Mortuary

Death is a boundary that all are fated to cross, once. There are those who, by twisting or breaking the rules, attempt or even succeed in crossing back. As long as there are those who attempt to break the rules, there are those tasked with enforcing them. Divine forces sometimes reach out to those willing to stand on the border between the living and the dead, and grant them the ability, and the authority, to keep everyone on the side where they belong.

The Mortuary is a divine spellcaster, granted spells and other abilities by either a deity or a similar supernatural power, and tasked with keeping the dead dead, and the living alive. Sometimes this is done by healing the sick or wounded when it's not their time. Sometimes this is done by searing an unwelcome visitor from beyond with a divine strike. And sometimes, it's as simple as a weighty piece of steel on a sturdy pole of wood, swung with great force and greater determination.

The Mortuary
Level Proficiency Bonus Features
1st +2 Spellcasting
2nd +2 Channel Divinity
3rd +2 Passing Ability (3rd)
4th +2 Ability Score Improvement
5th +3
6th +3 Channel Divinity (2x)
7th +3 Passing Ability (7th)
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Passing Ability (11th)
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Passing Ability (15th)
16th +5 Ability Score Improvement
17th +6
18th +6 Channel Divinity (3x)
19th +6 Ability Score Improvement
20th +6 Arbiter

Class Features

As a Mortuary, you gain the following class features

Hit Points


  • Hit Dice: 1d8+Con per Mortuary level

Proficiencies


  • Armor: Light and Medium
  • Weapons: Simple Weapons, the Spade, and the War Spade. If your campaign has other shovel- or spade-based weapons, these may be added or substituted at the DM's discretion.
  • Tools: Mortuaries have proficiency in one Artisan's Tool, one Gaming Set, one Musical Instrument, or one Language of their choice.

  • Saving Throws: Constitution, Charisma
  • Skills: Religion, and choose two from Arcana, History, Insight, Medicine, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any Simple Melee weapon
  • (a) a Spade or War Spade, or (b) a holy symbol
  • (a) leather armor or (b) scale male armor
  • (a) a priest's pack or (b) an explorer's pack

Spellcasting

Mortuary is a full spellcaster class, with the same number of spell slots by level as a Cleric, Druid, Sorcerer, etc. Mortuaries have their own spell list.

Mortuaries use Charisma as their spellcasting ability. Their number of spells prepared is their Mortuary class level plus their Charisma modifier (minimum one spell).

Cantrips

Mortuaries get three Cantrips from their own list at 1st level. This increases to 4 at 4th level and 5 at 10th level.

Spellcasting Focus

A Mortuary may use either a holy symbol, or a spade, as their spellcasting focus.

Channel Divinity

Mortuaries are a Channel Divinity class. They may use this ability once, and all uses are recovered during a Short Rest or Long Rest. At 6th class level, they may use this ability twice. At 18th, this increases to three times.

Starting at 2nd level, Mortuaries are granted the ability to bring the force of life and death directly from their deity. They begin with one ability, Intercession.


Intercession

As an Action, the Mortuary brandishes their spellcasting focus and focus on the barrier between the world of the living, and everything else.

All living creatures within 60 feet of the Mortuary, who have half of their maximum hit points or fewer remaining, heal an amount equal to the Mortuary's Proficiency Bonus plus the Mortuary's Charisma modifier (minimum +0).

All undead within 60 feet of the Mortuary take radiant damage equal to the Mortuary's Proficiency Bonus plus the Mortuary's Charisma modifier (minimum +0), and are Incapacitated on their next turn. They may make a Charisma saving throw (DC same as the Mortuary's spellcasting DC) to reduce the damage to half, and negate the incapacitation.

Passing

At 3rd level, a Mortuary selects a subclass called a Passing.

Arbiter

At 20th level, a Mortuary is granted by their deity the ability to decide who is allowed to pass from the world of the living to the world of the dead, and vice versa.

Whenever any living creature that the Mortuary can see attempts any Saving Throw, that would cause them to die if they failed (this includes all Death Saving Throws, but not against damage unless that damage is enough to kill the victim), the Mortuary may, after witnessing the natural d20 roll, replace the roll with a 10 if the roll is below 10. Once aided in this way, that creature cannot benefit from this ability again until they have taken a Long Rest.

