You awaken the martial prowess within one of the undead with whom you share a fond relationship with. (You must have spent a minimum of 24 hours—in total—quality time with this undead; the undead must have a name, as that is part of the verbal component for the spell to work.) The undead you choose gains proficiency with the weapon you bind to it, as well as the armor if you choose to give it any. This armor cannot be removed, and it cannot be disarmed by anyone but you or the Hero of the Grave. When you recast the spell, you may bind new armor and weapons to the Hero of the Grave.
—If you dream, you are plagued by nightmares for 2d6 months—the nightmares are of the Hero of the Grave chasing you with the intent to kill you. If you do not require sleep, then every 24 hours you will feel a telepathic tug from the Hero of the Grave you have created, and you will assume that it is attempting to break your control over it, even if it is not true.
—You still have to reassert control over it as you normally would—though you must use this spell to do so. However, this casting of it does not require the material components. (Each time you cast this to reassert control is another opportunity to spend 1hour of quality time with your Hero of the Grave.) If you fail to reassert control, then I hope you treated the Hero of the Grave well.
If you are ever reduced to 0HP while still in command of a Hero of the Grave, then you make a Wisdom Saving Throw against your own spell save DC. On a failed roll, you no longer can command the Hero of the Grave, but depending on how well you treated it, it might not attempt to kill you. If you have treated them very well, then there is a chance that they may continue to serve you and defend you.
You may only have one Hero of the Grave active at a time.
Hero of the Grave:
Medium Undead, [the same Alignment as the Necromancer who created it/True Neutral]
—Assign the stats from this array as you see fit:
| 26 | 22 | 19 | 14 | 12 | 7 |
Recommended Stat Array:
Amor Class: 18 (Natural armor) / Light Armor+DEX / Medium Armor+DEX (max of 2) / Heavy Armor
Hit Points: 127 (15d8+60)
Speed: 30ft
| STR: 22 | DEX: 26 | CON: 19 | INT: 12 | WIS: 14 | CHA: 7 |
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Saving Throws Proficiencies: STR+12, & DEX+14 [Or any saving throw proficiencies it already had before]
Skills: Acrobatics+14, Perception+8, Survival+8 (choose two: Athletics, Acrobatics, Medicine, Perception, Stealth, or Survival)
Damage Vulnerabilities: radiant.
Damage Resistances: slashing, piercing, and bludgeoning from non-magical attacks made with non-silvered weapons; cold; psychic.
Damage Immunities: poison; necrotic
Condition Immunities: Charmed, Exhausted, Poisoned, Charmed, Frightened, Effects that turn-undead, unconscious, petrified, paralyzed
Senses: Passive perception (18); Darkvision (120ft); Blindsight (10ft)
Languages: Telepathy with the one who created it (no range, so long as they are on the same plane of existence); a broken form of one language its creator chose.
Challenge: 12 (8,400 XP)
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Warrior's Challenge (2/Day): as a bonus action, the Hero of the Grave compels a creature that can see it (within 120ft of it) to confront it in single combat. The creature will make a Wisdom Saving Throw (DC=16); on a successful save, the creature is not compelled to do anything. On a failed save, the creature informs its allies (if it has any) that it is not to be interrupted, and uses its movement to get within 10ft of the Hero of the Grave, and then respectfully exchange bows/the common sign of respect in the land. If the creature cannot make it to the Hero of the Grave, it will take the dash action—if it still cannot make it within 10ft, then it gets as close as it can and the Hero of the Grave will move within range on their turn to exchange bows/the common sign of respect in the land, then commence the duel. If any creature interrupts the duel, then the creature who was targeted by Warriors Challenge makes a Wisdom Saving Throw (DC=16), ending the effect of Warrior's Challenge on a success.
While a creature is under the effects of Warrior's Challenge, they gain temporary hit points if they have less than the Hero of the Grave's in order to match their HP—this occurs when they exchange bows/proper signs of respect. If the creature would have more hit points than the Hero of the Grave, then the Hero of the Grave instead gains temporary hit points to match theirs.
Whilst the Warrior's Challenge is under way, neither creature can target any other creature besides each other, and would attempt to distance themselves from other creatures in order to have an uninterrupted duel.
Warrior's Challenge lasts until one creature is defeated—the Hero of the Grave only kills the apposing creature if the Necromancer who created it commands it to. Otherwise, it reduces the creature to 1 hit point, and ends the effect of Warrior's Challenge (holding an action to strike them down if they attempt to do anything dishonorable).
Glorious Charge (Special): When the Hero of the Grave moves, and starts its movement within 30ft of at least 5 allied undead, it gains 10ft of movement, and can jump 10ft higher/longer. Additionally, the Hero of the Grave can use their action to cause a surge of necrotic energy to spill forth from them, and give all allied undead units within a 30ft radius of them the ability to move up to half their movement speed, and make 1 attack against a hostile creature.
A Heart as Cold as Steel: Whenever the Hero of the Grave kills a humanoid creature, the necromancer who created it can use their reaction and a spell slot of 1st level or higher to heal either themself, or the Hero of the Grave for 2d8+5 HP. (Increasing by 2d8 spell slots of 2nd level or higher.) Alternatively, the Necromancer can expend a spell slot of 2nd level or higher to animate the slain foe as a zombie.
Knowledge of my Creator (1/Day): The Hero of the Grave can spend their action attempting to tap into the mind of the necromancer who created them, and learn something that they already know. Such as a piece of history, facts about a monster, lore from a city, someone's name, how to break their control over them (to which they will find no answer other than they must simply have a stronger will), how to get to a certain location, a funny joke, the proper method to skin a man, whether or not the living is worth keeping around or if it would be better if they were all undead already, if their creator is evil and if that should bother them or not. To do this, both the Hero of the Grave and the Necromancer who created it make contested Wisdom Saving Throws, and whoever has the lowest roll fails. If the Hero of the Grave wins, they get to know the answer to one question they wanted to know without the Necromancer learning of it (they still know the Hero of the Grave tapped into their mind, however, they don't know what for), if the Necromancer wins then they can learn the question the Hero of the Grave was going to ask, and can then decide if they want to answer them.
* - (A magic weapon of Rare Quality or better; an Undead that you have spent at least 24hours of quality time with, and named.)
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