+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+6 | Dexterity | |
+3 | Constitution | |
+5 | Intelligence | |
+0 | Wisdom | |
+2 | Charisma |
+6 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+2 | Athletics | STR | |
+4 | Deception | CHA | |
+3 | History | INT | |
+0 | Insight | WIS | |
+2 | Intimidation | CHA | |
+5 | Investigation | INT |
+0 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+3 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Khopesh | +4 | STR | 1d8+2 | Slashing | |
Versatile (1d10), Disarming |
The statblocks of your Weapons, armor and other important/magical equipment
Plane Shift - Amonkhet
Weapon
Common
Versatile, Disarming
A weapon with a distinctive curved, single-edged blade and a hooked tip, the khopesh is designed for both powerful slashes and for disarming or hooking an opponent’s weapon or shield. Its unique shape allows for precision and versatility, making it a favored weapon in ancient and desert-based cultures, where warriors relied on its ability to control the battlefield.
Disarming. When you hit a creature with this weapon, you can attempt to disarm them instead of dealing damage. Make an attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the roll, the target drops one held item of your choice.
When using a khopesh for this action, you gain a +1 bonus to the attack roll due to its hooked design. After successfully disarming a creature, you can immediately use a free action to kick or sweep the dropped item 5 feet away from the target.
If the target is holding the item with two or more hands, you have disadvantage on the attack roll. If the target is larger than you, it has advantage on its ability check; if it is smaller, it has disadvantage.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | 5ft |
Cost: 15 gp
Weight: 3 lbs
The statblocks of your class features
Spell Level | Spell Name |
---|---|
Cantrip | fire bolt, mending, resistance |
1st | bless, burning hands, cure wounds |
2nd | lesser restoration, scorching ray |
3rd | mass healing word, tongues |
4th | banishment, freedom of movement |
5th | creation, reincarnate |
6th | disintegrate |
7th | regenerate |
8th | power word stun |
Statblocks for your familiars, mounts etc.
The Grave Warden
Soul Phasing. The ghost can pass through enemy spaces as though they were difficult terrain, but cannot end its turn in a space occupied by another creature. Warmth Sensitivity. While in areas above above 100 degrees Fahrenheit, the ghost has disadvantage on attack rolls, saving throws and skill checks.
Ice Shard. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 4 (1d4 + 2) cold damage. Freezing Drain (Recharge 6). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage. The ghost regains hit points equal to half the amount of cold damage dealt.
Chilling Presence. As a bonus action, the ghost can chill the air around it within 10 feet for 1 round. Small non-magical flames are extinguished in its presence and water begins to freeze. Harmony in Winter. In snowy terrain, the ghost can cast invisibility at will as a bonus action. It can also see perfectly in snowy conditions.
Tendancy (1/Day). When targeted with an attack, the ghost can briefly possess the target's mind. The attacker must succeed on a Wisdom saving throw or be unable to attack the ghost for this round; the attacker must choose a new target or else lose the attack.
Bound by an icy ritual, the frozen ghost is a lingering spirit wrenched from the afterlife and shaped by frost and shadow. Its form shimmers like mist over frozen ground, its presence chilling the air and extinguishing small flames. Though incorporeal, it moves with eerie grace, slipping through obstacles and enemies alike. Snow and ice empower it, granting it the ability to vanish into winter’s embrace, while searing heat weakens its spectral form. Unwavering in its servitude, the ghost follows its master’s will, a silent warden of the grave and the cold.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Necromancy
SRD
0-level (Cantrip) Evocation
Grimlore's Grimoire
0-level (Cantrip) Evocation
A purple flame descends on a creature that you can see
within range. The target must succeed on a Dexterity saving
throw or take 1d8 necrotic damage. The target gains no
benefit from cover for this saving throw.
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Player's Handbook
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Grimlore's Grimoire
1-level Conjuration
You conjure shards of bone to shoot forth from your hand in a
15-foot cone in front of you. Creatures in the area must make
a Dexterity saving throw or take 5d4 piercing damage.
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d4 and
the size of the cone increases by
5 feet for each spell
slot level above 1st.