As a Reaction, when an undead creature is created or summoned, such as the animate dead spell or an undead's spawn ability, the Mortuary may counter the ability if they are within 60 feet of the target's location and aware of the attempt. They may also use this to prevent any creature from being brought from the dead back to life, such as the raise dead spell. This ability isn't all-powerful, but is as strong as a 9th-level spell.

Passings

At 3rd level, a Mortuary chooses a Passing. They may be a Rehumer, a Soulwarden, or a Reviver.

Rehumer

Passionate or even fanatical about extermination of the undead, Rehumers seek to remind those who cheat death that the rules apply to everyone, and there are no exceptions.

You Had Your Chance

Starting at 3rd level, Rehumers who strike any undead with a melee weapon attack roll, or a spell attack roll, cause bonus radiant damage to the undead equal to the Rehumer's Charisma modifier. This damage, if applied to a spell, is only applied once per target, even if the spell hits the same target multiple times.

Stay Down

Starting at 7th level, any undead attempting a Saving Throw against a Rehumer's Mortuary spells or any of their Channel Divinity abilities, get Disadvantage to the Saving Throw if their CR is equal to, or lower than, the Rehumer's Proficiency Bonus.

Channel Divinity: Back To Your Grave

Starting at 7th level, a Rehumer may choose to use their Channel Divinity on a single undead within 60 feet of them and within 10 feet of the ground. The undead must attempt a Charisma Saving Throw. If they succeed, nothing happens. If they fail, they are pulled halfway into the ground, leaving their torso and head (or their equivalent) exposed.

The target takes a number of 1d10 force damage equal to the Rehumer's Proficiency Bonus, and is considered both Restrained and Prone until the end of their next turn (at which point they break free). During this time, they are also unable to become incorporeal or ethereal.

Undeath Awareness

Also starting at 7th level, Rehumers are adept at recognizing undead, even those disguising their presence. They get Advantage on any Skill Checks, Ability Checks, and Saving Throws when trying to penetrate an undead creature's attempts to hide its presence, including Perception Checks to locate hidden undead. They may also spend an Action to sense if there are any undead within 30 feet, but this ability only tells if undead are present, not how many or their location. This ability penetrates most barriers, allowing the Rehumer to detect the presence of incorporeal undead passing through solid stone for example, but some barriers (such as lead or some magic spells) can block the effect.

Ashes to Ashes

Starting at 11th level, when a Rehumer damages any undead with any spell that does at least four dice of radiant and/or fire damage, they may roll an extra die of damage against that undead.


Dust to Dust

Starting at 15th level, whenever a Rehumer does any amount of radiant and/or fire damage to any undead, that undead may not Regenerate on its next turn. Furthermore, if the same attack reduces the undead to 0 hit points or lower, that undead must make a Charisma Saving Throw or be disintegrated.

Soulwarden

There are other beings that attempt to sidestep the rules of life and death. Soulwardens don't just patrol the world of the living to defend against the undead, but other visitors, such as Fiends and Celestials.

I Know Your Weakness

Starting at 3rd level, Soulwardens gain both the knowledge of which materials Undead, Fiends, and Celestials are vulnerable to (if any), but also the skills to make weapons from such.

Soulwardens knowledge of which materials injure which targets is both general and specific, and can depend on the campaign (for example, in some campaigns, demons are vulnerable to cold iron weapons). If attempting to determine the vulnerabilities of a specific target, they must succeed at a Religion Check against DC 15, 20, 25 or even higher, depending on the DM's decision on the difficulty of the check.

Soulwardens also gain Proficiency in Smith's Tools, if they don't have it already, and can make nonmagical weapons from these special materials with the appropriate time and money spent.

Channel Divinity: Exorcism

Starting at 7th level, a Soulwarden may focus their deity's disfavor on an Undead, Fiend, or Celestial within 60 feet that can see and hear them. Mystical forces then attempt to push the intruder back to the place from whence they came.

The target must attempt a Charisma Saving Throw. Failure forces the target to partially phase out, becoming transparent, immobile, unable to move or act other than observe and speak, but also immune to damage and effects, until the end of their next turn.

If the target has been summoned into this plane and held in place by a magical effect, such as a summoning spell, that has a duration, then instead the magical effect ends, ejecting the target back to their original plane. This acts in many ways as a dispel magic spell, as if cast at the Soulwarden's maximum spell level. Note that spells that, for example, simply open a portal and let creatures walk through, don't hold those who pass in place, and these creatures won't be ejected.

