Remove these ads. Join the Worldbuilders Guild

Adrienne Dotterweich

5 Level (0/14000 XP for level-up) Haunted One Background Varient Half Elf (Mark of Storm) Race / Species / Heritage Lawful Neutral Alignment
Reaper (Necromancer)
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
10
+0
DEX
16
+3
CON
15
+2
INT
13
+1
WIS
13
+1
CHA
19
+4
33
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+7 Deception CHA
+4 History INT
+1 Insight WIS
+4 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+4 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dual Daggers +6 DEX 2d4+3 Pierci
Chain Sickle +6 DEX 1d8+3 Slashing
 finesse, reach, special, two-handed
Attacks
Monster Hunter Pack:
Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

(P) Thieves Tools:
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elven, Undercommon, Celestial, Draconic

Languages & Proficiencies
I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.

Personality Traits
I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)

Ideals
There’s evil in me, I can feel it. It must never be set free.

Bonds
I talk to spirits that no one else can see.

Flaws
Life Tap
Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.

Soul Harvest
Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures whose CR is greater than 1, you regain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Spontaneous Unburial
Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies Choose two from among Arcana, Investigation, Religion, or Survival
Tool Proficiencies N/A
Languages Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment A monster hunter’s pack (see the sidebar), a set of common clothes, and one trinket of special significance (choose one or roll on the Gothic Trinkets table after this background).
Lifestyle N/A

Features

Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Traits

d8 1d8 Personality Trait
1I don’t run from evil. Evil runs from me.
2I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
3I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4I live for the thrill of the hunt.
5I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
6I expect danger around every corner.
7I refuse to become a victim, and I will not allow others to be victimized.
8I put no trust in divine beings.

Ideal

d6 1d6 Ideal
1I try to help those in need, no matter what the personal cost. (Good)
2I’ll stop the spirits that haunt me or die trying. (Any)
3I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
4I have a dark calling that puts me above the law. (Chaotic)
5I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
6I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)

Bond

d6 1d6 Bond
1I keep my thoughts and discoveries in a journal. My journal is my legacy.
2I would sacrifice my life and my soul to protect the innocent.
3My torment drove away the person I love. I strive to win back the love I’ve lost.
4A terrible guilt consumes me. I hope that I can find redemption through my actions.
5There’s evil in me, I can feel it. It must never be set free.
6I have a child to protect. I must make the world a safer place for him (or her).

Flaw

d6 1d6 Flaw
1I have certain rituals that I must follow every day. I can never break them.
2I assume the worst in people.
3I feel no compassion for the dead. They’re the lucky ones.
4I have an addiction.
5I am a purveyor of doom and gloom who lives in a world without hope.
6I talk to spirits that no one else can see.

Prodigy (Elf Ancestry, Orc Ancestry, Human Ancestry)

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

 

