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[5e] The Necrobacker and the Lightbacker

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    [5e] The Necrobacker and the Lightbacker

    ((For those of you who have had the feeling that this fantasy needs more football: introducing the Necrobacker and the Lightbacker.))

    The Lightbacker A Cleric Archetype

    With heads held high these brave clerics have devoted their lives to honor, valor, and good sportsmanship. They control the flow of combat by being true masters of strategy and position within a battle. This noble knight is blessed with a deadly aim and the ability to bolster their party with a rallying team-spirit.

    Lightbacker Domain Spells:
    • 1st: Longstrider, Guiding Bolt
    • 3rd: Blur, End zone of Truth (Zone of Truth)
    • 5th: Beacon of Hope, Aura of Electrolytes (Aura of Vitality)
    • 7th: Freedom of Movement, Divination
    • 9th: Greater Restoration, Wall of Stone

    Bonus Proficiencies:
    • At 1st level gain proficiency with ranged weaponry, heavy armor, and a skill of your choice out of: athletics or acrobatics.

    Blue – Fifty-two:
    • Your god guides your hand so that your aim is true. When you use the Attack action while wielding a ranged weapon, you can double your range for that weapon and add your proficiency bonus to the damage roll if it hits.
    • You can use this feature a number of times equal to your wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity: Huddle Up:
    • Starting at 2nd level, you can use your Channel Divinity to inspire your teammates for the road ahead. As an action, you say a few words of wisdom that embolden your allies. For the next minute, a number of people including yourself up to your wisdom modifier gain a +2 to their AC, gain a +2 to their Attack Bonus, OR gain a +10 their speed.
    • Once you have chosen which benefit is enabled it cannot be switched unless you use another Channel Divinity to make a different selection. Allies must start their turn within 30 feet of you to receive this bonus. If an ally moves into the 30-foot zone, then they will receive the bonus starting on their next turn (so long as the minute doesn’t run out by then).

    Blue – Fifty-two: Interception
    • Starting at 6th level when a ranged attack is made against you or passes within 10 feet of your square you may spend an instance of your Blue – Fifty-two to intercept the attack provided that both hands are free (roll with disadvantage if only one hand is free). Make a ranged attack roll against the roll that was used for the initial attack. If your roll equals or beats it, then you successfully intercept the weapon from landing.

    Divine Strike
    • At 8th level, your ranged attacks are filled with your devotion to sportsmanship and divine power. Once on each of your turns when you hit a creature with a ranged attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    • At 17th level, you gain an extra 10 feet to your movement speed. Additionally, so long as you have moved a minimum of 10 feet beforehand, you can attack by ramming through enemies dealing your Divine Strike damage to them on a successful melee attack.
    • Those attacked enemies must make a strength save against your attack in addition to taking damage. If they fail, then they are knocked prone and you may continue moving forward in a straight line up to your current speed.

    The Necrobacker A Warlock Archetype

    You have made a pact with a patron demigod of insurmountable strength and a desire for attention. This being desires not only to be the greatest but for everyone else to know it as well, living or dead.

    Necrobacker Expanded Spells
    • 1st: Expeditious Retreat, Ray of Sickness
    • 2nd: Enlarge/Reduce, Enhance Ability
    • 3rd: Bestow Curse, Animate Dead
    • 4th: Stoneskin, Necroback Sneak (Greater Invisibility)
    • 5th: Raise Dead, Dominate Person

    Necrobacker’s Draft
    • Starting at 1st level, when you kill a small, medium, or large non-undead creature you may animate their corpse as a bonus action as the last bits of life leave the body. The dying creature makes a Wisdom Saving Throw with disadvantage against your Spell DC, and if you win then you have successfully drafted them. The raised corpse has the same stats as when it was alive and follows your commands to the best of its ability and will otherwise do its best to preserve itself if no command is given.
    • The undead corpse returns to death after 1 minute or when it reaches 0 hit points, whichever comes first, at which point it drops to the ground wherever it was standing. It cannot be raised using Necrobacker's Draft again.
    • You can use Necrobacker’s Draft a number of times equal to your charisma modifier (minimum of once). Any expended uses are regained after a long rest.

    Unsportsmanlike Conduct
    • Starting at 6th level, when an enemy you can see makes an attack against you, you can use your reaction to deal 2d12 necrotic damage to them. They can make a Wisdom Saving Throw against your Spell Save DC. On a fail, they take full damage, they are knocked prone, and the attack fails. On a successful save, they take half damage, are not knocked prone, and still make the attack as per normal.
    • You must take a short or long rest before using this ability again.

    Showboat of the Century
    • At 10th level, your vice and vanity has reached legendary levels. Whenever you make a Charisma based skill or ability roll you may add 1d6 to the total. Additionally you may take advantage on a Charisma based skill or ability roll once per long rest.

    Home-Field Advantage
    • At 14th level you can fill your being with an unmoving, unyielding necrotic energy. As an action, you cloak yourself in a veil of inky dark energy that bursts around you in a 6o foot radius for the next minute. Enemies who fail a Wisdom Saving throw against your spell save DC treat their movement within this radius as if they were in difficult terrain.
    • Additionally, if a creature successfully attacks you while they are within the radius, their attack deals half damage and they take damage equal to how much you have taken from their attack.
    • You must finish a short or long rest to use this ability again.



      I personally love the Lightbacker, but I think that the Necrobacker could use some work. Any thoughts?