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Ozax

8 Level (0/48000 XP for level-up) Background Half-Elf Race / Species / Heritage Neutral Evil Alignment
Wizard (School of Necromancy)
Level 8
Hit Dice: 8/8
1d6+2 Class 1

STR
8
-1
DEX
10
+0
CON
15
+2
INT
20
+5
WIS
16
+3
CHA
12
+1
50
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+0 Dexterity
+2 Constitution
+8 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+1 Deception CHA
+8 History INT
+6 Insight WIS
+1 Intimidation CHA
+8 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

The scholar's robes of your cloister
a writing kit (small pouch with a quill
a bottle of ink
folded parchment
a small penknife)
a borrowed book on the subject of your current study,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money


™ & © 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

Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (4) + Constitution Modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) an explorer's pack

  • A spellbook


spellcasting:
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

  The Wizard 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
class features:
The Wizard Spell Slots Per Level
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2 +2 Arcane Tradition 3 3 - - - - - - - -
3 +2 Cantrip Formulas (Optional) 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 - 4 4 3 2 - - - - - -
6 +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11 +4 - 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 +6 - 5 4 3 3 3 2 1 1 1 1
18 +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

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.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.
subclass options:
Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Bladesinger

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

1)You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
2)Your walking speed increases by 10 feet.
3)You have advantage on Dexterity (Acrobatics) checks.
4)You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Chronurgy

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

OverChannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Graviturgy

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

1)The creature's hit point maximum is increased by an amount equal to your wizard level.
2)The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. 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.
Order of Scribes

Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

1)The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
2)The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.3)You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Awakened Spellbook

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

1)You can use the book as a spellcasting focus for your wizard spells.
2)When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
3)When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Scriviner

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

Once you use this reaction, you can't do so again until you finish a long rest.
Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

1) Darkvision out to a range of 60 feet
2)An increase to speed of 10 feet while the creature is unencumbered
3)Proficiency in Constitution saving throws
3)Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

Necromancer

Quick Build: You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score as your spell casting and class feature highly dependent on Intelligence, followed by your Constitution or Dexterity.
hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 + Constitution modifier
armor proficiencies: Light Armor, Medium Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Intelligence and Wisdom
skills: Choose two from Arcana, History, Insight, Medicine, Perception, Persuasion and Religion
starting equipment:

  • (A) a Quarterstaff, or (B) any simple weapon

  • (A) a Light Crossbow with 20 bolts, or (B) any simple weapon

  • (A) Leather Armor, or (B) Scale Armor

  • (A) a Priest’s Pack, or (B) a Dungeoneer’s Pack

  •  A Necromantic Focus, a spellbook and two Daggers


spellcasting:
Level Cantrips Known 1st level slot 2 3 4 5 6 7 8 9
1 3 2
2 3 3
3 3 4 2
4 4 4 3
5 4 4 3 2
6 4 4 3 3
7 4 4 3 3 1
8 4 4 3 3 2
9 4 4 3 3 2 1
10 5 4 3 3 2 1
11 5 4 3 3 2 1 1
12 5 4 3 3 2 1 1
13 5 4 3 3 2 1 1
14 5 4 3 3 2 1 1
15 5 4 3 3 2 1 1 1
16 5 4 3 3 2 1 1 1 1
17 5 4 3 3 2 1 1 1 1
18 5 4 3 3 2 1 1 1 1
19 5 4 3 3 3 2 1 1 1 1
20 5 4 3 3 3 2 1 1 1 1
  Following Wizard available spells. Spells can only be added if it is written on the spell book. You can prepare spells after every long rest, will require at least 1 hour of preparation time. You can prepared as many spells = Intelligence Modifier + Necromancer Level. Prepared spell must be spells that is equal or lower than your available spell slot.
class features:

Charnel Marks

You have an internal reservoir of necromantic energy that you use to fuel various abilities. This energy is represented as Charnel Marks. Each ability that uses Charnel Marks describes effects that you can create when spending your Marks.   The number of Charnel Marks you have is based on your Necromancer Level, as shown on the Charnel Mark column on the Necromancer Table. The number shown for your level is our Mark maximum. Your Charnel Mark total returns to its maximum number after you finish a short or long rest. The number of Marks you posses cannot go below 0 or above your maximum.  

Mark Limit

Though your power is vast and your mastery over death is absolute, it takes proper training in order to fully tap into your well of dark energy. There is a set limit to how many Charnel Marks you can spend on an ability. This limit is based on your Necromancer Level in the Mark Maximum column on the Necromancer table. For example, a 4th Level Necromancer can spend no more than 3 Charnel Marks on an ability each time you use it; now matter how many Charnel Marks they have.  

