden magic.

Preparing and casting spells

The unholy knight table shows how many spell slots you have to cast your spells. To cast one of your unholy knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of unholy knight spells that are available for you to cast, choosing from the unholy knight spell list. When you do so, choose a number of unholy knight spells equal to your Intelligence modifier + half your unholy knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level unholy knight, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell arms of hadar, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of unholy knight spells requires time spent studying and memorizing the spells: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your unholy knight spell, since their power derives from your studies about death and forbidden magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an unholy knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting focus

You can use your unholy symbol (a trinket, such as a ring or a necklace, infused with forbidden magic) as a spellcasting focus for your unholy knight spells.

Friend of the Dead

Starting at 3rd level, undead creatures will not attack you unless they are commanded to do so or unless you provoke them (by attacking them, for example).

Unholy Knight Order

When you reach 3rd level, you must adhere to one unholy knight order, specializing in one of the uses of forbidden magic. You must choose the Soul Order, the Crimson Order, or the Cursed Order, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 15th, and 20th level, including unique spells for each order.

Order Spells

Each order has a list of associated spells. You gain access to these spells at the levels specified in the order description. Once you gain access to an order spell, you always have it prepared. Order spells don’t count against the number of spells you can prepare each day. If you gain an order spell that doesn’t appear on the unholy knight spell list, the spell is nonetheless an unholy knight spell for you.

Ability Score Improvement

When you reach 4th level, and again at 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 an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unholy Body

By 7th level, you begin to use forbidden magic to fortify yourself. You gain proficiency in Constitution saving throws.

At 15th level, you no longer need food or water and you stop aging, but you can be aged magically.

Hardened Soul

Starting at 10th level, you gain advantage on saving throws against being frightened or charmed.

Infused weapon

Upon reaching 11th level, you infuse your attacks with forbidden magic. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 necrotic damage.

Death Resistance

Starting at 14th level, you have become resilient to the nature of death. When you fall unconscious, you automatically succeed on the first death saving throw.

Frightening Presence

Beginning at 18th level, you can frighten your enemies with your menacing presence. When a creature enters a space within 10 feet of you, you can force it to make a Wisdom saving throw against you spell save DC or be frightened of you. It can repeat the saving throw at the end of each of its next turns, ending the effect on a success. Once it succeeds, it is immune to your frightening presence until the next dawn.

Unholy Knight Orders

Turning into an unholy knight requires a cold heart and the ability to threat evil and horror as something common. When a character reaches 3rd level, he or she must specialize in one use of forbidden magic by adhering to one order that corresponds with the use of forbidden magic the character wants to specialize in.

Soul Order

Some unholy knights choose to enhance their control of souls and of the nature of death, adhering to the Soul Order. These knights can disturb the souls of their enemies while in battle, and are able to further improve their death affinity. To them, life only exists for a short amount of time, and death is something natural and certain to all living creatures.

Soul Order spells

Unholy knight level Spells
3rd armor of agathys, bane
5th see soul, find steed
9th speak with dead, spirit guardians
13th soul flame, mordenkainen's faithful hound
17th hold monster, soul bomb

Death Advance

At 3rd level, you can extend your control of death to your allies. As a bonus action, you can choose a number of creatures within 30 feet of you up to your Intelligence modifier (minimum of one) to deal 1d4 extra necrotic damage when they hit with an attack until the start of your next turn. Once you do so, you can't do it again until you finish a short or long rest.

Disturb Soul

Beginning at 6th level, you learn how to momentaneously disturb the soul of your enemies to weaken them for a breath second. You can use your reaction to make an ally within the 30 feet of you gain advantage on an attack roll against a creature. Both the creature and the ally must be within your line of sight in order for you to use this ability. You can only use this ability a number of times equal to your Intelligence

modifier (minimum of 1), recharging at the end of a short or long rest.

Improved Unholy Body

Starting at 15th level, you gain resistance to necrotic damage.

