The Mortician Rogue

by Dezmar

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The Mortician

Roguish Archetype

An unnerving profession, but a much needed one. The Mortician Rogue takes queues from the ordinary specialty of the Mortician and applies it to their own equally unsavory profession.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: Toll the Dead and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Mortician Spellcasting table shows how many spell slots you have to cast your wizard 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. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

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 transmutation spells on the wizard spell list. The Spells Known column of the Mortician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an necromancy or transmutation 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 and transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 a wizard 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























Ominous Ring

Starting at 3rd level, when you
cast Toll the Dead, if the target is within 5 feet of
you and fails its Wisdom Saving Throw, you may add
Sneak Attack Damage to it.

Autopsy

At 3rd level when you make a medicine check relating to the anatomy, injury or cause of Death of a creature, omitting constructs, you may use your Intelligence ability modifier in place of Wisdom. You can spend 10 minutes with a corpse and perform an autopsy. After 10 minutes you grant the following benefits and gain the following:

  • You determine the cause and approximate time of death.
  • the corpse is restored to a respectable state, resembling it in life.
  • the corpse is warded against necromancy magic, it cannot be turned into an Undead by other creatures.
Living Disection

At 9th Level you gain an alternative method of utilizing your Sneak Attack Die. When you make an attack at advantage, you can choose to roll a number of Sneak Attack die equal to half of your proficiency bonus rounded down. On a hit the target must succeed a Constitution Saving Throw against your Spell Save DC or has their Dexterity or Strength score reduced by that equal to the total rolled on the Sneak Attack dice(to a minimum of 1) until the start of your next turn.

Second Chime

At 13th Level after dealing damage with Toll the Dead at 5ft, you may choose another target 5 feet from that first target to take half of the total damage dealt to the first.




































Final Eulogy

At 17th Level as a reaction, if a creature’s HP goes down to Zero within 5 feet of you, you can temporarily resurrect them under your complete control. The creature retains all its Strength, Dexterity, and Constitution scores, while its Intelligence, Wisdom, and Charisma become 2. It retains its armor and weapons as well as any ability with them. Its HP is 1. It takes its’ turn immediately after yours. After it finishes it turn it immediately drops to Zero Hit Points and can not be resurrected with this feature again.

 

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