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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8311647" data-attributes="member: 2209"><p>Xanathar's Guide to Everything</p><p>5e</p><p><strong>Undead:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Death Tyrant:</strong> ?</p><p><strong>Adult Blue Dracolich:</strong> ?</p><p><strong>Flameskull:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Bone Naga:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> <em>Danse Macabre</em> spell.</p><p><strong>Minotaur Skeleton:</strong> ?</p><p><strong>Specter:</strong> Accursed Specter Warlock Hexblade power.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Vampire Spellcaster:</strong> ?</p><p><strong>Vampire Warrior:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> <em>Danse Macabre</em> spell.</p><p><em>Negative Energy Flood</em> spell.</p><p><strong>Beholder Zombie:</strong> ?</p><p></p><p>DANSE MACABRE</p><p>5th-level necromancy </p><p>Casting Time: 1 action </p><p>Range: 60 feet </p><p>Components: V, S </p><p>Duration: Concentration, up to 1 hour </p><p>Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. </p><p>You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. </p><p>The creatures are under your control until the spell ends, after which they become inanimate once more. </p><p> Higher Levels. </p><p>When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th. </p><p></p><p>NEGATIVE ENERGY FLOOD </p><p>5th-level necromancy </p><p>Casting Time: 1 action </p><p>Range: 60 feet </p><p>Components: V, M (a broken bone and a square of black silk)</p><p>Duration: Instantaneous </p><p>You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. </p><p>If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points. </p><p></p><p>ACCURSED SPECTER </p><p>Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). </p><p>The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. </p><p>Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8311647, member: 2209"] Xanathar's Guide to Everything 5e [b]Undead:[/b] ? [b]Banshee:[/b] ? [b]Death Tyrant:[/b] ? [b]Adult Blue Dracolich:[/b] ? [b]Flameskull:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Mummy:[/b] ? [b]Mummy Lord:[/b] ? [b]Bone Naga:[/b] ? [b]Revenant:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] [i]Danse Macabre[/i] spell. [b]Minotaur Skeleton:[/b] ? [b]Specter:[/b] Accursed Specter Warlock Hexblade power. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Vampire Spellcaster:[/b] ? [b]Vampire Warrior:[/b] ? [b]Wight:[/b] ? [b]Will-o'-Wisp:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] [i]Danse Macabre[/i] spell. [i]Negative Energy Flood[/i] spell. [b]Beholder Zombie:[/b] ? DANSE MACABRE 5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th. NEGATIVE ENERGY FLOOD 5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, M (a broken bone and a square of black silk) Duration: Instantaneous You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points. ACCURSED SPECTER Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. [/QUOTE]
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