Remove these ads. Join the Worldbuilders Guild

Umbris? Moonshadow

2 Level (0/900 XP for level-up) Urban Bounty Hunter Background Khenra Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+3 Class 1
Grave Warden
Level 1
Hit Dice: 1/1
1d8+3 Class 2

STR
15
+2
DEX
18
+4
CON
17
+3
INT
17
+3
WIS
11
+0
CHA
14
+2
19
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+5 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+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
skills
+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
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Khopesh +4 STR 1d8+2 Slashing
 Versatile (1d10), Disarming
Attacks

Spell Book

Khenra Twins.
If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.

Tool Expertise (Thieves’ Tools).
Your proficiency bonus is doubled for any Thieves’ Tools check you make.

Sneak Attack.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant.
A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Bulwark of the Undead. You gain immunity to disease and while you are wearing no armor and are not wielding a shield, your AC equals 16.

Undead Servant (Frozen Ghost).
You forge an Glacial Bond with the undead, allowing you to use your magic to animate an undead servant in the form of a Frozen Ghost. With 8 hours of work, a handful of ice and a small sacrifice of your own blood, you complete a ritual that imbues the bones with a foul mimicry of life, raising it as an undead creature to become your faithful servant. If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you again enchant the pile of bones with magic to restore it to sentience. You can return the ghost to undeath in this manner even if you do not possess all the remaining parts of its body.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies. Light Armor

Weapon Proficiencies. Javelin, Spear, Simple Weapons, Crossbow, Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Three-Dragon Ante set, Dice set, Thieves’ tools

Languages. Common, Khenra, Thieves’ Cant

Languages & Proficiencies
I don’t pay attention to the risks in a situation. Never
tell me the odds.I am always calm, no matter what
the situation. I never raise my voice or let my
emotions control me.

Personality Traits
Freedom. Chains are meant to be broken, as are
those who would forge them. (Chaotic)

Ideals
Someone I loved died because of I mistake I made.
That will never happen again.

Bonds
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
ignore it.

Flaws


™ & © 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

Plane Shift - Amonkhet

Khopesh

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

Grave Warden

With a grimoire clutched in his right hand, the elderly human pauses as chills run down spine while he stands in the aftermath of battle. He closes his eyes to dull the noises of moans from his injured companions, as a bright light engulfs his party. His allies, living comrades and undead subjects alike, are healed.
Crouching on the floor of a dimly lit dungeon, a gnome reads from his grimoire while reaching into a small pouch. Pulling out a pinch of bone dust and speaking a small incantation, he blows the dust over a fallen enemy corpse from their recent battle. To the horror of his adventuring party, a spirit raises up out from the creature's chest. It lingers a moment, then heads off in the direction of its new master's outstretched arm that is pointing further into the depths of the dungeon.
A young half-elf focuses on her incantation as a bilious cloud swirls around her. The pallid wind's kiss leaves soft rot on wood and sickly mold on the stone walls and floor of the dungeon. Before her, a squad of hobgoblins fall to their knees in a coughing fit, their metal armor rusting away as pustules and cysts appear on their flesh. Moments pass before the hobgoblins labor back to their feet as risen undead, staring blankly at the elf while they wait for their first command.
The grave warden is a magic user obsessed with the study of life and death. They specialize in spells and incantations that allow them to harness the very life-force that flows through all creatures. Where a life-force is not present, they are able to instill a mimicry of foul life, rising these dead creatures from their once peaceful earthen resting places.
 

Obsession with the Dark Arts

Most practitioners of the necromantic arts share one overwhelming commonality; a lifelong search for the secrets of undeath. This search becomes an obsession for the Grave Warden, who forsake any sort of social life to study endlessly and try to quench their endless thirst for mastery of the dark arts. Those who truly wish to embrace these arts can choose a dangerous way to connect with the undead, completing an ancient and forbidden ritual hidden in the darkest tomes that mortal eyes may happen upon. They must leave the dark rooms of their studies, conquer real foes, and attain the experience necessary to truly understand a mastery of Necromancy. With that mastery, they can construct undead servants to serve along side them.
 

Masters of the Necrotic Magic

Grave Wardens are arcane casters who draw on necromantic lore that provides a macabre power all its own. Some aspire to live forever, effectively becoming immortal. Others are fascinated with death and what happens to souls that are unable to pass into the afterlife. Some grave wardens seek to gain power through raising an army of once fallen soldiers to continue the battle once more. With this obsession to learn everything there is to know about the necromantic arts, a sacrifice happens as the grave warden becomes uninterested in other types of magic, except for a select few spells they feel can help them reach their goals faster. As a result, grave wardens have a very small subset of arcane spells to draw upon. This lack of breadth is offset by the unique abilities they gain while studying their undead subjects.
 