Mark Ability

Intelligence is your ability score for your abilities that use your Charnel Marks. You use your intelligence modifier when setting the Saving Throw DC for an ability or when making an attack roll with one   Mark Save DC: 8 + your proficiency bonus + your Intelligence modifier   Mark Attack Modifier: your proficiency bonus + your Intelligence modifier  

Skeletal Minion

Starting when you choose the Necromancer Class at 1st level, you have learned to breathe life anew into a fallen enemy.   You may spend a Charnel Mark and target a dead humanoid, when you do so, the skeleton of the creature bursts from its meaty shell and rises to serve you, its new master as Skeletal Minion.    

Reaper’s Grip

When your reach level 2 in the Necromancer class, you have learned to siphon life from your foes to fuel yourself and your allies.   As an action, you may spend one Charnel mark and target one creature you can see within 60 feet. That creature must make a Constitution saving throw or take 1d4 + your Intelligence modifier in Necrotic damage. If the attack deals damage, you may then select a friendly creature within the ability’s range and restore hit points to them equal to the damage dealt. Undead creatures created by you that are healed are instead healed as if you dealt maximum damage against your original target.   You may spend additional Charnel Marks on this ability to increase its power. For each additional Mark channeled into the casting of this ability, the damage you deal is increases by an additional 1d4.  

Undying Path

As a Necromancer gains in power, they attune themselves to a certain aspect of the dark art. This attunement leads to one of three possible specializations. At 3rd Level, you choose an Undying Path from the Dark Summoner, the Vile Apothecary, or the Hex Knight. Your Path gives you additional abilities at 3rd, 6th, 11th, 16th, and 20th levels.  

Ability Score Improvement

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.  

Extra Attack

When you reach 5th level, you may make an additional attack when taking the Attack Action. On the other hand, you can use your Reaper’s Grip ability to target 2 enemy or doing the same attack on the single enemy, and heal two allies or one ally two times, using one damage roll for both enemy targets, consuming only 1 Charnel mark. Alternatively, you can make 1 attack and take the extra action to use your Reaper's Grip (vise versa) consuming only 1 Charnel mark. Empowered Reaper's Grip will require additional Charnel Mark for each Reaper's Grip used and MUST Empowered all Reaper's Grip used in Extra Attack. Example: If 1 normal attack with 1 Empowered Reaper's Grip increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 more for the empowered. If using a single Reaper's Grip to target 2 enemy, and empowered it by increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 for each enemy target (including the same enemy target twice) to a total of 3 Charnel Mark.

Command Undead

When you reach 7th level, you gain the ability to exert your will over all undead that you see. As an action you may spend Charnel Marks equal to the Challenge Rating of the creature you are attempting to control (Minimum of 1). If you don not have enough Charnel Marks, the creature’s CR is too high for your level, or if that creature passes a Charisma Saving throw, this attempt will fail. You do not expend Marks used in a failed attempt. If this attempt succeeds, you may immediately command that creature to move and take an action. At 7th level, you may command undead up to a CR of 1, that CR increasing to 3 at level 13. At 18th level, there is no CR limit; only the Mark Limit based on your level.  

Bone Carapace

When you reach 9th level, you learn to enhance your defenses with a bulwark of bone. As a bonus action, target a dead creature within 30 feet of you and spend one Charnel Mark. The creature’s bones tear from its corpse and begin to circle around you, giving you 6 temporary hit points. You may spend additional Marks to gain more temporary hit points. For each additional Mark spent, you may target another dead creature and gain an additional 6 temporary hit points. If there are no dead creatures within range, you may instead destroy your Skeletal Minion to gain this benefit.  

Grave Immunity

Starting at 10th Level, when you fall unconscious, you may spend one Charnel Mark on your turn to automatically pass a death saving throw. When you reach 14th Level, you may use your bonus action to spend one Charnel mark and target an unconscious creature within 60 feet of you, erasing one of their failed death saving throws or causing them to pass a saving throw if they have no failures.  

Skeletal Harvest

When you reach 14th level, you no longer need to have a dead creature in range to use your abilities; your materials are summoned forth directly from the Shadowfell. For example, your Skeletal Minion now bursts from the ground as if from an unmarked grave; and your Bone Carapace now tears holes in the fabric of reality to gather bones from the land of the dead.
subclass options:

Dark Summoner

Necromancer that choose to specialize into a Dark Summoner learn to create more powerful forms of undead and may control more undead creatures that the other Archetypes.  

Army of Darkness

Starting when you choose this path at 3rd level, you may control two skeletal minions. When you use your bonus action to command your minion, you may command all your minions.  

