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# Barbarian ### Path of the Undying Man too angry to die, channels necrotic energy to force their body to continue fighting beyond their physical limit. #### Undead Fortitude Starting at 3rd level, your anger is so great as to ignore the pull of death. While raging, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. #### Draining Strike At 6th level, when you hit a creature with a melee weapon attack, deal an additional 1d6 necrotic damage. Gain temporary hit points equal to the necrotic damage dealt. #### Restless Spirit Beginning at 10th level, you've grown accustomed to shaking off death, even from within its tight grasp. When you succeed on a death saving throw, regain 1 hit point. #### Requiem in Berserk When you reach 14th level, when you start your turn with 1 hit point while raging, you become berserk until your rage ends. While berserk, you must use your reckless attack feature, your movement speed is doubled, and you gain an additional action on each of your turns. You must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random.
Viking Warrior by Alexander Kharibyn on Artstation \pagebreak # Ranger ### Reaper: Conclave Nature demands the cycle of life and death. Certain hunters are able to attune themselves to this cycle. With each creature hunted, they gain further understanding of the soul, and how to manipulate it. ##### Reaper Spells | Ranger Level | Spells | |:---:|:-----------:| | 3rd | Cause fear | | 5th | Phantom Steed | | 9th | Speak with Dead | | 13th | Phantasmal Killer | | 17th | Raise Dead | #### Phantom Strike Starting at 3rd level, you've learned to swiftly fade into mist to appear at your prey's back. When you use the Attack action, you can teleport up to 30 feet before each attack to an unoccupied space you can see within 5 feet of the attack target. #### Cling to Life At 7th level, as a reaction to another creature within 30 feet of you being reduced to 0 hit points you can imbue them an unyielding spirit. The creature drops to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. #### Rip from Death Beginning at 11th level, reshape the spirits of your prey into obedient servants. When you violently kill a humanoid, you can cause its spirit to rise from its corpse as a specter. The specter is under the your control. You can have a maximum number of specters equal to your proficiency bonus, and you can't create one while at your maximum. As a bonus action on each of your turns, you can mentally command any specters raised with this feature if the specter is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). #### Harvest Festival When you reach 15th level, vanish in a haze as you unleash an onslaught of attacks. As an action, make a melee weapon Attack against each creature of your choice within 30 feet of you. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets. You cannot use this feature again until you finish a long rest. \columnbreak
Masque of the Red Death by Mike Franchina on Artstation \pagebreakNum ### Soul Powered Magic Items Merciless necromancers created these malicious pieces of equipment to entrap the souls of the departed as they leave their body. Many of powerful and intelligent undead will wield these #### Anima Trap *Wondrous item, uncommon (requires attunement)* This gem has 1 charge. While holding it, you can use an action, you can spend 1 charge to regain 1 hit die. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this gem, it regains 1 charge. #### Arcane Conversion Stone *Wondrous item, very rare* This stone has 3 charges. While holding it, you can use an action, you can spend 1 or more charges to regain a spell slot of spell level equal to the number of charges spent. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this stone, it regains 1 charge. #### Draining Pendant *Wondrous item, very rare (requires attunement)* This pendant has 5 charges. While wearing it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this pendant, it regains 1 charge. #### Ghost Veil *Wondrous item, very rare* This veil has 2 charges. While wearing this cloak, you can spend a bonus action to magically become invisible until the start of your next turn, you make an attacks, or you casts a spell. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this veil, it regains 1 charge. #### Grudge Bow *Longbow or shortbow, rare (requires attunement)* This bow has 1 charges. While wielding it, when you hit a creature with an attack, you can spend 1 charge to mark them. Attacks made against a marked creature with this bow are made with advantage. As a reaction when a creature you can see dies within 30 feet of you or the marked creature dies within 120 feet of you, you can draw their soul into this bow, it regains 1 charge. #### Phantom Cloak *Wondrous item, rare* This cloak has 2 charges. While wearing this cloak, you can use a bonus action to spend 1 charge and teleport up to 30 feet to an unoccupied space you can see, and you have advantage on the next attack roll you make before the end of your turn. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this cloak, it regains 1 charge. \columnbreak #### Prison Mirror *Wondrous item, legendary (requires attunement)* As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this mirror. While their soul is trapped in this magic item, their face is visible in the mirror and can speak freely. While attuned to this item, you can use an action to free the soul from the mirror. #### Spiteful Weapon *Weapon (any), rare (requires attunement)* This weapon has 3 charges. While wielding it, when you hit a creature with an attack, you can spend 1 or more charges to deal an additional 1d8 necrotic damage for each charge spent. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this weapon, it regains 1 charge. #### Terror Helm *Wondrous item, very rare (requires attunement)* This helm has 2 charges. While wearing it, you can use an action to expend 1 or more of its charges to cast the fear spell from it (save DC 17). As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this helm, it regains 1 charge. #### Undying Armor *Armor (any), legendary (requires attunement)* This armor has 1 charge. While wearing it, when you are reduced to 0 hit points but not killed outright, you can spend 1 charge to drop to 1 hit point instead. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this armor, it regains 1 charge. #### Unnerving Shield *Shield, rare* This shield has 3 charges. While holding it, you can use a reaction to expend 1 of its charges to cast the shield spell from it. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this shield, it regains 1 charge. #### Wight Coffin *Wondrous item, legendary* This coffin has 5 charges. While there is a corpse inside of this coffin, you can spend 1 charge to animate the corpse as a zombie over the course of 1 minute. The zombie imprints on the first person is sees after being animated, and will obey any order given by them. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this coffin, it regains 1 charge. #### Wraith Robe *Wondrous item, Legendary (requires attunement)* This robe has 3 charges. While wearing it, you can use an action to spend one or more charges to create a specter within 10 feet of you. The specter takes its turns after yours and obeys any verbal command that you issue to it (no action required by you). After 1 hour, the specter fades away into the afterlife. As a reaction when a creature you can see dies within 30 feet of you, you can draw their soul into this robe, it regains 1 charge. \pagebreak ### Tools of the Reaper #### Book of the Dead *Legendary* A book with endless pages. As an action, you can write up to 18 letters in the book. While a creature's true name is in the book, it gains a vulnerability to necrotic damage. #### Cloak of Shadows *Legendary* While you are wearing this, you are invisible while in dim light or darkness. While invisible this way, you can move through other creatures and objects as if they were difficult terrain. You takes 1d10 force damage if you end your turn inside an object. As a bonus action, you can extinguish all magical and non-magical light sources within 60 feet of you. You cannot use this feature again until dusk. #### Death's Eye *Rare* Replace your eye with this eye to attune to it. While attuned, if a creature starts its turn within 30 feet of you, and the two of you can see each other, you can force the creature to make a DC 14 Charisma saving throw if you aren't Incapacitated. On a failed save, you learn the true name of the creature. #### Life-Sand Hourglass *Very Rare* A magical hourglass adorned in bones. As an action, you can target a creature within 60 feet of you. It must make a DC 16 Charisma Saving Throw. On a failure, the hourglass fills with the sands of their life. At the end of your turn, deal 2d4 necrotic damage to the target. Reduce the target's hit point maximum by the necrotic damage dealt. After 1 minute, the sand runs out and the effect ends. You cannot target another creature with this effect until the sand has run out or the target dies. #### Scales of Justice *Legendary* Hold up the scales towards a creature and judge their soul. This scales have 6 charges. As an action you can expend 1 charge, target a creature within 60 feet of you. The target must make a DC 18 Charisma saving throw. On a failure the target takes 4d6 necrotic damage, and another target within 60 feet of you regains hit points equal to the necrotic damage dealt. The scales regains 1d6+1 charges at dawn. #### Spectral Scythe *Scythe, 1d8 slashing damage, 5 lb, finesse, rare* A scythe of black metal and grey wood with an eerie aura emanating from it. When you make an attack with this weapon, you hit and deal an additional 1d8 necrotic damage. \pagebreakNum ## Grasping Hands 1st Level Necromancy ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Target:** A point you choose within range - **Components:** V, S, M (severed finger) - **Class:** Cleric, Warlock, Wizard - **Duration:** Concentration, up to 10 minutes ___ The ground in a 20-foot radius centered on a point within range bursts forth with the desperate hands of the damned. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw or be grappled. A creature grappled this way can spend an action to repeat the saving throw, ending the effect on a success. ## Parting Gift 1st Level Necromancy ___ - **Casting Time:** 1 reaction, which you take when a creature within range dies - **Range:** 60 - **Target:** A creature you can see within range - **Components:** S, V - **Class:** Cleric, Warlock, Wizard - **Duration:** Instantaneous ___ Transfer the life force lingering from the dead to another creature within range. The target regains 2d8 hit points. ## Spectral Lance 2nd Level Necromancy ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Target:** A creature you can see within range - **Components:** V, S - **Class:** Sorcerer, Warlock Wizard - **Duration:** Instantaneous ___ Hurl a bolt of ghostly spite toward a target within range. Make a ranged spell Attack against the target. On a hit, the target takes 6d6 necrotic damage and their hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. ***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. \columnbreak ## Dawn Slash 3rd Level evocation ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Target:** Self (15-foot cone) - **Components:** V, S - **Class:** Paladin, Ranger, Warlock - **Duration:** Instantaneous ___ A blade of light cuts through the air in front of your. All creatures within a 15 foot cone must make a Dexterity saving throw. A target takes 3d10 radiant damage on a failed save and is blinded until the start of your next turn, or half as much damage on a successful one and is not blinded. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ## Dusk Slash 3rd Level Illusion ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Target:** Self (15-foot cone) - **Components:** V, S - **Class:** Paladin, Ranger, Warlock - **Duration:** Instantaneous ___ A blade of shadow cuts through the air in front of your. All creatures within a 15 foot cone must make a Dexterity saving throw. A target takes 3d10 necrotic damage on a failed save and is frightened until the start of your next turn, or half as much damage on a successful one and is not frightened. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ## Hollow Lance 4th Level Necromancy ___ - **Casting Time:** 1 action - **Range:** Self (90-foot line) - **Target:** Self (90-foot line) - **Components:** V, S - **Class:** Paladin, Ranger, Warlock - **Duration:** Instantaneous ___ A streak negative energy in a line 90 feet long and 5 feet wide howls forth from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target has half their maximum hit points rounded up or less, they instead take 4d12 necrotic damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, The damage increases by one die for each slot level above 4th. \pagebreakNum ## Animate Greater Undead 5th Level Necromancy ___ - **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, M (a puddle of blood, a chunk of flesh, and a dash of bone dust) - **Class:** Cleric, Wizard - **Duration:** Instantaneous ___ Choose two piles of bones or two corpses of Medium creatures, or one pile of bones or corpse of a Large creature within range. Your spell combines the targets into a greater mass and raises it as an undead. The target becomes a skeleton minotaur if you chose bones or a zombie ogre if you chose corpses (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you animate or reassert control over one additional undead creature for each slot level above 5th. Each of the creatures must come from different corpses or piles of bones. ## Horizon Slash 5th Level Evocation ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Target:** Self (30-foot cone) - **Components:** V, S - **Class:** Paladin, Ranger, Warlock - **Duration:** Instantaneous ___ A blade of force cuts through the air in front of your. All creatures within a 30 foot cone must make a Dexterity saving throw. A target takes 5d10 force damage on a failed save or half as much damage on a successful one. \columnbreak ## Funeral March 7th level Necromancy ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Class:** Warlock, Wizard - **Duration:** Concentration, up to 1 hour ___ Tear apart the lingering spirits from up to six Small or Medium corpses you can see within range that have been dead for no longer than 1 minute. A specter immediately rises from each corpse. Each specter gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they vanish to the afterlife. ***At Higher Levels.*** When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. ## Black Sun 8th Level Necromancy ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Target:** One point within range - **Components:** V, S, M (a dead lion's heart) - **Class:** Sorcerer, Wizard - **Duration:** Instantaneous ___ A pitch black shadow strides from you hand to a point you choose within range then expands with a burst black flames. Each creature in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 necrotic damage and 10d6 fire damage on a failed save, or half as much damage on a successful one. If a target is reduced to 30 hit points or fewer, it dies. \pagebreakNum ## Black Death - **Casting Time:** 1 action - **Range:** 60 feet - **Target:** One creature within range - **Components:** V, S, M (a human skull) - **Class:** Cleric, Sorcerer, Warlock - **Duration:** Concentration, up to 1 minute ___ Curse a creature you can see within range, marking them for death. A reaper cloaked in smoky robes appears and hovers above the target until the spell ends. The cursed creature cannot regain hit points until the spell ends. At the start of the cursed creature's turn, the reaper swings its scythe, dealing 6d10 necrotic damage to the creature. This damage cannot be prevented in any way. If the target drops to 0 Hit Points before this spell ends, you can use an Action on a subsequent turn of yours to curse a new creature within 60 feet of you. A remove curse spell causes the spell to end.