Deathbringer

When you reach 20th level, you can incorporate the form of a grim reaper as an action. For one minute, you gain the following benefits:

  • You gain a flying speed of 60 feet.
  • You gain the benefits from Death Affinity even if the creature you are attacking is above half its hit point maximum (this also includes the benefits you gain when the creature is below a quarter of its hit points).

Once you use this ability, you can't use it again until you finish a long rest.

Crimson Order

The Crimson Order is the most brute of all three Orders. Unholy knights from this Order use the blood they spill to regenerate themselves, and are able to use bones to increase their own protection and to damage their enemies. For them, blood is more than a part of one's body, it is also what gives life to living creatures, and harnessing it means harnessing the very essence of vitality.

Crimson Order Spells

Unholy knight level Spells
3rd bone shield, protection from evil and good
5th blood spear, bone spike
9th hemorrhage, vampiric touch
13th death ward, freedom of movement
17th antilife shell, hallow

Bone Protection

Starting at 3rd level, you coat parts of yourself with bones. Your unarmed attacks deal 1d4 + your Strength modifier bludgeoning damage. Additionally, when you take damage, you can use your reaction to immediately deal piercing damage equal to your Constitution modifier to the attacker.

Drain Life

When you reach 6th level, you gain the ability to absorb the blood you spill from your enemies, healing yourself. Once on your turn, when you hit a creature with a melee weapon attack, you may regain hit points equal to 1d10 + your Constitution modifier. You can use this ability only once, recharging with a short or long rest.

Unnatural Resistance

Beginning at 15th level, your skill in using blood turns you resistant to poison damage and immune to diseases.

Supreme Regeneration

At 20th, you can use your mastery in blood to regenerate yourself while in battle. As an action, you can turn immune to

all damage types and to all conditions until the start of your next turn. If you do so, until that time, your speed is reduced to zero, you can't take any action gained from effects such as action surge or haste, you can't take any bonus action or reaction, you automatically succeed on all saving throws except for Strength and Dexterity saving throws, and you can't concentrate on spells. However, at the start of your next turn, you regain 50 hit points and deal 5d6 necrotic damage to all creatures within 10 feet of you, as an explosion of profane energy is created from you. Once you use this ability, it can't be used again until you finish a long rest.

Cursed Order

The Cursed Order is the most feared of all the unholy knights Orders. It focuses on the use of powerful spells, mostly curses and diseases, spreading chaos on the battlefield and terrorizing villages and small cities. The unholy knights that adhere to this order rely more on the use of their spells in comparison to those who adhere to other Orders, though they don't put away their skills with weapons.

Cursed Order Spells

Unholy knight level Spells
3rd hex, ray of sickness
5th infest ground, ray of enfeeblement
9th bestow curse, dispel magic
13th blight, deadman's disease
17th contagion, insect plague

Forbidden magic Control

You have learned a way to better control the spells you cast, so that they don't affect your allies. Starting at 3rd level, whenever you cast an unholy knight area of effect spell, you can choose you and up to a number of allies equal to your Intelligence modifier (minimum of 1) to not be affected by it.

Profane Casting

Upon reaching 6th level, you can use the magic that affects your enemies to weaken them. If you hit a spell attack on a creature or if a creature fails a saving throw against one of your unholy knight spells, your first melee weapon attack against it until the end of your next turn deals an extra necrotic damage equal to your Intelligence modifier (minimum of 1).

Spell Resistance

Starting at 15th level, your greater understanding of magic makes it easier for you to avoid being affected by it. You have advantage on saving throws against spells.

Cursed Warrior

At 20th level, as an action, you can curse yourself with forbidden magic, increasing your ability to cast spells temporarily for one minute. During that time, any unholy knight spell that requires an action to be cast can be cast as a bonus action instead. However, when the one minute ends, you are unable to move for the next turn, as your body recovers from the stress caused by the curse.

Once you use this ability, you can't use it again until you finish a long rest.

