Blood Knight

by ThreeDelta0

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Blood Knight

A Third level Fighter Archetype

The archetypal Blood Knight combines the martial mastery common to all fighters with a careful study of magic. Blood Knights use magical techniques similar to those practices by wizards. These knights learn a comparatively small number of spells, inscribing them as runes on his weapon instead of keeping them in a spell book. A Blood Knight's weapon acts as a spell book and spell focus.

Bloodlust

Beginning when you choose this archetype at 3rd level, your body and mind are heightened by the scent and taste of blood. As a bonus action, you can drink a vial of blood to enter the bloodlust for 1 minute. While you are in the bloodlust, you have advantage on all Strength checks and Strength saving throws, you cannot be charmed or frightened until the bloodlust wears off. Additionally, when you enter the bloodlust on your turn, you have advantage on the next weapon attack roll you make. The bloodlust ends early if you are knocked unconscious. You may enter the bloodlust this way a number of times equal to your Proficiency bonus. Once you use this feature that many times, you regain all uses after you finish a long rest.

Whenever you roll a 20 with a melee weapon attack, or reduce a creature to 0 hit points with a melee weapon attack, you automatically enter the bloodlust, except if the creature is a construct, undead, or otherwise incapable of shedding blood. If you are already in bloodlust, your 1-minute duration restarts.

Runic Weapon

At 3rd level, you can draw on the dread magic of the grave to inscribe your weapon with deathly Runes allowing you to make Runic Attacks as described in this class supplement. You must spend one hour inscribing your weapon, which may be completed during a short rest. If the weapon is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You may inscribe up to two weapons, and you cannot be disarmed of your Rune Weapons while you are conscious. You can only summon only one weapon at a time with your bonus action.

If you inscribe a third weapon, you must choose one of your previous two weapons from which to remove the Runes. You begin with 3 total runes charges, and gain charges as indicated in the Blood Knight Spellcasting Table. You recover all expended runes charges when you finish a short or long rest. If an ability using a rune charge requires a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. If an ability using a rune charge requires you make a spell attack, your spell attack modifier is your proficiency bonus + your Wisdom modifier.

Runic Attacks. When you hit an enemy with a weapon attack from a rune weapon(s), you may expend a rune to add an additional effect to the attack, as listed below.

  • Heart Strike. When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge to cause the attack to instead deal Necrotic damage, and heal you for half the damage dealt. At 11th level, you may add your Constitution modifier ot the healing.
  • Festering Strike. When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge. The target suffers the attack's normal effects, plus 1d6 necrotic damage. Additionally, the target must succeed on a Constitution saving throw or the target is infected with Blighting Fever. At specified higher levels, Festering Strike deals an additional 1d6 necrotic damage: 5th (2d6), 11th (3d6), 17th (4d6).
  • Frost Strike. When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge. The target suffers the attacks normal effects, plus 1d6 frost damage. Additionally, the target must succeed on a Constitution saving throw or be infected with Frost Fever. At specified higher levels, Frost Strike deals an additional 1d6 frost damage: 5th (2d6), 11th (3d6), 17th (4d6).

Runic Power

Starting at 4th level, when using a rune charge your body surges with energy. This energy is represented by runic power. The amount of runic power you can store is determined by your Blood Knight level, as shown in the Runic Power column of the class table. A 4th level Blood Knight starts with 0 Runic Power and gains 1 per rune charge spent. Runic power is used as the casting mechanic for Death Knights and may be used to cast spells found on the Death Knight spellcasting table. Runic power resets to 0 at the end of a short or long rest.

Cantrips. You learn two cantrips of your choice from the Blood Knight spell list. You learn an additional Blood Knight cantrip of your choice at 10th level.

Max Runic Power. The Blood Knight Spellcasting table shows how much runic power you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend runic power.

For example, a 4th level Blood Knight has 3 Rune Charges but he can only store a maximum of one Runic Power at any given time, thus he can cast a maximum of 3 1st level spells per short or long rest.

Spells Known of 1st-level and Higher. You know two 1st-level spells of your choice from the Blood Knight spell list.

The Spells Known column of the Blood Knight Spellcasting table shows when you learn more Blood Knight spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the Blood Knight spells you know with another spell of your choice from the Blood Knight spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Blood Knight spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use

Blood Knight Spellcasting table
Level Rune Charges Max Runic Power Cantrips Known 1st 2nd 3rd 4th
4st 3 1 2 2
5th 3 1 2 3
6th 3 2 2 3
7th 3 2 2 3
8th 4 2 2 3 2
9th 4 3 2 4 2
10th 4 3 3 4 2
11th 4 3 3 4 3
12th 4 4 3 4 3
13th 4 4 3 4 3
14th 5 4 3 4 3 2
15th 5 5 3 4 3 2
16th 5 5 3 4 3 2
17th 5 5 3 4 3 3
18th 6 5 3 4 3 3
19th 6 6 3 4 3 3 1
20th 6 6 3 4 3 3 1

your Wisdom modifer when setting the saving throw DC for a Blood Knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

Wisdom modifier

Spell attack modifier = your proficiency bonus +

Wisdom modifier

Improved Heart Strike

At 7th level, you gain a +1 AC while wielding your rune weapon. Additionally, the target of your heart strike must make a constitution saving throw. On a failure, the target is infected with scarlet fever.