Necromancer

While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.   Creating a Necromancer   A necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds, and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poisons, and affecting opponents with fear, fatigue, exhaustion, pain, life drain, or even gaining mindless supporters through the use of enchantment magic to charm and dominate.   A necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.   Quick Build You can make a necromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the charlatan background.
hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (or 4) + Constitution modifier per Necromancer level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a chain sickle or (b) two daggers
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
A spellbook
spellcasting:
You draw on the negative energy in the world to fuel your spells. Cantrips At 1st level, you know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.   Spell Slots The Necromancer table shows how many spell slots you have to cast your 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 false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.   Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the wizard spell list.   The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Ritual Casting You can cast a necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag.   Spellcasting Focus You can use an arcane focus as a spellcasting focus for your necromancer spells.
class features:
Life Tap Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.   Necromancer Occult At 2nd level, you choose an occult which specializes you in your dealings with death: Keeper, Reaper, Undertaker, and Witch Doctor each of which is detailed at the end of the class description. Your occult grants you features when you choose it at 2nd level and additional features at 6th, 10th, and 14th level.   Soul Harvest Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures whose CR is greater than 1, you regain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.   Ability Score Increase 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.   Spontaneous Unburial Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.   Animate Major Undead Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.   At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.   At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.   Ritualistic Unburial At level 14th level, the repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual.   Macabre Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.   Séance Starting at 20th level, your presence commands respect from undead. As a bonus action, the necromancer can target an undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again.
subclass options:
Keeper An eager doctor's assistant stays late after a failed surgery to stitch the cadaver closed, and prepare it for transport to the undertaker. But while he has the remains here to himself, he sees no harm in a little research. This case was an odd one, and he'd like to know more about it. As he conducts his experiments, he murmurs to the body, "Let's see where it all went wrong, and where we can do better next time."   Necromancers of this Occult study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.   Life on Demand Beginning at 2nd level, you can accelerate the body's natural healing when it is needed the most. As an action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier (minimum of 1) to regain hit points. After you use this feature, you must finish a short or long rest.   At 6th level, a creature can also add it's Constitution modifier to hit points recovered this way. At level 10, you may use this feature twice between rests.   Expanded Intellect Beginning at 6th level, your studies of death and undeath have opened up new possibilities for you. You gain the spare the dying cantrip. You also add the following spells to your list spells to learn from: cure wounds, lesser restoration, beacon of hope, feign death, revivify, death ward, greater restoration, resurrection, and mass heal.   At 14th level, you may choose three spells for which you can cast from any class's spell list to add to your necromancer spell list.   Aura of Wellbeing Beginning at 10th level, you emanate an aura that rejuvenates and prolongs the life of others around you. If an allied creature begins its turn within 10 feet of you, it gains hit points equal to your proficiency bonus if its hit points are below half its hit point maximum.   Refusal Beginning at 14th level, you can decide to ignore death if it's too inconvenient. If a creature within 5 feet of you that you can touch (including you) drops to 0 hit points, you may use your reaction to cause that creature to drop 1 hit point instead. You must finish a short or long rest before you can use this feature again.   Reaper The village is quiet during the strangers walk down the roads. No birds are chirping, no children heard playing, no wind blowing. He bends over to grab a flower but it withers before even touched. Death consumes this man. Death consumed the village.   The Occult of Reapers plays with negative energy in ways others run from. A reaper won't always show his intentions to others until he is ready for them to play with his undead or feel necrosis from his spells. Even though he can control undead himself, he'd rather cull the other ones in his path. Undead are weak against this man. True power comes from harnessing negative energy for oneself, not making puppets.   Death's Knowledge Beginning at 2nd level, some ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: inflict wounds, raise dead, resurrection, revivify, speak with dead, and true resurrection.   At 14th level, you may choose three spells for which you can cast from any class's spell list to add to your necromancer spell list.   Improved Soul Harvest Starting at 6th level, you've gained the knowledge to channel the souls you harvest into your spells. You may store a number of souls equal to your necromancer level from killing creatures with soul harvest for later use. You can consume souls to regain up to a 3rd level spell slot, which costs 2 souls for every spell level. For instance, a 3rd level spell would consume 6 souls. In addition, when you deal damage to a creature with a spell, you may consume any number of souls in your possession to deal additional necrotic damage equal to the number of souls you consume.   Necrosis Spellcasting Starting at 10th level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features. This effect does not effect allies unless you choose.   Grim Beginning at 14th level, stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death. An aura surrounds you and saps the life of anything within 5 feet of you. If a creature ends its turn within range it must succeed on a Constitution saving throw or lose hit points equal to the number of souls you have stored. You gain hit points equal to half the hit points the creature lost, rounded up.   Undertaker In a cemetery, a woman provides a service for a family grieving their lost one. She had spent the evening before prepping the corpse and making everything presentable for the wake. Her services were appreciated and she accepted her thanks, but her real joy would happen after everyone left. She looks at her next corpse, the shopkeep of the funeral home, "Why let the dead rot?"   