+0 | Strength |
+2 | Dexterity |
+4 | Constitution |
+3 | Intelligence |
+4 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+4 | Animal Handling |
+5 | Arcana |
+0 | Athletics |
+3 | Deception |
+5 | History |
+6 | Insight |
+3 | Intimidation |
+5 | Investigation |
+6 | Medicine |
+3 | Nature |
+6 | Perception |
+3 | Performance |
+3 | Persuasion |
+3 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Life Tap | 1d20+5 | 1d8+3 |
Dagger | 1d20+4 | 1d4+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
https://www.dandwiki.com/wiki/Death_Bolt_(5e_Spell)
0-level (Cantrip) Necromancy
You hurl a dark ball at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
https://www.dandwiki.com/wiki/Minor_Animate_(5e_Spell)
0-level (Cantrip) Necromancy
You animate up to 5 Tiny or smaller creatures in a 5 foot radius around you; these creatures stay close and follow you when not given a command. You can issue one command to them as a bonus action on each of your turns. The commands you can give them are as follows:
Move:
They move up to 20 feet as a group. This can be used along side one other command. At 5th level this becomes 30 feet.
Attack:
Make a ranged spell attack against one creature within 30 feet. This deals 1d4 Necrotic damage. When you do so, you lose one of the animated creatures created by this spell; whether or not the attack landed. When you use this command you can add more objects, each adding a +1 to the damage, causing you to lose them as well. At 11th level the damage becomes 2d4.
Glow:
The tiny objects begin to swarm and start to emit dim light in a 15ft radius. At 5th level the radius is increased to 25ft.
Flash:
Cause one of the creatures to burst into light. One creature you choose must make a con save or be blinded for one turn. This command destroys the undead used.
Carry:
Your animated creatures can lift or drag up to 1lb each, if they possess a flying speed they cannot fly and carry at the same time unless more than one creature is used in the carry command.
Decay:
Your animated creatures frenzy around a medium or smaller corpse causing it to rapidly decompose, doing so provides the creatures with nutrients and sustains them. They last up to an additional 3 hours and you may add your spell casting modifier to all values of the above commands (excluding this one).
At higher levels: The amount of creatures that can be animated by this cantrip increases by 5 when you reach 5th, 11th, and 17th level.
https://www.dandwiki.com/wiki/Animate_Shadow_(5e_Spell)
1-level Necromancy
You bring to life the shadow of a creature you can see within range. The target must make a wisdom save against your spell save DC or their shadow animates into a malevolent attacker. For the spells duration the shadow stays attached to the target, sharing it's space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the targets turns. At the end of each turn the target can attempt a wisdom save to dispel the shadow and end the effect.
https://www.dandwiki.com/wiki/Post-Mortem_Servitude_(5e_Spell)
1-level Necromancy
Touch the forehead of a medium or small humanoid corpse or pile of bones and burn the incense. The undead becomes a skeleton that can obey any order you give it, understand any languages you know, and act of its own will, but cannot attack. You can communicate with it telepathically within 150 meters. You can also see through its eyes, with darkvision, as if it was a familiar. The skeleton comes equipped with anything the corpse had before being raised, and can equip any items or outfits you give it.
Additionally, the skeleton has the capability of discarding its body to become a floating skull. The floating skull has a flight speed of 50, and 1hp. When the servant becomes a floating skull, it leaves the rest of its body and any gear behind, wherever it was. It can reconnect with any skeleton of the same size afterward, including its own, to return to its original skeleton form.
At higher levels: At level 8, you can create unlimited amount of servants but each one will cost a gem worth 50gp or more.
https://www.dandwiki.com/wiki/Sculpt_Corpse_(5e_Spell)
1-level Necromancy
You alter the appearance of a corpse in one of several ways: Edit Appearance - You mold the appearance of the corpse to look like another creature; you may only copy specific faces if you have a solid understanding of their appearance. Doctor Evidence - You doctor the evidence leading toward this creature's death. Clean Corpse - You make the corpse presentable. Remove Flesh - You turn the corpse into a skeleton. Add Flesh - You turn a skeleton into a full corpse.
At higher levels: When you cast this spell using a spell slot of X or higher you may target multiple undead.
https://www.dandwiki.com/wiki/Corpse_Explosion_(5e_Spell)
2-level Necromancy
As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 2d8 necrotic damage or half as much on a success. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.