No Exceptions

Starting at seventh level, when a Soulwarden uses any class ability, any Channel Divinity, or any spell that specifically affects undead, that ability may also affect Fiends and/or Celestials the same way, at the Soulwarden's choice.

This includes spells and abilities other than Mortuary.

You're Not Welcome

Starting at 11th level, Soulwardens radiate a special dampening field hat can negate some extraplanar abilities. Undead, Fiends, and Celestials within 30 feet of a Soulwarden who is aware of their presence (even if they can't see or hear them) cannot teleport into or out of this field, and cannot summon allies or open gates. Targets with a CR higher than the Soulwarden's class level may spend a Bonus Action to attempt a Charisma Saving Throw to negate You're Not Welcome until the end of their current turn.

Remurder

Starting at 15th level, Soulwardens ignore the Resistances of any Undead, Fiend, or Celestial they strike with a melee weapon or damage with a Mortuary spell. They cannot bypass Immunities.

Reviver

While many Mortuaries are focused on keeping the dead from crossing into the world of the living, the Reviver is instead focused on keeping the living from leaving if they're not ready.

It's Not Your Time

Starting at 3rd level, the Reviver's healing abilities are amplified on those nearing death. When a Reviver uses any spell or any Channel Divinity to restore hit points to a living creature, and that creature has half their maximum hit points or lower before the healing is applied, the healing is increased by the Reviver's Charisma modifier (minimum +1).

It's Not Your Time does not stack with other abilities that increase healing granted by spells or Channel Divinity effects, such as a Cleric's Life Domain.

Channel Divinity: Come Back To Us

Starting at 7th level, a Reviver may use their Reaction to bring emergency healing to a living creature within 30 feet of them, who was reduced to 0 hit points and/or died. Come Back To Us prevents the death (if necessary) and allows the target to spend a number of Hit Dice up to the Reviver's Proficiency Bonus. Creature that either don't, or can't, spend Hit Dice instead return to 1 hit point.

Come Back To Us cannot be used by the Reviver on themself. Unwilling creatures may choose to ignore the effect.

Death, Be Not Proud

Also starting at 7th level, the Reviver and all living allies within 30 feet that can see and hear the Reviver, reduce all necrotic damage they take by an amount equal to the Reviver's Charisma modifier (minimum -0), and add the Reviver's Charisma modifier to any Saving Throws against the attacks of an undead, and any spell in the Necromancy school.

Death, Be Not Proud does not stack with other class abilities that grant bonuses to saving throws, such as a Paladin's Aura of Protection.

It's Never Your Time

Starting at 11th level, any creature granted extra healing by It's Not Your Time also gets temporary hit points equal to the bonus healing.

Death, Stay Thy Hand

Starting at 15th level, the effect of Death, Be Not Proud improves. The Reviver and affected allies now Resist necrotic damage, or reduce the damage as before, whichever is better.

In addition, if the Reviver or any allies affected by Death, Be Not Proud who fail a Saving Throw against an undead attack, a necromancy spell, or a Death Saving Throw, the Revivier may choose for the Saving Throw to succeed instead. However, doing so weakens the Reviver, and they can no longer use Death, Be Not Proud until they complete a Short Rest.

Spells

A Mortuary has access to the following spells by level.

Cantrips

.

Barrier Against Undeath

Grave Digger

Guidance

Light

Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

1st Level

.

Alarm

Bane

Conjure Spade

Cremation

Cure Wounds

Detect Evil and Good

False Life

Identify

Protection from Evil and Good

Shield of Faith

2nd Level

.

Aid

Continual Flame

Flame Blade

Gentle Repose

Lesser Restoration

Life Ward

Magic Weapon

Spiritual Armor

Spiritual Weapon

3rd Level

.

Chains of Mortality

Counterspell

Daylight

Dispel Magic

Protection from Energy

Revivify

Speak with Dead

Soul Rebound

Vampiric Touch

4th Level

.

Banishment

Conjure Blazing Spade

Death Ward

Fire shield

Locate Creature

Vitality Well

Wall of Fire

5th Level

.

Anti-Planar Zone

Contact Other Plane

Death Sight

Dispel Evil and Good

Flame Strike

Hallow

Mass Cure Wounds

Planar Binding

Wall of Force

6th Level

.

Divine Spade

Forbiddance

Heal

Magic Jar

Reality Anchor

Sunbeam

True Seeing

Word of Recall

7th Level

.