Grimlore's Grimoire
1-level Necromancy (ritual)
Choose the hand of a creature that has been severed from its
body for longer than 24 hours and grant it sentience. For the
duration of the spell, the creeping claw (MM pg.44) is under
your control and can be commanded using your bonus action.
The claw can only understand simple commands.
The claw is under your control for 1 hour, after which it
stops obeying you. To reassert control for another hour or to
assert control over an existing crawling claw, you may cast
this spell again.
If the claw is still alive when the spell ends, it will attempt
seek to reunite itself with its rightful If its original
owner is dead, the claw will wander off purposelessly.
Grimlore's Grimoire
1-level Necromancy
You touch a humanoid creature that has at least 1 hit point, placing a curse upon it for 1 minute. If the creature dies while the curse is active, it is raised as a zombie under your control (the DM has the creature's game statistics). A remove curse spell ends this effect when cast upon a living creature. 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 (issuing the same command to each one if you control multiple creatures). The creature is under your control for 1 minute, after which it stops obeying any command you've given it.
Grimlore's Grimoire
1-level Necromancy
You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attacks against you. Also, the target has disadvantage on Wisdom skill checks made for the duration. A remove curse spell cast on the target ends this effect.
PHB
1-level Necromancy
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.
Grimlore's Grimoire
1-level Conjuration
You extend your hand and touch a creature while muttering
the passing prayer of an executioner. The creature must
make a Strength saving throw or become restrained by a pair
of ethereal chains that bind the target to the ground, and a
large magical blade is summoned above their head.
As a bonus action on your turn, you are able to release
the blade down upon your target's neck, dealing 2d8
magical slashing damage. For every round that you
do not release the blade with your bonus action after
the initial cast, add 1d8 additional damage as a blade
ratchets another notch higher above the target.
The target may use their action to attempt a
Strength saving throw to break the chains at the
start of each turn. This removes the restrained
condition and ends the spell without doing any
damage.
At higher levels: When you cast this spell
using a spell slot of 2nd level or higher,
the initial damage increases by 1d8 for
each slot level above 1st
D&D Player Handbook 2024
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On hit, the target takes 1D10 Piercing damage. Hit or miss, the shard explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2D6 Cold Damage.
The Cold damage increases by 1D6 for each spell slot level above 1.
Grimlore's Grimoire
1-level Necromancy
Choose a creature that you can see within range. The target
must succeed on a Constitution saving throw or become
unable to cast spells that require a verbal component from 1
school of magic (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 2nd level or higher, you can select one addition school
of magic for each slot level above 1st.
PHB
1-level Necromancy
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.
Grimlore's Grimoire
1-level Divination
You touch a bone from a creature that has been dead for longer than 10 days but less than a year and are able to see a brief vision of how that creature died.
Grimlore's Grimoire
1-level Necromancy (ritual)
You mentally connect with a group of spirits whose lives
ended in an unnatural death. The spirits belonging to any
creatures within 30 feet of you that died within the last 24
hours simultaneously overwhelm you with the emotions they
felt before passing. If there are more than 5 dead creatures in
range when casting this spell, make a DC 10 Intelligence
saving throw. On a failure, you take 2d6 psychic damage and
cannot cast this spell again until you finish a long rest.
On a successful save, or if there are 5 or fewer dead
creatures within range, you are able to briefly sense the
emotions of the creatures during their final moments before
death. The DM will describe the most prevalent emotions felt
by the dead creatures within range, such as "anger," "terror,"
"guilt," "grief," or "sadness."
PHB
1-level Necromancy
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.
Grimlore's Grimoire
1-level Necromancy
You extend your hand toward a creature you can see within
range and infect the target with a horrible disease, causing
their flesh to form pustules and smell of decay. The creature
must succeed on a Constitution saving throw or take 2d12
necrotic damage
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d12 for
each slot level above 1st
Grimlore's Grimoire
1-level Transmutation
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.
PHB
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
The Grave Warden
1-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerThe Grave Warden
1-level Necromancy
The Grave Warden
1-level Necromancy
The Grave Warden
1-level Necromancy
The Grave Warden
1-level Transmutation
The Grave Warden
1-level Necromancy
The Grave Warden
1-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.