Unholy Knight Spell List

1st Level
  • Arms of Hadar
  • Bone Bullet
  • Bone Shield
  • Cause Fear
  • Cold Smite
  • Command
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • False Life
  • Hellish Rebuke
  • Inflict Wounds
  • Jump
  • Protection from Evil and Good
  • Searing Smite
  • Shield
  • Thunderwave
  • Thunderous Smite
  • Witch Bolt
  • Wrathful Smite
2nd Level
  • Arcane Lock
  • Blindness/Deafness
  • Blood Spear
  • Bone Spike
  • Crown of Madness
  • Darkness
  • Darkvision
  • Enlarge
  • Find Steed
  • Inflict Pain
  • Magic Weapon
  • Phantasmal Force
  • See Soul
3rd Level
  • Animate Dead
  • Bestow Curse
  • Bone Weapon
  • Blood Shot
  • Counterspell
  • Create Monstrosity
  • Dispel Magic
  • Fear
  • Feign Death
  • Elemental Weapon
  • Hemorrhage
  • Hunger of Hadar
  • Life Transference
  • Magic Circle
  • Remove Curse
  • Revivify
  • Speak with Dead
  • Summon Lesser Demon
4th Level
  • Arcane Eye
  • Blight
  • Confusion
  • Deadman's Disease
  • Death Ward
  • Dimension Door
  • Evard's Black Tentacles
  • Infest Ground
  • Locate Creature
  • Phantasmal Killer
  • Soul Flame
  • Shadow of Moil
  • Summon Greater Demon
  • Staggering Smite
5th Level
  • Antilife Shell
  • Banishing Smite
  • Bloodlust
  • Contagion
  • Create Monstrosity
  • Danse Macabre
  • Dispel Evil and Good
  • Enervation
  • Geas
  • Hallow
  • Infernal Calling
  • Modify Memory
  • Negative Flood Energy
  • Raise Dead
  • Soul Bomb
  • Teleportation Circle

Multiclassing

Multiclassing Prerequisites: Strength 13, Intelligence 13. Multiclassing Proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

Forbidden Magic Spells

forbidden magic is the most dark, horrific part of arcane magic. It opposes divine magic, focusing on destruction and on necromancy-type spells instead of helping the others. Forbidden magic one of the reasons as to why unholy knights receive this name, and is mainly because of forbidden magic they are so hated and feared on the vast majority of places.

These spells were originally created to belong to the unholy knights, but they can be incremented to the cleric, sorcerer, warlock and wizard spell lists at your DMs discretion.

Spell Descriptions

The spells are presented by level, in alphabetical order.

1st Level Spells

Bone Bullet

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a small, sharp piece of bone from your finger, shooting it at your enemy. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 piercing damage, and it must make a Constitution saving throw or take an extra 1d6 necrotic damage, as blood spills from the wound.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st.

Bone Shield

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You summon 3 small bones, which start floating around you. Whenever you take non-psychic damage, one bone is destroyed to reduce by 3 the damage you take. If the damage is reduced to 0, the bone isn't destroyed. Only one bone can be destroyed at a time.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bones increases by 1 for each slot level above 1st.

Cold Smite


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, the attack deals an extra 2d6 cold damage to the target. Additionally, if the target is a creature, it must

succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.

2nd Level Spells

Blood Spear

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Instantaneous

You create a spear made out of blood and throw it at a creature. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 piercing damage, and the spear sticks on the target. The creature can remove the spear by using an action, or another creature can remove the spear also by using an action. If a creature moves more than 10 feet while the spear is stuck on it, it takes 1d4 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Bone Spike

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A 1-foot large, 7-foot tall spike made of bones appears from the ground at a point you can see within range. If a creature is at that point, it must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much on a successful one. Additionally, if the creature is Large or smaller and fails the saving throw, it becomes impaled, suffering form the restrained condition. The creature can be removed from the spike if another creature spends its action to do so, or it can get out of the spike using an action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Inflict Pain

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You reach into the mind of a creature, making it feel intense pain even if it is not hurt. Choose a creature within range that isn't a construct or a undead. It must make a Wisdom saving throw, taking 2d8 psychic damage on a failed save, or half as much on a successful one. On a failed save, the target also can't take reactions and can't move more than half its speed until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

See Soul

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You give yourself the ability to see the souls of any creature that has a soul. While this spell is active, creatures can't lie to you, as you are able to notice signs of deception within theirsouls. Additionally, you can see creatures even if they are covered in total darkness. This spell has no effect on undeads and constructs.