Arcane Sword

Demi Mortality

Divine Word

Firestorm

Forcecage

Lay To Rest

Regenerate

8th Level

.

Anti-Magic Field

Antipathy/Sympathy

Face of Death

Holy Aura

Power Word: Dismiss

Sunburst

9th Level

.

Astral Projection

Gate

Mass Heal

Meteor Swarm

Prime of Life

Tethers of Mortality

Mortuary Spells

Spells in the following section are designed for the Mortuary class. However, at the DMs discretion, some might be available to other classes or subclasses.

Anti-Planar Zone

5th level, abjuration

Casting Time: 1 Action

Range: 0

Target: 20-foot radius sphere centered at the caster's location

Components: V, S, M (blessed silver dust worth at least 50gp)

Duration: Concentration (maximum 1 minute)

The caster creates a shimmering silvery globe of divine energy that penetrates all nonmagical physical barriers. No creatures can enter this globe by means of planar travel, including portals or gates, any form of teleportation, Astral or Ethereal travel, and being conjured or summoned by magic. They can still use these abilities to leave the area/dimension.

Non-creature items, such as a bag of holding, are not affected by the spell.

Multiple anti-planar zone spells do not stack, nor do they stack with forbiddance. Only the highest-level spell applies.

At Higher Levels: If cast with a 6th-level spell slot, the duration's maximum is one hour. If cast with a 7th-level or higher spell slot, the duration becomes 8 hours and no longer requires Concentration.

Barrier Against Undeath

Cantrip, evocation

Casting Time: Reaction, which you take when you are hit by a melee attack from an undead

Range: Self

Target: Self

Components: S

Duration: 1 round

A swirling black and gold disc of divine energy appears, granting the caster +2 AC against melee attacks from undead until the start of their next turn. This includes the triggering attack.

This bonus increases to +3 AC at 5th level, +4 AC at 11th level, and +5 AC at 17th level.

Chains of Mortality

3rd level, evocation

Casting Time: 1 Action

Range: 60 feet

Target: One undead, fiend, or celestial up to Large size within 10 feet of the ground

Components: V, S, M (silver links worth 25gp)

Duration: Concentration (maximum 1 minute)

Chains of golden glowing force energy shoot up out of the ground, attempting to bind the target. The caster makes a Spell Attack roll, and if successful, the target is wrapped up in the chains and dragged to the ground. The spell does 2d8 plus the caster's Charisma modifier force damage, and the target is Grappled.

Targets wrapped in chains of mortality may attempt to escape the Grapple like any other Grapple. The DC to escape is the caster's Spellcasting DC + the level of spell used to cast chains of mortality. The chains are force, so incorporeal creatures cannot escape simply because they're incorporeal.

During each of the caster's turns after the one where they cast chains of mortality, if they are within 60 feet of the target, they may use their Action to squeeze the chains, causing 2d8 plus the caster's Charisma modifier force damage. The target may attempt a Strength Saving Throw for half damage.

At Higher Levels: In addition to the effects listed above, if cast using a 4th-level or higher spell slot, the target's maximum size increases by one category per level above third.

Conjure Spade

1st level, evocation

Casting Time: 1 Action

Range: Touch

Target: One spade-shaped force construct

Components: V

Duration: Concentration (maximum 1 minute), plus 1 round

The caster creates a long-handled spade out of divine force energy. This weapon has all the same statistics as a War Spade, except that it is weightless, damage dealt by the weapon is force damage, and the caster may choose to their Wisdom modifier instead of their Strength modifier for attack and damage rolls.

If the caster drops or throws the weapon, or fails to Concentrate on it, the construct will last until the start of the caster's next turn. If picked up by any other creature, dispelled, or if the caster wills it so with a Bonus Action, the spade vanishes instantly.

At Higher Levels: If cast using a 2nd-level spell slot, the construct no longer requires Concentration and will last one hour instead of one minute. If cast using a 3rd-level spell slot, the construct will last 24 hours.

Conjure Blazing Spade

4st level, evocation

Casting Time: 1 Action

Range: Touch

Target: One spade-shaped force construct on holy fire

Components: V

Duration: Concentration (maximum 1 minute), plus 1 round

The caster creates a long-handled spade out of divine force energy, which blazes with golden flames. This weapon has all the same statistics as a War Spade, except that it is weightless, damage dealt by the weapon is force damage, and the caster may choose to their Wisdom modifier instead of their Strength modifier for attack and damage rolls. Furthermore, each hit with this weapon does an additional 1d8 fire or 1d8 radiant damage, chosen by the attacker upon a successful hit.