An undertaker is from the Occult that specializes in raising the dead. Whether it be passing through town and filling in for a businessman or collecting minions from a graveyard, the years of preparing corpses has taught the undertaker how to make her undead a force unequal to others. Her minions are tougher and fight longer. She always has a skeleton or zombie at her side to carry out tasks and can quickly raise an army when others want to surround her. An undertaker has no fear of death since death itself fights for her.   Unholy Resistance Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this feature extends to any undead under your control.   Improved Animation Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Undead you raise have additional hit points and bonuses to their attack rolls equal to your proficiency bonus. In addition, whenever you cast a spell, use a feature, or use an item to raise undead, you may raise one additional undead of the type you have chosen with the spell, feature, or item. This additional undead does not occur with the Necromancer's Animate Major Undead feature.   Undead Resolve Beginning at 10th level, your bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their Armor Class.   Lord of the Undead Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.   Witch Doctor A man walks through a misty and dark swamp. His face is filled with dirt, blood, and tears. The man is scared, strange sounds move all around him as he stumbles through the swamp with water reaching to his waist. In the distance, he sees a light. He knows he is getting closer, but will it be on time? He looks down to his arms, his clothes covered in blood. In his arms, he holds the body of his wife, bleeding and barely alive. Desperate times ask for desperate measures, the gods didn't listen to his prayers and sorrow, so he sees no other choice.   As he gets closer, a dim light in the mist is enough for the man to see the silhouette of a small wooden hut. The light is a lantern, the only light in the swamp, dangling before a wooden door. The man collapses on his knees in front of the door, heart broken and exhausted as he lowers his wife to use one hand to knock on the wooden door.   The door opens with a squeaking sound as a figure with wild hair and a face painted like a skull opens the door, the witch doctor. He smiles as he sees the man in front of his door. The man beg for the life of his wife with his face full of tears. The doctor only smiles and answers "then you know what you must do" as she gives man a small razor sharp dagger. The man doubts but looks down at his wife as he kisses her a final farewell on her forehead. The man cuts his own throat, blood slides down the mans chest as he breathes his last breath. The doctor smiles and starts to softly hum as he rubs his arms pleased. The mans death will not be in vein.   The woman opens her eyes in shock as life runs back through her veins only to see the face of her dead husband, sobbing in his arms as the doctor softly closes his door. The contract has been sealed.   Spirit Well's Beginning at 2nd level, you've discovered the negative energies within the dead and found a way to put them into good use. As an action, you can turn a corpse you touch into a well of your choice known to you. Afterwards, the corpse will radiate negative energy in a 10 feet radius sphere for 1 minute. All creatures within the area of effect will be affected. When a well has been activated, the corpse can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the following well's:   Well of Blood Prerequisite: 11th level   Every friendly creature that ends its turn within the well gains health at the end of their turn equal to your Charisma modifier (minimum one).   Well of Blindness Creatures of your choice within the range of the well are blinded as long as they stay inside of it.   Well of Darkness The darkness spell emanates from the corpse for the duration.   Well of Ruin Creatures of your choice within the range of the well get a decreased Armor Class, losing 2 AC as long as they stay inside the well's range.   Well of Protection Friendly creatures within the range of the well get a increased Armor Class, gaining 2 AC as long as they stay inside the well's range.   Well of Suffering Prerequisite: 5th level   Creatures of your choice within range of the well take damage at the end of their turn equal to your Charisma modifier (minimum one).   Well of Silence Prerequisite: 5th level   Sound is muted within range of the well, with no sound being allowed to enter or exit the well. Spells with vocal components can not be cast while within range of this well.   Well of Profane The first time a creature within range of this well takes damage, they take an extra 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   Well of Misfortune Prerequisite: 11th level   Creatures of your choice within range of the well have disadvantage on saving throws from magic.   Well of Fortitude Prerequisite: 11th level   Friendly creatures within range of the well have advantage on saving throws from magic.   You learn how to create additional wells as you level up in this class, increasing at 5th level (4), 11th level (6), and 17th level (8). A level prerequisite for a well refers to your level in this class. You may use this feature a number of times equal to your Charisma modifier (minimum one) and you regain all uses of this feature at the end of a long rest.   Bloodbag Army At 6th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action, you kill an undead under your control, absorbing their life essence and soul and transferring that energy to another. As long as the undead and a ally are within 30 feet of you, your ally regains hit points equal to the amount of hit points the undead had, and your ally has advantage on their next saving throw, attack roll, or skill check until the end of your ally's next turn.   Life Leech At 10th level, you blur the barrier between draining the dead and draining the living. As a bonus action, you may emit a life leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All other creatures that start their turn in this aura must make a Constitution saving throw against your necromancer spell save DC. On a failed save, the creature takes 1d4 necrotic damage and you regain hit points equal to the damage taken. Once you use this feature, you can not use it again until you finish a short or long rest.   Walking Wells By 10th level, you have also learned how to turn even animated undead into wells. You can turn undead under your control into walking well's, with the undead stay alive as they radiate energy. A undead turned into a well this way can't be turned into a well again.   Necrotic Pulse At 14th level, whenever you damage a creature with a spell, as a bonus action, you can deal 1d6 + half of your necromancer level additional necrotic damage to the target. You may use this feature 3 times and you regain all uses of this feature after you finish a short or long rest.
LevelBonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Life Tap22200000000
2nd+2Necromancer Occult23300000000
3rd+2Soul Harvest24420000000

