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Zombi

Bokor are spellcasters who have chosen to associate themselves with Zombi, the fiendish deity of serpents and the undead. These evil cultists give up advancement in their former callings in exchange for the ability to gain complete mastery over true zombies.

Expanded Spell List

Zombi lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st false life, ray of sickness
2nd Barkskin (serpent scales), blindness/deafness
3rd bestow curse, feign death
4th death ward, phantasmal killer
5th cloudkill, contagion

Eyes of Zombi

At 1st level, you gain the ability to sense the presence of the undead. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Create Zombi

At 6th level, your blow powder onto a corpse to animate it. If a humanoid that is Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the okokiyat zombie stat block (see Chapter 5: Monsters). It remains animate for 1 hour, after which time it collapses and dies. In combat, the okokiyat’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Fangs of Zombi

At 10th level, your mouth transforms into fangs. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes 1d6 poison damage. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. You are also immune to poison damage and the poisoned condition.

Command Zombi

Starting at 14th level, you can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.