If the caster drops or throws the weapon, or fails to Concentrate on it, the construct will last until the start of the caster's next turn. If picked up by any other creature, dispelled, or if the caster wills it so with a Bonus Action, the spade vanishes instantly.

While covered with holy flames, the spade sheds light like a torch. The caster may extinguish or light these holy flames at any time as a Bonus Action.

At Higher Levels: If cast using a 5th-level spell slot, the construct no longer requires Concentration and will last one hour instead of one minute. If cast using a 6th-level spell slot, the construct will last 24 hours.

Cremation

1st level, conjuration

Casting Time: 1 Action

Range: 60 feet

Target: One dead or undead body

Components: V, S, M (a pinch of ash)

Duration: Instantaneous

The caster recites a short prayer and the target body bursts with radiant energy resembling flames, reducing it to ash within seconds. Any items touching the body (such as clothes or anything swallowed) are not harmed.

If the target is a corporeal undead, cremation does 2d10 radiant damage to it. The target may attempt a Constitution Saving Throw for half damage. If the target dies due to the damage of cremation, their body is reduced to ash.

At Higher Levels: If cast using a 2nd-level or higher spell slot, the damage increases by 1d10 per spell level above first.

Death Sight

5th level, divination

Casting Time: 1 Action

Range: Self

Target: Self

Components: V, S

Duration: One hour

For the duration of the spell, the caster can see and recognize any undead within 60 feet for what they are. They cannot benefit from disguises, stealth, invisibility, illusions, possessing a living creature, being incorporeal or ethereal. The caster's death sight even penetrates nonmagical barriers, regardless of thickness, to let them see undead through them.

Recognition of undead for what they are also grants them Advantage on any Saving Throws to avoid being Charmed or Frightened by undead.

Demi Mortality

7th level, conjuration

Casting Time: 1 Action

Range: Self

Target: Self

Components: V, S, M (a ring of cold iron linked through a ring of bone)

Duration: Up to 1 minute

For the duration of the spell, the caster becomes much harder to kill.

When the caster reaches 0 hit points and/or dies, they may make a Charisma Saving Throw. The DC is either the DC of the spell or effect that dropped them, or half the damage of the attack that dropped them, or 15, whichever is highest. If the caster succeeds, they do not die and do not drop unconscious, but instead heal enough to reach one-quarter of their maximum hit points, if their current hit point total is lower. If they fail, the spell ends.

Each time the caster succeeds on a demi mortality Saving Throw, the DC increases by 5 for all future attempts.

At Higher Levels: If cast using an 8th-level or higher spell slot, for each level of spell above 7th, the caster automatically succeeds an equal number of their first attempts at demi mortality Saving Throw, and these automatic successes do not increase the DC for further attempts. For example, if the caster used a 9th-level spell, their first two attempts would automatically succeed.

Divine Spade

6th level, evocation

Casting Time: 1 Action

Range: Touch

Target: One spade-shaped force construct

Components: V

Duration: Concentration (maximum 1 minute), plus 1 round

The caster creates a long-handled spade out of divine force energy. This weapon has all the same statistics as a War Spade, except that it is weightless, and the caster may choose to their Wisdom modifier instead of their Strength modifier for attack and damage rolls.

Damage dealt by the divine spade is 2d8 force damage. The first time each round the caster strikes an undead, the spade does an additional 2d8 force damage.

If the caster drops or throws the weapon, or if it is taken from them, at the start of their next turn, they may return the divine spade to their hand. This is not an Action and has unlimited range. If the caster fails to maintain Concentration, the divine spade lasts until the start of their next turn, where they may choose to spend their Action to resume Concentrating on the spell before it expires.

Faces Of Death

8th level, necromancy

Casting Time: 1 Action

Range: Self

Target: Self, plus see below

Components: V, S, M (a special piece of an undead creature)

Duration: Instantaneous, and also up to 1 minute.

The caster harnesses the power of the undead, a piece of whom they're holding as the spell's material component. This material component restriction cannot be bypassed by a focus, Feat, or class ability.

