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cody sceps

9 Level (0/64000 XP for level-up) Background kodormone Race / Species / Heritage chaotic good Alignment
druid (spores)
Level 9
Hit Dice: 9/9
1d8+2 Class 1

STR 16

+3

DEX 10

+0

CON 14

+2

INT 18

+4

WIS 19

+4

CHA 10

+0

66
Hit Points
+0
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+0 Dexterity
+6 Constitution
+8 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+0 Deception CHA
+4 History INT
+4 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+8 Medicine WIS
+8 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+4 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
mace +7 STR 1d6+3 bludgeoning
 sap
javelin +7 STR 1d6+3 piercing
 Thrown (range 30/120), Slow
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch 1 act 120 ft 1 rnd vs
 Notes: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. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
eldritch orb 1 act 60 ft inst 2d8 vs
 Notes:You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and it explodes in a 5-foot Emanation. Each creature within the Emanation makes a Dexterity saving throw, taking half the amount of Force damage on a failed save, or none on a successful one. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
druid craft 1 action 30 ft inst vs
 Notes:Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
thorn whip 1 action 30 ft inst 1d6 vsm
 Notes:You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
frost bite 1 action 60 ft inst vs
 Notes: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. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
false life 1 act self inst vsm
 Notes:You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
good berry 1 action self 24 hours vsm
 Notes:Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Blindness/Deafness 1 act 30 ft 1 min v
 Notes: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.
Gentle Repose 1 action tch 10 days vsm
 Notes:You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
barkskin 1 action touch c 1 hour vsm
 Notes:You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
spike growth 1 action 150 ft c 10 mins vsm
 Notes:The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
plant growth 1 act / 8 hrs 150 ft inst vss
 Notes:This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
speak with plants 1 act self (30 radius) 10 mins vs
 Notes:You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

CHARNEL TOUCH:


You can draw upon an inner nexus of necromantic power. You have a pool of Charnel Touch points equal to 5 × your Necromancer level that replenishes when you finish a Long Rest.


As a Magic action, you can channel this negative energy through your touch. Choose a number of Charnel Touch points to expend, up to a maximum of 5 × your Proficiency Bonus, and make a melee spell attack against one creature within reach. On a hit, the target takes Necrotic damage equal to the number of points expended. This damage is doubled without expending additional points if the attack roll scores a Critical Hit. If the spell attack misses, the Charnel Touch points aren’t expended.

THRALLS: Unlike other spellcasters, you animate Undead creatures with a portion of your own life force, ensuring obedience.


You can animate Undead thralls by performing a ritual over the course of 10 minutes, which can be done during a Short Rest. The remains of one or more Medium or Small Humanoids within 30 feet of yourself rise as Undead creatures. These Undead become your thralls, and you maintain control over them indefinitely. Stat blocks for Skeletons, Zombies, and other thralls can be found in the Undead Thralls section at the end of the class description.


You can mentally control all your thralls without an action. If you have the Incapacitated condition, your thralls will move to protect your body from harm, but won’t attack.


In combat, your thralls take their turns immediately before or after your turn each round (your choice). All thralls collectively share one Reaction and Bonus Action, which a single thrall can use each round.
Thralls use your spell attack modifier for their attacks. If one of your thralls forces a creature to make a saving throw, it uses your spell save DC.


healing your thralls you can use your Charnel Touch on Undead under your control without making an attack roll. Instead of dealing Necrotic damage, the Undead regains Hit Points equal to the number of Charnel Touch points expended.


maximum thralls you can animate and control one thrall that has a Challenge Rating of 1/4. As you gain Necromancer levels, you can animate more thralls. The combined CR of all your thralls can’t exceed the number shown in the CR Total column of the Necromancer Features table, and the total number of thralls under your control can’t exceed the number shown in the Thralls column of the Necromancer Features table.


At any time, you can take a Magic action to sever your connection to one or more thralls. Corporeal Undead crumple into a heap and incorporeal Undead flee to the Ethereal Plane.


when you cast another spell that lets you create or control Undead, the other Undead count as your thralls and can be commanded as such. If these thralls exceed your total Challenge Rating or number of thralls, you can immediately sever your connection to any of your existing thralls to stay within these limits. Your thralls can never command or create other Undead.


As always, you can’t reanimate Undead that have been reduced to 0 Hit Points. Your Animate Thralls ritual, the Animate Dead spell, and similar magic only affects Humanoid corpses, whereas your thralls are Undead creatures.

DEAD SPACE:


You gain an extradimensional space that can hold up to 12 Medium or smaller corpses, piles of bones, or Undead creatures. The extradimensional space is linked to an item of your choice, such as a bag, a cloak, or a backpack. As a Magic action, you can use the linked item to place a corpse, pile of bones, or willing Undead creature in the extradimensional space, or to dump out contents of your choice from the extradimensional space. Thralls stored in your Dead Space count toward the total number of thralls under your control. The contents land in spaces of your choice within 5 feet of you, or as near to you as possible if those spaces are occupied.


You can link any item you can carry to the extradimensional space by performing a ritual over the course of 1 hour which can be done during a Short Rest. The previous item linked to the space becomes disconnected when you link a new one.

DARK ARCANA: As a Bonus Action, you can expend a spell slot to replenish your Charnel Touch pool. The pool regains points equal to your Intelligence modifier plus 1d8 for each level of the spell slot expended, up to a maximum of your pool’s total.

ANIMATE DEAD:


You always have the spell prepared. When you cast this spell, its casting time is an action instead of 1 minute. You can also create a Spirit using the spell.


Additionally, you can animate the corpse of any Medium or Small creature that isn’t Undead, instead of only Humanoids. The resulting Undead always uses the statistics of a Skeleton, Spirit, or Zombie.

CRITICAL SPELL CASTING:


Your potent Necromancy grants you the following benefits.


When a creature rolls a 1 on the d20 for a saving throw against one of your spells, it suffers a Critical Failure. It fails the save regardless of its modifiers or the spell save DC. If the spell deals damage, you roll all of the spell’s damage dice twice and add them together, then add any relevant modifiers. This additional damage applies only to the creature that rolled a 1.


Your spell attacks can score a Critical Hit on a roll of 19 or 20 on the d20.

GARDEN OF THE GRAVE: When you perform your Animate Thralls ritual, you can choose to plant corpse flowers in any of your thralls, causing each such thrall to have the following benefits. Plant. The thrall is a Plant instead of an Undead, but counts as Undead for the purpose of your Necromancer features. Necrosynthesis. Whenever you take a Short or Long Rest, the thrall takes root in the ground and regains Hit Points equal to 1d8 plus your Intelligence modifier.


CHARNEL ENTANGLE: When you deal 5 or more damage with Charnel Touch, the target must succeed on a Strength saving throw against your spell save DC or have the Restrained condition until the end of your next turn as weeds and brambles grasp at it.

HALO OF SPORES:
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.



SYMBIOTIC ENTITY:
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:



  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

FUNGAL INFESTATION:
at 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.


In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.




Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

weapons: simple, Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
armors: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
tools: Herbalism kit
languages: common, thrikren, common sign language



THALLS:
max cr: 1
max thralls: 2




Languages & Proficiencies

https://dnd5e.wikidot.com/druid:spores
https://dnd5e.wikidot.com/druid


https://magehandpress.com/2025/03/necromancer-base-class-5e2024


https://drive.google.com/file/d/1-IMz94SRZgy5-Wlo164HIeGfN7y4dbMP/view




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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