Summoning Mastery

Also, at 3rd level, undead creatures that you control gain extra hit points equal to your Proficiency Bonus when created.  

Summoning Augment I

When you reach 6th level, choose two of the following modifiers to add to your skeletal minions.
  • Additional Servant: You may now control up to 3 Skeletal Minions
  • Armor Use: Skeletal minions may now wear light armor
  • Skeletal Mages: Summoning Skeletal Minions now costs 2 Charnel Marks and they may know the Acid Splash, Fire Bolt, Poison Spray, or Ray of Frost cantrip. They use your Mark Attack Modifier for attacks made with these spells. No matter your level, the damage dice for the cantrip never rises.
  • Summoning Resistance: Your Skeletal minions gain resistance to slashing and bludgeoning from non-magic weapons.
  • Weapon Use: Skeletal minions may now use Simple Weapons.
  • Summoning Augment II

    When you reach 11th level, choose one of the following modifiers to your skeletal minions
  • Additional Servant: You may now control up to 3 Skeletal Minions (4 if you chose this modifier at 6th level)
  • Corpse Eruption: When you create your skeletal minion, creatures within 10 feet of the chosen corpse must make a Dexterity saving throw or take 4d6 necrotic damage from the corpse exploding as the skeleton comes forth
  • Skeletal Knight (Requires Armor or Weapon Use): Your Skeletal minions may now wield shields and martial weapons
  • Lich Body

    At 17th level, you gain the following benefits:
  • Resistance to Bludgeoning, Slashing, and Piercing damage from non-magical sources.
  • Instead of being damaged by necrotic damage, you are instead healed by it.
  • Phylactery

    When you reach 20th level; a portion of your soul has been torn from your body and placed in a place of honor in the lands of the dead. You no longer age and do not need to eat, drink, sleep, or breathe to survive; though you may do so if you wish. If you die, there is a 50% chance that you and your equipment will vanish and reappear anywhere on the material plane that you wish 1d10 days later.  

    Vile Apothecary

    The Vile Apothecary focuses on the utilization of the plague and other horrid diseases. They may also summon zombie minions to serve them and act as vessels for their concoctions.  

    Poisoner’s Arsenal

    Starting when you take this archetype at 3rd level, you gain proficiency with Martial Weapons and the Poisoner’s Kit. In addition, you gain resistance to poison damage.  

    Envenomed Weapon

    Also, at 3rd level, you learn how to coat your arsenal with wicked poisons. When you hit with a melee or ranged weapon attack, you may spend Charnel Marks to deal an additional xd4 poison damage with the attack; where ‘x’ stands for how many Marks you spent.  

    Rotting Servant

    At 6th level, you have learned to gently coax the dead to life, allowing your minion to retain the meat on its bones. You now raise Zombie Minion instead of skeletal ones. When your zombie hits with an attack, you may use your Envenomed Weapon ability on that damage as well.  

    Defile

    At 11th level, you gain the ability to desecrate the corpses of the recently fallen with the power of your plague. As an action, you may spend Charnel Marks to target a corpse within 60 feet that has been dead for no more than a week and cause it to erupt in rot. All creatures within 20 feet of the creature must make a Constitution saving throw or take xd12 poison damage; where ‘x’ stands for the number of Marks you spent. If they pass, they take half damage.  

    Create Abomination

    When you reach 17th level, you learn a dark formula for modifying your already disgusting zombie companion. Over the course of a week, you may transform your Zombie Servant into an Abomination of blood and bone. This Abomination counts as your zombie servant and it cannot be healed by any means. Once it is destroyed, you must take the time to create another.  

    Plague Carrier

    At 20th Level, you have adapted to the strains of decay you cultivate and have learned to rend the measures taken by some creatures to shield themselves for rot. You are now immune to poison damage and all disease. In addition, poison damage you deal ignores resistances.  

    Hex Knight

    Unlike other necromancers, the Hex Knight prefers to wade into the frontlines of combat, hacking and slashing with heavier weapons and armor. To augment these martial skills, they also posses an arsenal of curses to lay upon those they fight.  

    Bonus Proficiencies

    Starting when you choose this archetype at 3rd level, you gain proficiency with Heavy Armor, Martial Weapons, and Shields.  

    Hexing Touch

    Also, at 3rd level, you may spend one Charnel Mark to cast the Hex spell at 1st level. Your damage die for this spell is increased to 1d8.  

    Undying Shield

    When you reach 6th level, you can divert fatal blows to your undead servants. When you take damage, you may spend 5 Charnel marks to instead divert the damage to your Skeletal minion.  