The caster chooses one of the undead's Actions, such as a wraith's Life Drain or a vampire's Children of the Night. This spell cannot mimic Traits, Legendary Actions, ability scores, resistances, immunities, summoning or spawning creatures, any weapons other than natural or unarmed, or spellcasting. The caster uses their own attack rolls and the ability's Saving Throw becomes the caster's Spellcasting DC, but other effects (such as damage) remain.

The caster may copy Multi-Attack, and this includes the natural attacks (such as claw and bite) the undead had. Any form of Multi-Attack that uses weapon attacks, the caster uses their own weapon instead of the undead's.

If the ability has a duration, that duration cannot exceed one minute. This includes any curses, poisons, or diseases inflicted in that time.

Harvesting Undead Parts: Collecting the material components from destroyed undead which can serve as this spell's Material Component is not a trivial task. Anyone with knowledge of what parts to look for (which at the very minimum includes any caster with this spell prepared) may attempt to collect pieces from any undead destroyed within the last minute. This requires a Religion check vs. DC 10 to collect a single piece. For each full 5 the check exceeds the DC of 10, another piece is collected. Multiple casters cannot harvest the same destroyed undead.

Grave Digger

Cantrip, alteration

Casting Time: 1 Bonus Action

Range: Touch

Target: One weapon the caster wields

Components: V

Duration: 1 round or until discharged

Silver light gleams from the caster's weapon. If the caster uses the weapon to make any attacks this round against undead, those attacks get +2 to the attack rolls. The first time the caster hits an undead while the spell is in effect, the attack adds +1d6 radiant damage, and the spell ends.

This bonus increases to +3 to attack rolls at 5th level, +4 to attack rolls at 11th level, and +5 to attack rolls at 17th level.

Lay To Rest

7th level, necromancy

Casting Time: 10 minutes

Range: 60 feet

Target: One undead creature

Components: V, S, M (ancient text worth 1,000 gp)

Duration: Permanent

The caster attempts to forcefully break the forces keeping an undead in the world of the living. If kept in place by an unfinished business, a curse, or a powerful regeneration-like effect, lay to rest attempts to break that bond and send the undead, willingly or otherwise, to the land of the dead where they belong.

Lay to rest can affect a target up to CR 10 that is unable, or unwilling, to move on. The spell bypasses the normal requirements needed to either allow, or force, the undead to pass on, such as resolving an unfinished task or a special weapon needed to kill it. As the spell's effect is unpleasant, even willing targets must attempt a Charisma Saving Throw to resist the spell's effects. Failure causes the undead's spirit to move to the afterlife plane its alignment dictates, as normal.

Undead that don't have statistics, such as a haunted house, will have a bonus to Saving Throws set by the DM. A good rule of thumb is the proficency bonus they would have at their CR or the level of the party.

This spell is very high level, because it can be used to instantly resolve certain obstacles that would normally require a quest to resolve.

At Higher Levels: If cast using a 8th-level spell slot, lay to rest can affect targets up to CR 15. If cast using a 9th-level spell slot, it can affect up to CR 20.

Life Ward

2nd level, abjuration

Casting Time: 1 Action

Range: Touch

Target: You or one willing living creature

Components: V, S, M (a pinch of grass or weeds from a graveyard)

Duration: Concentration (maximum 1 hour)

For the duration of the spell, the target resists either radiant or necrotic damage, as chosen by the caster at time of casting.

At Higher Levels: If cast using a 3rd-level or higher spell slot, Concentration is no longer required.

Power Word: Dismiss

8th level, necromancy

Casting Time: 1 Action

Range: 60 feet

Target: One undead, fiend, or celestial

Components: V

Duration: Instantaneous

The caster speaks a single divine edict, hurling the target out of the land of the living. If the target has 100 or more hit points, they are unaffected. Otherwise they are instantly destroyed (undead) or returned to their home plane (fiends and celestials).

Prime Of Life

Cantrip, alteration

Casting Time: 1 Bonus Action

Range: 0

Target: The caster and up to five allies within 30 feet

Components: V, S

Duration: 1 minute

The caster and the chosen allies gain exceptional protection against otherworldly magic. While the spell's duration continues, they have Advantage on all Saving Throws against undead, fiend, and celestial attacks, abilities, and spells. They also have Advantage on Saving Throws against any spell from a divine power source (such as a cleric spell).

