5th Edition Character Sheet
Skills
mage hand
Fingers of the Necromancer
poison spray
friends
mind sliver
mending
LV1:inflict wounds
unseen servant O
Lesser Animate Dead
Deathly Servant
LV2:ray of enfeeblement
Bone Shield
Raise Mount
raise ghoul
https://www.dandwiki.com/wiki/Fingers_of_the_Necromancer_(5e_Spell)
https://www.dandwiki.com/wiki/Lesser_Animate_Dead_(5e_Spell)
https://www.dandwiki.com/wiki/Deathly_Servant_(5e_Spell)
https://www.dandwiki.com/wiki/Bone_Shield_(5e_Spell)
https://www.dandwiki.com/wiki/Raise_Mount_(5e_Spell)
https://www.dandwiki.com/wiki/Raise_Ghoul_(5e_Spell)
mage hand
Fingers of the Necromancer
poison spray
friends
mind sliver
mending
LV1:
inflict wounds
unseen servant O
Lesser Animate Dead
Deathly Servant
LV2:
ray of enfeeblement
Bone Shield
Raise Mount
raise ghoul
https://www.dandwiki.com/wiki/Fingers_of_the_Necromancer_(5e_Spell)
https://www.dandwiki.com/wiki/Lesser_Animate_Dead_(5e_Spell)
https://www.dandwiki.com/wiki/Deathly_Servant_(5e_Spell)
https://www.dandwiki.com/wiki/Bone_Shield_(5e_Spell)
https://www.dandwiki.com/wiki/Raise_Mount_(5e_Spell)
https://www.dandwiki.com/wiki/Raise_Ghoul_(5e_Spell)
race:
Darkvision+. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.
Restoring Limbs. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.
Skeletal Nature. You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
False Appearance. You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0.
Undead. Your creature type is undead.
Magic Born. If a dispel magic spell is cast on you or you come under a similar anti-magic effect, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious. You may repeat the saving throw at the end of each of your turns to gain consciousness.
Arcane Knowledge. You gain proficiency in the Arcana skill.
Innate Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the unseen servant spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence or Charisma is your spellcasting ability for these spells.
Class
origin: pale master
Undead CohortAt 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.
Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort’s AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.
On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.
You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.
Sorcery Points: You have 4sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Darkvision+. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.
Restoring Limbs. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.
Skeletal Nature. You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
False Appearance. You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0.
Undead. Your creature type is undead.
Magic Born. If a dispel magic spell is cast on you or you come under a similar anti-magic effect, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious. You may repeat the saving throw at the end of each of your turns to gain consciousness.
Arcane Knowledge. You gain proficiency in the Arcana skill.
Innate Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the unseen servant spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence or Charisma is your spellcasting ability for these spells.
[b]Class[/b]
origin: pale master
Undead Cohort
At 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.
Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort’s AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.
On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.
You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.
[b]Sorcery Points:[/b] You have 4sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Languages: Common, Dwarven
hp-12
ac-20(chainmail and shield)
speed-30ft
str-10
dex-14
con-15
int-6
wis-8
chr-5
vulnerable-blunt
immune-poison
dark vision 60
actions-1 at
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