Base Class: Warlock
Cantrips:
Raise The Fins!
Finley calls to action (2/4/6/8) of his accompanying deceased fish frens (1 range, one melee; 1 range 3 melee...). The fish unanimously use a bonus action and scale damage (1d4 per fish, 75% reduced damage for each fish past the 1st) per fish that is within range. Each has 20 movement speed. The fish can only attack up to 30ft away from the caster, thought they can still use commands.
Bells of The King
You point at one creature you can see within range, and the sound of cheerful bells fill the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Spells:
All Hail The King
Finley inspires his fish comrades (1/3/5/7) to pledge unending loyalty. When they die, their bones become restless and interact with Finley's Rage. Finley gains .5 AC per minion death. This spell requires concentration.
King Fish
Starting at level 2, Finley gains 1 extra bonus action. All fish summoned by Raise The Fins immediately die. Finley pulls together the deceased fish that were tagged by All Hail The King, losing the mental capacity to cast spells but gaining .5 strength per 1 AC. all he knows is death. Can only be cast once per short rest. King Fish lasts for 4 turns, and then Finley loses this spells benefits as well as those from All Hail The King.
Serve Your New King
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 usual Humanoid (the GM has the creature's game statistics). For monsters or specific humanoid you can apply the modification found at the end of the description.
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 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.
Armor Class: The skeleton’s AC is reduced by 2. This cannot reduce their AC below 10 + their Dexterity modifier.
Damage Vulnerabilities: The skeleton is vulnerable to bludgeoning damage.
Damage Immunities: The skeleton is immune to poison damage.
Condition Immunities: The skeleton can’t be exhausted or poisoned
Languages: The skeleton understands all languages it knew in life but can’t speak.
Action: The skeleton can either
- Retain his physical attacks if it had one when alive. Can attack with a weapon provided by the caster or with natural weapon if it had any when alive.
- Or retain a magical ability if it had one when alive:
- 1 Cantrip
- 1 Spell
- When a Specific monster or Humanoid is turn into a zombie Apply the following modifications:
Speed: Reduce all the zombie’s speeds by 10 feet, to a minimum of 5 feet.
Damage Immunities: The zombie is immune to poison damage.
Condition Immunities: The zombie can’t be poisoned.
Languages: The zombie understands all languages it knew in life but can’t speak.
Action: The Zombie can retain his physical attacks, but loose any multi attack if he had any, with a weapon provided by the caster or with natural weapons if it had any when alive.
Special: The Zombie can keep up to 2 specific powers (like immunities, or magical attack) at the DM discretion. As long as the body is not rotten (see below)
for example: a fire newt could keep it's Fire immunities and spit abilities
Rotten: At the DM discretion (depending on weather, fights, life conditions...) the corpse of zombies will degrade with time. Roll death saves every few days at the DM discretion (2 days in the jungle of Chult to 10 days in the frozen north). After 3 failed "deaths save" the corpse is too rotten at minima the zombie will lose his powers (see Special) up to turn into a normal zombie. Such a rotten corpse can be turned into a skeleton by the use of a new "Serve Your New King" spell.
Beginning at level 5, Finley can use two actions.
All Hail The King
Finley inspires his fish comrades (1/3/5/7) to pledge unending loyalty. When they die, their bones become restless and interact with Finley's Rage. Finley gains .5 AC per minion death. This spell requires concentration.
Raise The Fins!
Finley calls to action (2/4/6/8) of his accompanying deceased fish frens (1 range, one melee; 1 range 3 melee...). The fish unanimously use a bonus action and scale damage (1d4 per fish, 75% reduced damage for each fish past the 1st) per fish that is within range. Each has 20 movement speed. The fish can only attack up to 30ft away from the caster, thought they can still use commands.
Bells of The King
You point at one creature you can see within range, and the sound of cheerful bells fill the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Serve Your New King
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 usual Humanoid (the GM has the creature's game statistics). For monsters or specific humanoid you can apply the modification found at the end of the description.
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 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.
Armor Class: The skeleton’s AC is reduced by 2. This cannot reduce their AC below 10 + their Dexterity modifier.
Damage Vulnerabilities: The skeleton is vulnerable to bludgeoning damage.
Damage Immunities: The skeleton is immune to poison damage.
Condition Immunities: The skeleton can’t be exhausted or poisoned
Languages: The skeleton understands all languages it knew in life but can’t speak.
Action: The skeleton can either
- Retain his physical attacks if it had one when alive. Can attack with a weapon provided by the caster or with natural weapon if it had any when alive.
- Or retain a magical ability if it had one when alive:
- 1 Cantrip
- 1 Spell
- When a Specific monster or Humanoid is turn into a zombie Apply the following modifications:
Speed: Reduce all the zombie’s speeds by 10 feet, to a minimum of 5 feet.
Damage Immunities: The zombie is immune to poison damage.
Condition Immunities: The zombie can’t be poisoned.
Languages: The zombie understands all languages it knew in life but can’t speak.
Action: The Zombie can retain his physical attacks, but loose any multi attack if he had any, with a weapon provided by the caster or with natural weapons if it had any when alive.
Special: The Zombie can keep up to 2 specific powers (like immunities, or magical attack) at the DM discretion. As long as the body is not rotten (see below)
for example: a fire newt could keep it's Fire immunities and spit abilities
Rotten: At the DM discretion (depending on weather, fights, life conditions...) the corpse of zombies will degrade with time. Roll death saves every few days at the DM discretion (2 days in the jungle of Chult to 10 days in the frozen north). After 3 failed "deaths save" the corpse is too rotten at minima the zombie will lose his powers (see Special) up to turn into a normal zombie. Such a rotten corpse can be turned into a skeleton by the use of a new "Serve Your New King" spell.
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