Once per long rest, summon forth a gravestone with 500hp. The area in a 5m radius around you becomes magical darkness and is the graveyard. Gain resistance to cold dmg and vision in magical darkness for three turns. Creatures within the graveyard take 6d8 cold damage at the start of each of their turns. Within the graveyard, summons lower than level 4 carry no resource cost, and any above that cost half - rounded upwards. Your summons also lose any repercussions associated with their death. Summons gain immunity to cold damage, and can see in magical darkness within the graveyard. At the start of the ability, you may summon any of your summons for no resource cost and designate it as the 'Grave Keeper.' The Grave Keeper gains several buffs: - Resistance to all damage. - +1 cold damage to their attack rolls. - Advantage on saving throws that would control this creature. Summons that are not designated as the Grave Keeper die at the end of your turn. This ability ends when either the Grave Keeper is killed or the Grave is destroyed. If the ability is up too long (5 turns and ill start rolling for it), the Grave Keeper may be overloaded with death energy and turn on you. If this happens, it is removed from your summon list until it dies. When the ability ends, all summons in and out of the graveyard are dismissed and you take psychic damage equal to health lost by the Grave Keeper. You also cannot summon until your next short or long rest. Type: [[Summon]]