    Cursed Existence

    At 11th level, your presence on the field of battle heralds the doom of your foes. As an action you may spend Marks and target a number of creatures within 20 feet equal to the number of Marks Spent. Targeted creatures must make a Wisdom Saving throw or take an extra 2d8 necrotic damage when they next take damage from any source.  

    Sustained by Death

    At 17th level, you become a machine of war, the blood of your cursed enemies fueling your rampages. When a creature takes damage from your Hexing Touch or Cursed Existence features, you regain hit points equal to the damage dealt  

    Ossuary Avatar

    At 20th level, the Hex Knight become an unstoppable force, tearing bones from his enemies as he wades into battle. When you have temporary hit points from the Bone Carapace ability, you gain resistance to all types of damage except for Psychic and Non-Magical Slashing, Piercing, and Bludgeoning damage. Also, when you reduce a creature to zero hit points, you may immediately target that creature with Bone Carapace.
    LevelProficiency BonusCharnel MarksMark LimitFeatures
    1+211Charnel Marks, Skeletal Minion
    2+222Reaper's Grip
    3+233Undying Path
    4+243Ability Score Improvement
    5+355Extra Attack
    6+365Path Feature
    7+376Command Undead (CR 1)
    8+386Ability Score Improvement
    9+497Bone Carapace
    10+4107Grave Immunity (Self)
    11+4107Path Feature
    12+4128Ability Score Improvement
    13+5138Command Undead (CR 3)
    14+6148Skeletal Harvest
    15+5159Grave Immunity (Others)
    16+5169Ability Score Improvement
    17+6179Path Feature
    18+61810Command Mastery
    19+61910Ability Score Improvement
    20+62010Path Feature

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    EGtW

    Sapping Sting

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S
    Duration: Instantaneous
    You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
    At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

    PHB

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    PHB

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: V, S
    Duration: Instantaneous
    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Available for: Artificer, Cleric, Druid, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

    Level 1 Spells

    Xanathar's Guide to Everything

    Cause Fear

    1-level Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 1 minute
    Components V

    You awaken the sense of mortality in one creature you can see within range.  A construct or undead is immune to the effect.  The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends.  Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
    At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB

    False Life

    1-level Necromancy

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V, S, M
    Materials a small amount of alcohol or distilled spirits

    Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    PHB

    Ray of Sickness

    1-level Necromancy

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V S

    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Cleric, Sorcerer, Wizard

    Ranged Spell Attack 1d8 Poison Damage
    Saving ThrowConstitution
    ConditionPoisoned

    phb

    Chromatic Orb

    1-level Evocation

    Casting Time 1 ACtion
    Range 90 feet
    Duration Instantaneous
    Components V S M
    Materials (a diamond worth at least 50 gp)

    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    Ranged Spell Attack[roll 3d8]Choose Damage Type

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

    Casting Time 1 action
    Range 120 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    Level 2 Spells

    Basic Rules , pg. 219

    Blindness/Deafness

    2-level Necromancy

    Casting Time 1 Action
    Range 30 ft
    Duration 1 Minute
    Components V

    Damage Type: Blinded   Saving Throws: Constitution   Description: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

    At higher levels:
    When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    Class(es): Bard, Cleric, Sorcerer, Wizard

    Player's Handbook

    Gust of Wind

    2-level Evocation

    Casting Time 1 action
    Range Self (60-foot line)
    Duration Concentration, 1 minute
    Components V,S,M (a legume seed)

    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.

    Class(es): Druid, Sorcerer, Wizard

    Player's Handbook

    Ray of Enfeeblement

    2-level Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, up to 1 minute
    Components V, S

    A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

    Class(es): Warlock, wizard

    PHB

    Lesser Restoration

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V S

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Bard, Cleric, Druid, Paladin Ranger

    Level 3 Spells

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

    Leomund's Tiny Hut

    3-level Evocation (ritual)

    Casting Time 1 Minute
    Range Self (10 ft. radius hemisphere)
    Duration 8 hours
    Components V, S, M
    Materials A small crystal bead

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

    Class(es): Bard, Wizard

    Call Lightning

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V, S
    Duration: Concentration, up to 10 minutes
    Attack/Save: Dexterity saving throw
    Damage/Effect: lightning

    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centred on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

    When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

    If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

    At higher levels:

    When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

    Revivify

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: tbd
    Duration: Instantaneous

    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

    Level 4 Spells

    Greater Invisibility

    4-level Illusion

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Minute
    Components V, S

    You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

    Class(es): Bard, Sorcerer, Wizard, Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Ranger (Gloom Stalker), Rogue (Arcane Trickster), Warlock (The Archfey)

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