Hope – Lvl.
10, necromancer
Armor Class 17 (Natural Armor)
Hit Points: 45
Speed 30 ft./ (flying) 100ft
INT STR
16 (+3) 16 (+3)
WIS DEX
14 (+2) 15 (+2)
CHA CON
18 (+4) 16 (+3)
Initiative: +2
Skills: Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistance Cold;
Condition Immunities Charmed
Senses Darkvision 120 Ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Traits
Spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
Magic Resistance: The hag has advantage on saving throws against Spells and other magical
Spells:
cantrips:
Spare the dying, Thaumaturgy, Eldritch blast
1st level (4 slots):
Identify, Chill touch, False life, Charm person
2nd level (3 slot)
Locate Object*, ray of enfeeblement*
3rd level (3 slots):
Bestow Curse*, Animate dead, Revivify, speak with the dead, vampiric touch*
4th level (3 slots):
Phantasmal Killer*, Blight,
5th level (2 slots):
Scrying*, raise the dead,
6th level (1 slot)
Create undead
Claws (Hag Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
4) slashing damage.
Change Shape: The hag magically polymorphs into a Small or Medium female humanoid, or back
into her true form. Her Statistics are the same in each form. Any Equipment she is wearing or
carrying isn't transformed. She reverts to her true form if she dies.
Nightmare Haunting (1/Day): the hag magically touches a sleeping humanoid on The Material
Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does
a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last
for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced
by 5 (1d10). The reduction to the target's hit point maximum lasts until removed by the Greater
Restoration spell or similar magic.
Spare The Dying
Cantrip necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell
has no effect on undead or constructs
Thaumaturgy
Cantrip transmutation
Casting Time: 1 action
Range: 30 ft
Components: V
Duration: 1 minute
Classes: Cleric
You manifest a minor wonder, a sign of supernatural power, within range. You create one
of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a
time, and you can dismiss such an effect as an action.
Eldritch Blast
Cantrip evocation
Casting Time: 1 action
Range: 120 ft
Components: V S
Duration: Instantaneous
Classes: Warlock
A beam of crackling energy streaks toward a creature within range. Make a ranged spell
attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three
beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or
at different ones. Make a separate attack roll for each beam.
Identify
1 divination
Casting Time: 1 minute
Range: Touch
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard
You choose one object that you must touch throughout the casting of the spell. If it is a
magic item or some other magic-imbued object, you learn its properties and how to use them,
whether it requires attunement to use, and how many charges it has, if any. You learn whether
any spells are affecting the item and what they are. If the item was created by a spell, you learn
which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently
affecting it.
Chill Touch
Cantrip necromancy
Casting Time: 1 action
Range: 120 ft
Components: V S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
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).
False Life
1 necromancy
Casting Time: 1 action
Range: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
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.
Charm Person
1 enchantment
Casting Time: 1 action
Range: 30 ft
Components: V S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You attempt to charm a humanoid you can see within range. It must make a Wisdom
saving throw, and does so with advantage if you or your companions are fighting it. If it fails the
saving throw, it is charmed by you until the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the
spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can
target one additional creature for each slot level above 1st. The creatures must be within 30 feet
of each other when you target them.
Locate Object
2 divination
Casting Time: 1 action
Range: Self
Components: V S M (A forked twig)
Duration: Concentration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name an object that is familiar to you. You sense the direction to the object's
location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the
direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within
30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path
between you and the object.
Ray Of Enfeeblement
2 necromancy
Casting Time: 1 action
Range: 60 ft
Components: V S
Duration: Concentration: Up to 1 minute
Classes: Warlock, Wizard
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.
Bestow Curse
3 necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Cleric, Wizard
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.
Animate Dead
3 necromancy
Casting Time: 1 minute
Range: 10 ft
Components: V S M (A drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Wizard
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 the 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 above 3rd. Each of the
creatures must come from a different corpse or pile of bones.
Revivify
3 necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (Diamonds worth 300gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Paladin
You touch a creature that has died within the last minute. That creature returns to life with 1 hit
point. This spell can't return to life a creature that has died of old age, nor can it restore any
missing body parts.
Speak With Dead
3 necromancy
Casting Time: 1 action
Range: 10 ft
Components: V S M (Burning incense)
Duration: 10 minutes
Classes: Bard, Cleric
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing
it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The
spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it
knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive,
and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it
recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its
animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that
has happened since it died, and can't speculate about future events.
Vampiric Touch
3 necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration: Up to 1 minute
Classes: Warlock, Wizard
The touch of your shadow-wreathed hand can siphon 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.
Phantasmal Killer
4 illusion
Casting Time: 1 action
Range: 120 ft
Components: V S
Duration: Concentration: Up to 1 minute
Classes: Wizard
You tap into the nightmares of a creature you can see within range and create an illusory
manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom
saving throw. On a failed save, the target becomes frightened for the duration. At the end of each
of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or
take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d10 for each slot level above 4th.
Blight
4 necromancy
Casting Time: 1 action
Range: 30 ft
Components: V S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
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.
Scrying
5 divination
Casting Time: 10 minutes
Range: Self
Components: V S M (A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a
font filled with holy water)
Duration: Concentration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard
You can see and hear a particular creature you choose that is on the same plane of existence as
you. The target must make a Wisdom saving throw, which is modified by how well you know the
target and the sort of physical connection you have to it. If a target knows you're casting this
spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Save Modifier
Secondhand (you have heard of the target) - +5
Firsthand (you have met the target) +0
Familiar (you know the target well) - -5
Connection - Save Modifier
Likeness or picture - -2
Possession or garment - -4
Body part, lock of hair, bit of nail, or the like - -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24
hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and
hear through the sensor as if you were there. The sensor moves with the target, remaining within
10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a
luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of
this spell. When you do, the sensor appears at that location and doesn't move.
Create Undead
6 necromancy
Casting Time: 1 minute
Range: 10 ft
Components: V S M (One clay pot filled with grave dirt, one clay pot filled with brackish water,
and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You can cast this spell only at night. Choose up to three corpses of Medium or Small
humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game
statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you
animated with this spell if the creature is within 120 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 have given it. To maintain control of the creature for another 24 hours, you must cast this
spell on the creature before the current 24-hour period ends. This use of the spell reasserts your
control over up to three creatures you have animated with this spell, rather than animating new
ones.
At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or
reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can
animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell
using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or
wights, or two mummies