Statblocks for your familiars, mounts etc.

BR147

Owl

Tiny beast, unaligned
Armor Class: 11
Hit Points: 2
Speed: 5 ft , fly: 60 ft

STR

3 -4

DEX

13 +1

CON

7 -2

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3 , Stealth +3   Flyby - The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight - The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Senses: Darkvision 120ft,Passive Perception 13
Languages: --
Challenge Rating: 0

Actions

Talons - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Statblocks for race/species of the character.

PHB, Mordenkainen's Tome of Foes, Eberron: Rising from the Last War

Half-Elf

"Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves." -PHB
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
age: Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
alignment: Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
Size: Medium
speed: 30ft
Languages: You can read, speak, and write Common, Elven, and one language of your choice.
race features:

Standard Half-Elf:

Source: PHB, Mordenkainen's Tome of Foes   Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Half-Elf Versatility. Choose one of the following traits:
  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
  • Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.

Variant Half-Elf: Mark of Detection

Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Detection, these features replace the Ability Score Increase and the Half-Elf Versatility traits.   Ability Score Increase. Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.   Deductive Intuition. Whenever you make a Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check.   Magical Detection. You can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 3rd level, you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require material components for them.   Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your Spellcasting class.   Mark of Detection Spell List.
Spell Level Spell Name
1st Detect Magic, Detect Poison & Disease
2nd Detect Thoughts, Find Traps
3rd Clairvoyance, Nondetection
4th Arcane Eye, Divination
5th Legend Lore

Variant Half-Elf: Mark of Storm

Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Storm, these features replace the Ability Score Increase and the Half-Elf Versatility traits.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Windwright's Intuition. Whenever you make a Dexterity (Acrobatics) check or any Ability Check involving Navigator's Tools, you can roll a d4 and add the number rolled to the total ability check.   Storm's Boon. You have resistance to Lightning damage.   Headwinds. You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Charisma is your Spellcasting Ability for this spell.   Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your Spellcasting class.   Mark of the Storm Spell List.
Spell Level Spell Name
1st Feather Fall, Fog Cloud
2nd Gust of Wind, Levitate
3rd Sleet Storm, Wind Wall
4th Conjure Minor Elementals, Control Water
5th Conjure Elemental

Forgotten Realms:

Half-elves (also called Cha'Tel'Quessir in elven) were humanoids born through the union of an elf and a human. Whether a half-elf was raised by their human parent or their elven parent, they often felt isolated and alone. Because they took around twenty years to reach adulthood, they matured quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place. Most half-elves were descended from moon elves. Pairings of elves and other races also existed, though they were rare. Half-elves gained an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lacked the grace or wisdom of their elven parents, though they did have some of the versatility of their human ancestors. Half-elves had a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, worked well with others and could lend some of their own skill to friends or allies. Like their elven parents, half-elves were typically immune to the effects of the enchantment school of magic. Likewise, half-elves also inherited the ability to see keenly in low-light conditions, with little or no ill effect, and had enhanced senses of sight and hearing compared to their human brethren  

Eberron:

Half-elf are one of the common races. They descend from elves and humans but have since become a new unique race, distinct from both their elven and human ancestors. Half-elves refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region. The half-elves heirs of House Lyrandar bear the Mark of Storm. Lyran and Selavash were the first of the half-elves to develop the dragonmark of Lyrandar 2000 years ago, during the time of Karrn the Conqueror. The two half-elves told others of their race to embrace their culture, calling them Khoravar, or "Children of Khorvaire", referring to their origin on the continent. House Lyrandar is a powerful house and their development of elemental airship technology with the aid of the Zilargo gnomes and House Cannith has only enhanced their prestige. The half-elves of House Medani bear the Mark of Detection, giving them various powers of divination. The dragonmark was discovered by House Cannith during the War of the Mark, 1500 years ago. The Medani half-elves had been secretly using them for some time, but were convinced to join the other Houses.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Gust

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Available for: Druid, Sorcerer, Wizard

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level (3d8), and 17th level 4d8 .
Available for: Sorcerer, Warlock, Wizard

SRD

Toll the Dead

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. 
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Unearthed Arcana 7 - Modern Magic

On/Off

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

SRD

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: VSM
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Drow High Magic (Feat)

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

Level 2 Spells

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: self (60 foot line)
Components: VSM
Materials: A legume seed, or focus
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Aganazzar's Scorcher

2-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A red flying drake's scale, or focus
Duration: instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
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.
Available for: Sorcerer, Wizard

Gift of Gab

2-level Enchantment

Casting Time: 1 Reaction
Range/Area: Self
Components: V, S, M, R **
Duration: Instantaneous
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favourite hog from when you were growing up on the family farm? We’ve all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened — by ensuring that no one knows it happened. When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
Available for: BARD,WIZARD

Level 3 Spells

SRD

Animate Dead

3-level Necromancy

Casting Time: 1 minute
Range/Area: 10 feet
Components: VSM
Materials: A drop of blood, a piece of flesh, and a pinch of bone dust, or focus
Duration: instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (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 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 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Available for: Cleric, Wizard

SRD

Bestow Curse

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the durati⁠on is 8 hours. If you use a spell slot of 7th level or higher, the dura⁠tion is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a durat⁠ion that doesn’t require concentrati⁠on.
Available for: Bard, Cleric, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

indiecrowarts.

Statblock Type

Character Sheet (latest)

Link/Embed