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Skeletal

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Hitpoints: 20 + 10 / spell level above 3rd

Speed: 30 ft.

Grave Bolt (Skeletal Only)

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  • range 150 ft

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Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.

Medium Undead Spirit

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Armor Class: 11 + Spell Level

Putrid

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Hitpoints: 30

Speed: 30 ft.

Festering AuraAny creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Con saving throw against your spell save DC or be poisoned until the start of its next turn.

Rotting Claw (Putrid Only)

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  • range 5ft

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Melee Weapon Attack: your spell attack modifier 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 Con saving throw against your spell save DC or be paralyzed until the end of its next turn.

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Ghostly

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Deathly Touch (Ghostly Only)

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  • range 5ft

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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 Wis saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.



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Spirit Shroud

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which lit 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.

Warlock (TCE) 3rd-level necromancy

Unseen Servant (ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Wizard 1st level Conjuration

Pulse Wave

  • casting time 1 action
  • range 30 foot cone

  • components V, S
  • duration Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Con saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Wizard 3rd level Dunamancy

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Festering Aura (Putrid Only)

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Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Con saving throw against your spell save DC or be poisoned until the start of its next turn.

Incorporeal Passage (Ghostly Only)

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The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.


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