Reality Anchor

6th level, conjuration

Casting Time: 1 Action

Range: 60 feet

Target: One creature

Components: V, S

Duration: Up to 1 minute

The caster uses planar barriers to lock a creature into its corporeal form. It must make a Charisma Saving Throw, or become unable to turn incorporeal or etheral for the spell's duration. It may attempt the Saving Throw at the end of each of its turns to end the effect early.

If the target is already incorporeal and/or etheral when they fail the Saving Throw, they take 6d10+20 force damage and are forced out of their incorporeal/ethereal form.

This spell cannot penetrate solid objects, so it cannot affect an incorporeal creature while passing through a wall, for example.

At Higher Levels: If cast using a 7th-level spell slot or higher, the initial Saving Throw has Disadvantage.

Soul Rebound

3rd level, abjuration

Casting Time: Reaction to a summoned or undead creature appearing within 30 feet of the caster

Range: 30 feet

Target: The summoned or undead creature that appeared

Components: V

Duration: Instantaneous

When a creature is summoned from another plane (such as a conjure elemental spell) or an undead is summoned, animated or spawned, the caster may utter a word of backlash and rebuke with divine energy. The summoned or undead creature that appeared must attempt a Wisdom Saving Throw, or be returned to where it came from (if summoned) or returned to rest (if animated or spawned).

Creatures that were already physically present (such as invisible or hiding) are not affected by this spell. The caster does not automatically know if a suddenly appearing undead is a valid target or not.

Soul rebound has no effect on creatures whose level or CR are equal to, or higher than, the caster's spellcaster level.

At Higher Levels: If cast using a 4th-level or higher spell slot, they may target one extra valid target for each level of spell above third.

Spiritual Armor

2st level, conjuration

Casting Time: 1 Action

Range: Self

Target: One armor-shaped foce construct

Components: V, S

Duration: 10 minutes

A translucent suit of armor made of force appears around the caster and any garments or Light Armor they are currently wearing. If the caster is wearing Medium or Heavy Armor, the spell has no effect.

For the duration of the spell, the caster's AC becomes 16 + their Dexterity modifier (maximum +2). Melee attacks by incorporeal or ethereal undead against the caster suffer Disadvantage.

The spell ends if dismissed as a Bonus Action, or if the caster wears Medium or Heavy Armor.

At Higher Levels: If cast using a 3rd-level or higher spell slot, the duration becomes 8 hours.

Tethers Of Mortality

Cantrip, conjuration

Casting Time: 1 Action

Range: 60 feet

Target: One creature, then two creatures, then four creatures

Components: V, S

Duration: Instantaneous

A blindingly bright chain of golden energy reaches out of the ground and wraps around the target. If the target is a living creature, they heal 100 hit points. If the target is an undead creature, they take 100 radiant damage, but may make a Constitution Saving Throw for half damage.

After the initial target is affected, tethers of mortality may reach out to up to two more targets within 30 feet of the original target, and still within the spell's range. These two targets are each affected by the spell at half effect (healing for 50 or being damaged for 50).

After these additional targets are affected, tethers of mortality may reach out from each secondary target to another two targets (four total) within 30 feet of the secondary target, and within the spell's range. Each of these up to four targets are affected at one-quarter strength (healing for 25 or being damaged for 25).

No target can be affected by the a single cast of tethers of mortality twice.

Vitality Well

4th level, transmutation

Casting Time: 1 Action

Range: Self

Target: Self

Components: V, S, M (a chip of metal from a scythe blade)

Duration: 1 minute

For the duration of the spell, the caster has Advantage on any Saving Throws against spells or other magic that will instantly kill if the Saving Throw fails, and on Death Saving Throws. (Death due to damage does not count) They are also treated as if having double their hit points for effects that instantly kill targets based on their hit points (for example power word: kill).

Furthermore, at the start each of the caster's turns, the caster Regenerates 2 hit points if they have at least 1 hit point.

Equipment

Spade

Melee weapon (simple, polearm)

Damage : 1d6

Damage Type: Bludgeoning/Slashing

Properties: Two-Handed

Weight: 6

War Spade

Melee weapon (martial, polearm)

Damage : 1d8

Damage Type: Bludgeoning/Slashing

Properties: Versatile (1d10), Thrown (10/30)

Weight: 8

Both Spade and War Spades are digging tools, but the War Spade is also designed to be a weapon. The user can either bash with the flat end, or slash with the edge, of the blade.