Creating a Grave Warden

Creating a grave warden character benefits from a backstory involving an encounter with an undead creature. How did your character first come into contact with the undead? Why did you become fascinated with them? Why have you devoted large amounts of time to studying them?
What then drew you forth from this life of study? Do you want to find that a specific undead creature? Maybe you want to gain a better understanding of necromantic magic? Have you received word of a sealed crypt not yet plundered? Perhaps you seek immortality and learning about the undead will help you uncover the answer to this secret.
 

Quick Build

You can make a grave warden quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the two cantrips provided by your Requiem's Expanded Spell List and spare the dying, along with the following 1st-level spells: false life, inflict wounds, and ray of sickness.
hit dice: 1d8 per grave warden level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per grave warden level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, light hammers, sickles, quarterstaffs
tools: None
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, Deception, History, Intimidation, 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) a priest's pack
  • A grimoire
spellcasting:
As a student of necromantic magic, you have obtained a grimoire containing spells dealing with the dark arts. At first, your ability to understand the scripture in this tome is limited. However, you are told that through devoted study and practice you will be able to decipher more of the pages, and the potency of the spells available to you will become formidable. Unlike more traditional arcane casters, you are unable to learn spells from schools of magic other than necromancy unless they are granted by your chosen requiem. See the Grave Warden Spell List on page 13 of this book.
 

Cantrips

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

Grimoire

At 1st level, you obtain a tome containing all of the currently known necromancy spells in the realm. There are a few blank pages at the back of the grimoire, allowing you to inscribe any requiem spells you learn during your travels when you choose which requiem path to follow.
The spells that you decipher in your grimoire as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had while dealing with undead.
 

Preparing and Casting Spells

The Grave Warden 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 necromancy spells that are available for you to cast. To do so, choose a number of grave warden spells from your grimoire equal to your Intelligence modifier + your grave warden 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 grave warden you have four 1st-level 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 grimoire. If you prepare the 1st-level spell inflict wounds, 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 grave warden spells requires time spent studying your grimoire 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 grave warden 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 grave warden 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 necromancy spell as a ritual if that spell has the ritual tag, as the spell is in your grimoire. You don't need to have the spell prepared.
 

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your grave warden spells. Your Undead Graft, obtained at 3rd level, becomes your spellcasting focus.
 

Learning Spells of 1st Level and Higher

Each time you gain a grave warden level, you are able to decipher more of your grimoire. When you gain a new spell slot level, you are able to understand and cast the corresponding level of spells if you have them prepared.
 

Replacing a Grimoire

Your grimoire is an ancient tome that was given to you and is thus practically irreplaceable.
However, you are able to copy a spell from your own grimoire into another tome - for example, if you want to make a backup copy of your grimoire. This is a lengthy and painstaking process, particularly for the spells you have not yet deciphered and used.
For spells you are able to cast, coping the spell is just like scribing onto a scroll, but faster and easier, since you understand the 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. For spells you cannot yet cast, the process is much more difficult. To retain the incantation's meaning, you must copy it exactly. To do so, you may make an arcana check against a DC 15 for second levels spells. This DC further increases by 2 for every additional spell level you wish to transcribe.
For this reason, it is very rare for a grave warden to make copies of their grimoire; rather choosing to value it above all their other material possessions.
 

The Grimoire’s Appearance

A grave warden's grimoire tends to don runes inlaid into a black leather cover, which symbolize the dark magic contained within.
   
class features:

Bulwark of the Undead

At 1st level, you learn to harness the gifts possessed by the undead creatures in your company. You gain immunity to disease and while you are wearing no armor and are not wielding a shield, your AC equals 13 + your Constitution modifier as your skin becomes as hard as bone.
 

Requiem of Souls

The study of the dark arts is ancient, stretching back to the earliest discoveries of magic. It is firmly established in the realm.
At 1st level, choose which requiem you will follow; shaping your understanding of dark magic through their practice. These requiems are called: Requiem of the Ash, Requiem of the Frigid, Requiem of the Haunt, and Requiem of the Torpor.
Your choice grants you requiem spells and other features when you choose it at 1st level. It also grants you an undead graft feature specific to your requiem at 3rd level, and additional benefits at 6th, 10th, and 14th levels.
 