3rd Level Spells

Bone Weapon

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a bone)
  • Duration: Concentration, up to 1 hour

You create a weapon made out of bones. The weapon can be of any type, deals an extra 1d6 necrotic damage on a hit, and is considered magical. Once the spell ends, the weapon is destroyed.

Blood Shot

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Instantaneous

A small sphere of blood is created at the palm of your hand, and then it is thrown at extremely high speed against a creature you can see within range. The target must make a Dexterity saving throw, taking 6d8 piercing damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Hemorrhage

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and attempt to draw the blood out of its veins. The target must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is knocked prone due to rapid blood loss. On a successful save, a creature takes half damage and is not knocked prone.

4th Level Spells

Deadman's Disease

4th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Up to three days or until dispelled

You touch a creature, infecting it with a potent and lethal disease. The creature must make a Constitution saving throw or be diseased. While diseased, the creature is poisoned, and black bubbles start appearing at the skin of the creature. The creature can repeat the saving throw at the end of each day, ending the disease on a success. The creature has advantage if a medical kit is used to help it.

If the creature fails three times on the saving throw, it automatically dies, and if another creature touches its body before at least two days have passed since its death, that creature also must make a Constitution saving throw or also be diseased, potentially spreading the disease. The disease is considered magical.

Infest Ground

4th-level abjuration


  • Casting Time: 1 hour
  • Range: Self (100-foot radius)
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 100 years

By using forbidden magic, you start cursing a piece of land with a 60-foot radius, turning it impossible to live on until the curse is dispelled. While the curse is active, every plant within the area starts dying and every creature that is born within the area dies automatically. A creature takes 1d10 poison damage when it enters the area for the first time on a turn or starts its turn there.

Soul Flame

4th-level necromancy


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 10 minutes

You create a small, but strong flame from your soul, making it appear at the palm of your hand. You immediately take 1d8 necrotic damage when you cast this spell. The flame remains there for the duration and harms neither you nor your equipment. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 4d8 fire damage + 2d8 necrotic damage and is ignited for two rounds. While ignited, the target takes 1d8 fire damage at the start of its turns. The flame is considered magical and can't be put out, but disappears after 10 minutes have passed or after two rounds have passed if the flame was hurled at a creature.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the initial fire damage and the necrotic damage increases by 1d8 for each slot level above 4th.

5th Level Spells

Bloodlust

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 30 minutes

This spell only works on good and neutral-aligned humanoids. You touch a humanoid, turning it in a killing machine, hungry for blood. The humanoid must make a Wisdom saving throw. If it fails, until the spell ends, every time it sees a creature other than you and your allies, it does its best to try to kill that creature, focusing primarily on good and neutral-aligned humanoids. When the spell ends, the creature doesn't remember what it did while the spell was active.

Create Profane Monstrosity

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a ruby worth at least 150 gp, which is consumed by the spell)
  • Duration: 1 minute

You can cast this spell only at night. Choose up to five corpses of Medium or Small humanoids within range. The corpses are mold together, creating a profane monstrosity (The DM has game statistics for this creature.)

As a bonus action on each of your turns, you can mentally command the creature you animated with this spell if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over one creature you have animated with this spell, rather than animating a new one. You can have only one monstrosity under your control at a time.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over two monstrosities, and you can have up to two monstrosities under your control at a time. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over three monstrosities, and you can have up to three monstrosities under your control at a time.