Rune Tap

Upon reaching 10th level, your Second Wind fighter ability increases to 2d10 + fighter level.

Blood Worms

At 15th level, your weapon scores a critical hit on a roll of 19 or 20.

Additionally, while you are in bloodlust and use Heart Strike, the target begins hemorrhaging parasitic blood worms. Whenever the Blood Knight lands a melee attack against a target with blood worms, the Blood Knight regains 2d4 hit points.

Appetite for Destruction

Starting at 18th level, your desire for bloodshed and carnage is intense enough to fuel your bloodlust without the actual presence of blood. As a bonus action, you can enter bloodlust without any prerequisites. You can use this feature a number of times equal to your Charisma modifier (minimum of one). You regain all uses of this feature after you finish a long rest.

Blood Knight Spell List


  • Cantrips. Chill Touch, Frostbite, Infestation, Sword Burst
  • 1st Level. Cause Fear, Chromatic Orb, False Life, Hellish Rebuke, Inflict Wounds, Ray of Sickness
  • 2nd Level. Blindness/Deafness, Branding Smite, Darkness, Ray of Enfeeblement, Spiritual Weapon
  • 3rd Level. Animate Dead, Bestow Curse, Spirit Shroud, Summon Undead, Vampiric Touch
  • 4th Level. Blight, Fire Shield, Shadow of Moil, Sickening Radiance, Vitriolic Sphere

Blood Knight Diseases


Any creature who is afflicted by a disease must succeed on a DC15 constitution save before taking a long rest. On a success, any disease is cured. On a failure, the affected creature takes 1 level of exhaustion and does not heal any exhaustion from the long rest. A creature afflicted by a disease in combat must make a Constitution saving throw against your spell DC. On a success, the creature recovers from the disease.

Blighting Fever

Searing infection creeps into the afflicted's joints. After only a few hours they will begin to form blisters around their knees and ankles. After a few days, these blisters will begin to burst with puss. When an infected creature willingly moves, it immediately takes 1d6 necrotic damage.

Frost Fever

Chills and aches spread throughout the body of an infected creature. Their internal body temperature fluctuates between dangerously low and feverishly high as their body tries to fight off the infection. An infected creature has its movement reduced by 10.

Scarlet Fever

The creature's arteries begin to burn like fire, their skin covers with boils and they develop a cough that worsens over time. After a few days, the cough is accompanied by blood. An infected creature has a -2 penalty to Constitution and Wisdom saves. Additionally, the target has a -2 on attacks made against targets other than you.

Blood Knight Spell Descriptions

Animate Dead

  • 3rd-level necromancy
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.

Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Bestow Curse

  • 3rd-level necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

• While cursed, the target has disadvantage on attack rolls against you.

• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.


A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. if you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Blight

  • 4th-level necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Blindness/Deafness

  • 2nd-level necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

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.

Branding Smite

  • 2nd-level evocation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Cause Fear

  • 1st-level necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

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

Chill Touch

  • necromancy cantrip
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chromatic Orb

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a diamond worth at least 50 gp)
  • Duration: Instantaneous

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.

Darkness

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V. M (bat fur and a drop of pitch or piece of coal)
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

False Life

  • 1st-level necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S. M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour

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.

Fire Shield

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, 5, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Frostbite

  • evocation cantrip
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Hellish Rebuke

  • 1st-level evocation
  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Infestation

  • conjuration cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous

You cause a cloud of mites, fleas , and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes ld6 poison damage and moves 5 feet in a random direction if it can move a nd its speed is at least 5 feet. Roll a d4 for the direc tion: 1, north; 2, south; 3, east; or 4, west. This movement doesn ' t provoke opportunity attacks, and if the direction r olled is blocked, the target doesn't move.

The spell's damage increases by ld6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Inflict Wounds

  • 1st-level necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit. the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Ray of Enfeeblement

  • 2nd-level necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

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.

Ray of Sickness

  • 1st-level necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

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.

Shadow of Moil

  • 4th-level necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
  • Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same a rea to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Sickening Radiance

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Spirit Shroud

  • 3rd-level necromancy
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Spiritual Weapon

  • 2nd-level evocation
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Summon Undead

  • 3rd-level necromancy
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded skull worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Sword Burst

  • conjuration cantrip
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Vampiric Touch

  • 3rd-level necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vitriolic Sphere

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: 1 50 feet
  • Components: V, S, M (a drop of giant s lug bile)
  • Duration: Instantaneous

You point at a location within range, and a glowing, 1-foot-cliameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage a t the end of its next turn.

At Higher Levels. When you cast this spell using a spell s lot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.


Undead Spirit

Medium undead


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
  • Speed 30 ft.; fly 40 ft. (hover) (Ghost only)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passiver Perception 10
  • Languages understands the languages you speak
  • Challenge --- Proficiency Bonus equals your bonus

  • Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
  • Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Deathly Touch (Ghostly Only). Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 +3 + the spell's level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifiers to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.


 

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