Dark Mending

Beginning at 2nd level, you are able heal your wounds and the wounds of undead creations you have created by channeling forbidden necromantic energies. When you or an undead creature under your control that you can see within 60 feet of you is hit with an attack but before the damage is rolled, you can use your reaction to heal the target for an amount equal to one Dark Mending die, a d6. If the target creature is your undead servant, it is healed for double the amount.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Dark Mending die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
 

Death's Whisper

Starting at 2nd level, you gain the ability to cast speak with dead as a ritual. Once you use this feature, you can't use it again until you finish a long rest.
Also, the undead who lurk in the dark begin to lose their mystery. You gain darkvision out to 60 feet (if you already have darkvision, its effective distance is increased by 30 feet), you become proficient with the Religion skill if you are not already and you have advantage on all Religion skill checks if they are related to the undead.
 

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.
 

Deathless Vigor

At 6th level, your body becomes more akin to the undead you keep in your cohort. You become resistant to necrotic damage.
Additionally, you are able to reroll a failed Constitution saving throw but must take the second result. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.
 

Thrall's Boon

At 10th level, the bond you share with your undead servant strengthens. Using your action, you are able to command your servant to use its reaction to touch a creature within 5 feet of it, delivering any of your spells or abilities with a range of touch.
You may use your combat statistics in place of your servant's if they are greater.
 

Undead Acclimation

By 17th level, you have spent so much time dealing with undead and the powers of animation that you gain prowess over some of their most predominant effects.
When you are hit with an attack that deals critical damage, the attack does normal damage instead. Additionally, you are immune to necrotic damage and your hit point maximum cannot be reduced.
 

Necromastery

At 18th level, you have gained mastery over certain necromancy spells, allowing you to cast them at will.
Choose a 1st-level grave warden spell and a 2nd-level grave warden spell that are in your grimoire and belong to the necromancy school of magic. 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.
 

Rebuke the Grave

At 20th level, when you take a single source of damage that would knock you unconscious or kill you outright, you may use this feature as a reaction to take no damage instead.
You can choose to allow your servant to use this ability with its reaction instead of yourself. Once you use this feature, you cannot do so again until you complete a long rest.
subclass options:
Requiem of Souls

Requiem of Souls

"Everything that grows will wither and die" is the essence of all creation as understood by grave wardens, but their methods for acting upon this ideal differs greatly. Grave wardens are able to focus their studies into different specializations, called requiems. While all grave wardens can summon the dead to fight for them, some are able to draw on life force and use it to strengthen or heal themselves and their allies, some harness winter's fury or blend in and even control the shadows and the horrifying creatures that cast light aside, while others spread decay and undeath upon their foes and effortlessly raise them as undead abominations.
 

Requiem of the Ash

Requiem of the Ash Grave Wardens focus on the ebbs and flows of life and death. They feel most comfortable surrounded by armies made of bone, and have expanded their prowess to utilize rudimentary flame magic to aid in the process of turning creatures to ash, feeding the regrowth process.
 

Expanded Spell List (ash)

This requiem lets you choose from an expanded list of spells when you learn a new spell. The following spells are added to the grave warden spell list for you.
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
 

Undead Servant (Dust Skeleton)

At 1st level, you forge an Ashen Bond with the undead, allowing you to use your magic to animate an undead servant in the form of a dust skeleton.
With 8 hours of work, a pile of bones and a small sacrifice of your own blood, you complete a ritual that imbues the bones with a foul mimicry of life, raising it as an undead creature to become your faithful servant.
If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you again enchant the pile of bones with magic to restore it to sentience. You can return the skeleton to undeath in this manner even if you do not possess all the remaining parts of its body.
 

Ashen Bond

Undead Servant. Your skeleton obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your servant acts on its own.
Your skeleton has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. The proficiency bonus applies to the areas where it would normally.
 
Keeping Track of Proficiency. When you gain your servant at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your servant's proficiency bonus improves as well, and is applied to the following areas: ability saving throw DC, proficient skills, proficient saving throws, and attack bonus.
 
Hit Points, Ability Scores & Skill Proficiency. For each grave warden level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your servant's abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can't increase an ability score above 20.
 
Alignment & Personality Traits. Your servant shares your alignment and ideal. Its bond, trait, and flaw are decided by you upon its creation. Here is an example:
Bond. I would gladly give my life for my beloved master.
Trait. I'm dauntless in the face of adversity.
Flaw. I tend to lose some of the bones that were used to create me, forcing my master to always search for more.
 