Profane Monstrosity

Large monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 68 (7d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 17 (+3) 2 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution +5
  • Damage Immunities poison
  • Condition Immunities poisoned, frightened, charmed
  • Languages understands all your languages but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The profane monstrosity makes one attack with its fist and then makes another attack with its tentacles.

Fist. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage

Tentacles. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. The target must make a Strength saving throw (DC 14) or be grappled by the profane monstrosity. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The profane monstrosity can keep up to two targets grappled by using this ability.

Soul Bomb

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a 1-foot radius, blue-colored sphere made out from your soul, hurling it at a point within range, where it explodes. You immediately take 1d8 necrotic damage when you cast this spell. Each creature within 20 feet of that point must make a Dexterity Saving throw. A target takes 4d10 fire damage + 2d10 necrotic damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and the necrotic damage increases by 1d10 for each slot level above 5th.

Changelog

Version 1.1

Changed the class theme to make it feel more unique.

  • Profane magic is now forbidden magic.

Revised all spells:

  • Added Cold Smite.
  • Bloodlust: duration went from 8 hours to 30 minutes.
  • Blood Shot: damage went from 8d6 to 6d8.
  • Blood Spear: damage went from 4d6 to 2d8; the spear now sticks on the target, dealing damage if it moves more than 10 feet.
  • Bone Shield: damage reduction of each bone went from 5 to 3; now only one bone can be destroyed at a time.
  • Bone Spike: reduced damage by 1d6.
  • Bone Weapon: extra damage went from 2d4 to 1d6; casting it using higher level spell slots doesn't change the spell anymore.
  • Create Profane Monstrosity: moved from 3rd level to 5th level.
  • Deadman's Disease: no longer deals poison damage.
  • Hemorrhage: reduced damage by 2d8.
  • Infest Ground: moved from 2nd level to 4th level; lasts only 100 years and affects a smaller area (from 100-foot radius to 60-foot radius).
  • Inflict Pain: reduced damage by 1d8.
  • Soul Bomb: necrotic damage taken when casting the spell reduced by 1d8; fire and necrotic damage dealt by the spell reduced by 1d10.
  • Soul Flame: fire and necrotic damage dealt by the spell increased by 1d8; the spell now ignites the creature if hurled at it for two rounds.

Revised all class abilities:

  • Added Deception to the skill list and added Disguise Self to the class spell list.
  • Death Affinity: no longer gives chance to score critical hits with a roll of 19 when making a melee weapon attack; extra damage changed from 1d8/3d8/5d8 on one attack to 1d4/1d6/1d8 ona all attacks; gives advantage only on the first attack rather than on all attacks if the enemy is below 1/4 of its health.
  • Death Resistance: no longer gives resistance to necrotic damage and advantage on all death saving throws, but gives 1 automatic success on the first death saving throw.
  • Drain Soul: no longer recharges after a short rest.
  • Friend of the Dead: no longer gives advantage on Charisma checks made against undeads.
  • Infused Weapon was removed, and the old Improved Infused Weapon is the new Infused Weapon.
  • Soul Order: Death Advance now gives extra 1d4 necrotic damage rather than 1d8 necrotic damage, and requires a bonus action to be used. Disturb Soul now can't be used on every round, since it gained a limitation. Superior Drain Soul no longer exists, it was replaced by Improved Unholy Body.
  • Crimson Order: Bone Protection no longer gives +1 to AC, but gives a new reaction. Drain Life now has limited uses, Unnatural Resistance no longer gives immunity to the poisoned condition and Supreme Regeneration now recovers only 50 hit points and deals only 5d6 necrotic damage (before, it recovered 75 hit points and dealt 10d6 necrotic damage).
  • Cursed Order: Profane Casting no longer deals 1d10 + Intelligence modifier extra damage, and now deals extra damage equal to only the Intelligence modifier. Cursed Warrior no longer prevents the user from having its concentration broken as a result of taking damage.

Added the option to multiclass into an unholy knight and added the "Special Thanks to" session.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.