Undead Graft (Skeletal)

Upon reaching 3rd level, you graft a necrotic rune into your arm. After 24 hours, the flesh dissolves from your arm, leaving behind a skeletal appendage.
Your undead graft becomes a spellcasting focus for your magic, allowing you to cast spells with it and ignore material components that do not have a cost. Also, your graft is considered to be a simple weapon that you are proficient with, which deals 1d8 necrotic damage. When attacking with the graft, you can use your Strength or Intelligence modifier for the attack and damage rolls.
At 6th level, your graft counts as magical and gains a +1 bonus to melee attacks and damage. This increases to a +2 bonus at 12th level and a +3 bonus at 16th level.
 

Paralyzing Touch

At 6th level, when you make a melee attack using your undead graft against a target, it can cause paralysis. On a successful attack, the target takes an additional 2d8 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature once per long rest at 6th level. You gain an additional use at 14th level. Expended uses are regained when you finish a long rest.
 

Greater Undead Servant

At 10th level, your understanding of necromantic magic allows you strengthen your servant's power. Your servant gains two feats of your choosing from the following list: Alert, Charger, Moderately Armored, Resilient, Savage Attacker, or Skulker (PHB pg.165).
 

Reanimation

At 10th level, you gain the ability to focus your energy and reanimate your servant, forgoing the typical process. As a reaction, if your dust skeleton servant is within 120 feet of you and dies, you are able to return a foul mimicry of life, raising it with half of its total hit points.
Once you have used this feature, you cannot do so again until you finish a long rest.
 

Ossien Armor

At 14th level, a touch from your skeletal graft can momentarily encase a target in bone to mitigate damage from an incoming attack. As a reaction, you can half the damage from a single source for a willing creature or target that you can see within 5 feet.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

 

Statblocks for your familiars, mounts etc.

The Grave Warden

Frozen Ghost

Medium frozen, ghost, chaotic neutral
Armor Class: 12
Hit Points: 8
Speed: 0 ft , fly: 40 ft , can hover

STR

1 -5

DEX

15 +2

CON

11 +0

INT

10 +0

WIS

12 +1

CHA

14 +2

Saving Throws: Throws Dex +4, Cha +4
Skills: Intimidation +4, Stealth +4
Initiative: +2
Damage Vulnerabilities: fire
Damage Resistances: acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 11
Languages: Any languages it knew in life
Proficiency Bonus: 2

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Level 0 Spells

PHB

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Ranged
Damage/Effect: Necrotic
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

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Cold
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Wizard, Artificer

Grimlore's Grimoire

Unholy Flame

0-level (Cantrip) Evocation

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

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).
 

Class(es): Cleric

Level 1 Spells

Player's Handbook

Armor of Agathys

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a shard of blue glass
Duration: 1 hour
Damage/Effect: 5 cold

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.

At higher levels:

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.

Available for: Warlock

Grimlore's Grimoire

Bone Storm

1-level Conjuration

Casting Time 1 Action
Range Self (15 ft Cone)
Duration Instantaneous
Components V, S

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.

Class(es): Sorcerer, Warlock, Wizard

Grimlore's Grimoire

Creeping Crawling Claw

1-level Necromancy (ritual)

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 hour
Components V, S, M
Materials severed hand of a creature

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.
 

Class(es): Warlock, Wizard

Grimlore's Grimoire

Cursed with Undeath

1-level Necromancy

Casting Time 1 Bonus Action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Warlock, Wizard

Grimlore's Grimoire

Dread

1-level Necromancy

Casting Time 1 Bonus Action
Range 30 ft
Duration Concentration, up to 1 minute
Components V, S, M
Materials petrified eye of a rabbit

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.

Class(es): 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): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

Grimlore's Grimoire

Guillotine

1-level Conjuration

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

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

Class(es): Wizard

D&D Player Handbook 2024

Ice Knife

1-level Conjuration

Casting Time: Action
Range/Area: 60ft
Components: Somatic, Material
Materials: a drop of water or piece of ice
Duration: Instantaneous
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing

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.

At higher levels:

The Cold damage increases by 1D6 for each spell slot level above 1.

Available for: Druid, Sorcerer, Wizard

Grimlore's Grimoire

Inaudible

1-level Necromancy

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

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.

Class(es): Bard, Druid, Ranger, Wizard

PHB

Inflict Wounds

1-level Necromancy

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

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.

Class(es): Cleric, Paladin (Oathbreaker), Sorcerer (Divine Soul)

Grimlore's Grimoire

Interpret Bone

1-level Divination

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

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.

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

Grimlore's Grimoire

Murmurs of the Restless

1-level Necromancy (ritual)

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S, M
Materials burning incense

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."
 

Class(es): Bard, Cleric

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60ft
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): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

Grimlore's Grimoire

Rot

1-level Necromancy

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

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

Class(es): Druid, Warlock, Wizard

Grimlore's Grimoire

Shed Skin

1-level Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V

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.

Class(es): Druid, Ranger, Wizard

PHB

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

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.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

The Grave Warden

Animate Cranium

1-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a humanoid skull
Duration: 8 hours
You infuse a skull with dark energy, granting it the foul mimicry of life. The skull is an object that has AC 5 and 1 Hit Point. When you cast this spell, you can speak a phrase of up to 10 words, which are memorized by the skull. Whenever a creature other than yourself or of your choosing enters an area within 15 feet of skull for the first time, the skull speaks the phrase exactly as it was taught.   For the duration, if the skull is destroyed while the spell is active, the dark energies seep out the remains. Every creature within a 15-foot radius circle around the skull must make a Constitution saving throw or take 2d4 necrotic damage. You can only animate one cranium with this spell at a time. If you cast this spell again, the other animated cranium is destroyed, dealing the necrotic damage.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the Duration is 24 hours. If you use a spell slot of 5th level or higher, the Duration is 10 days. If you use a spell slot of 7th level or higher, the Duration is 30 days. If you use a 9th level spell slot, the spell lasts until it is dispelled.
Available for: Grave Warden

The Grave Warden

Dark Pact

1-level Necromancy

Casting Time: 1 Bonus Action
Range/Area: 60 Feet
Components: V, S, M
Materials: a vial of vampire’s blood
Duration: Instantaneous
An undead creature of your choice that you can see within range regains 2d4 hit points and has advantage on the next attack roll it makes before the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Grave Warden

The Grave Warden

Death's Grasp

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Saving Throw
Damage/Effect: 3d6 Necrotic
Grasping spectral hands sprout from the ground in a 10-foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain.   Creatures ending their turn in the area must succeed on a Dexterity saving throw or take 3d6 necrotic damage from the spectral hands.
At higher levels: When you cast this spell using certain higher-level spell slots, the area covered by the spell increases. With a 3rd-level slot, the area covered becomes a 20-foot square. With a 5th-level slot, the area covered becomes a 30-foot square. With a 7th-level slot, the area covered becomes a 40-foot square. With a 9th-level slot, the area covered becomes a 50-foot square.
Available for: Grave Warden, Warlock, Wizard

The Grave Warden

Grimlore’s Shadowblight

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V, S
Duration: Instantaneous
Damage/Effect: Necrotic, Frightened
You hurl a ball of dark energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage and must make a Wisdom saving throw or become frightened of you 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 dealt increases by 1d12 for every two spell slot levels above 1st.
Available for: Grave Warden, Sorcerer, Warlock, Wizard

The Grave Warden

Injurious Spellbook

1-level Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S, M
Materials: A spellbook
Duration: Instantaneous
Damage/Effect: Slashing
You transmute the two pages of your spellbook that contain the scripture for this spell to detach from the book’s binding and develop razor-sharp edges. Both pages fly out and slice a creature in range, before safely returning to your spellbook and rebinding to their original location. Choose one creature within range or choose two creatures within range that are within 5 feet of each other. For each page, a creature must make a Dexterity saving throw or take 2d8 slashing damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per page (2d8 total) for every two spell slots level above 1st.
Available for: Grave Warden, Wizard

The Grave Warden

Larloch’s Minor Drain

1-level Necromancy

Casting Time: 1 Action
Range/Area: 10 Ft
Components: V, S, M
Materials: A sharp object to slice the palm of your hand
Duration: Instantaneous
Damage/Effect: Necrotic
You slice your open palm, creating a whip made of blood that will lash out at one creature of your choice within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. You then gain hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Available for: Grave Warden

The Grave Warden

Misery

1-level Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Damage/Effect: Necrotic
You extend your hand and touch a creature while muttering a tribulation under your breath; one that dwells in a plane of anguish. Upon casting this spell, the target must succeed on a Constitution saving throw or take 1d6 necrotic damage and have its soul become tainted. You regain hit points equal to half the amount of necrotic damage dealt.   Until the spell ends, if the target is within 30 feet of you at the start of your turns, using your action, you can force it to succeed on a Constitution saving throw take 1d6 necrotic damage. A creature of your choosing within 5 feet of the target regains hit points equal to half the amount of necrotic damage dealt. A successful saving throw ends the spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 on each instance of damage for every three spell slot levels above 1st.
Available for: Grave Warden, Warlock, Wizard

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


Created by

Mondrox.

Statblock Type

Character Sheet (latest)

Link/Embed