PDA

View Full Version : D&D 5e/Next 13 Nasty Necromancies



sandmote
2022-07-23, 11:27 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/bMSWja-RXkfS)

The school of necromancy is somewhat interesting, as it feels like it dances between the toes of the other spell schools. Minionmancy like conjuration, heavy debuffing like enchantment and illusion, creation and some healing like evocation, bodily modification like transmutation, and speak with dead and similar spells taking cues from divination.

I do feel there are two main themes for necromancy, and am working on separate wizard subclasses for each one. But for this I've written some additional spells for the school.


1st-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of ectoplasm)
Duration: Instantaneous
You summon an undead spirit in an empty space within range. The spirit immediately bursts, unleashing a wave of necrotic energy in a 5 foot radius around the spirit's space. Each creature within range must make a Constitution saving throw. A target takes 2d6 necrotic damage on a failed save, or half as much on a success.

The spirit leaves behind a floating veneer of necrotic energy which is painful to enter. Until the start of your next turn, the space the spirit inhabited is rough terrain and each creature that enters that space takes 1d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the damage from entering the sprit's space increases by 1d6 for every two slot levels above 1st.

(Wizard) Lower level Flaming Sphere if possible. Admittedly intended more for the Grim Harvest feature than to be particularly powerful, but I kind of like the theming of a failed summon dealing damage.

2nd-level necromancy

Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a weapon, pervading it with disease. Until the spell ends, that weapon deals an additional 1d4 poison damage on a hit and each creature hit with the weapon must make a Constitution saving throw. On a failed save the creature is poisoned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the extra damage increases to 2d4. When you use a spell slot of 6th level or higher, the extra damage increases to 3d4.

(Artificer, Wizard)Lower level than Elemental weapon, as poison is both a generally worse damage type and this one doesn't add a bonus to attack rolls. On the upside it can be cast on magic weapons and inflict the poisoned condition, so it might be worth bumping up a level.

2nd-level necromancy

Casting Time: 1 action
Range: self
Components: V
Duration: Concentration, for up to 1 minute
Your eyes turn black, your gaze sending shivers down the spines of those you observe. One creature of your choice within 60 feet of you that you can see must make a Wisdom saving throw. On a failed save the target must spend its action next turn cowering. Creatures immune to the frightened condition automatically succeed on the saving throw.

On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of imperious glare.

(Cleric, Warlock, Wizard) Lower level eyebite.

2nd-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a nail and a pea)
Duration: Concentration, up to 10 minutes
Choose one creature that you can see within range to make a Constitution saving throw. On a failed save, the target gains one level of Exhaustion 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. If the target already has one or more levels of exhaustion when you cast this spell they automatically succeed on the saving throw.

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.

(Artificer, Cleric, Warlock) Is this too close to Bane? I feel like it might be too close to Bane. Would it be worth cutting the duration and adding some damage?

3rd-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You make a mark of darkness, sending a freezing shot through the very core of a creature of your choice you can see within range that isn't a construct or undead. The target must make a Constitution saving throw. On a failed save the target takes 4d4 cold and 4d4 necrotic damage and has disadvantage on attack rolls and ability checks until the start of your next turn. The next time the target attempts to cast a spell before the start of your next turn, it must make a Wisdom saving throw or the spell fails without expending the spell slot. On a success the creature takes half as much damage and suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold and necrotic damage each increase by 1d4 for each slot level above 3rd.

(Warlock, Wizard) Feels awkward, but I wanted to do something with cold damage. The effect avoids wasting spell slots

3rd-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a scorpion stinger or spider fang)
Duration: 1 Round
A phantasmal stinger strikes out at a creature within range. The target must make a Dexterity saving throw, taking 7d4 poison damage on a failed save and being poisoned for the duration. On a success the target takes half as much damage and isn't poisoned.

At the start of your next turn, a poisoned target takes an additional 7d4 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each instance of damage increases by 1d4 for each slot level above 3rd.

(Druid, Wizard) Higher level Ray of Sickness. Admittedly close to Acid Arrow. Damage is only marginally lower than Blight's but I hope the worse damage type and fact its broken into two rounds keeps it sufficiently weak to warrant the lower level.

3rd-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a candleholder)
Duration: Concentration, up to 1 hour.
A ghostly candle winks into existence and floats into the air, borne by a ghostly and translucent hand. The candle emits bright light for 10 feet and dim light for an additional 10 feet.

Creatures and objects cannot benefit from being invisible while within the light created by the candle and the candle's light allows creatures to see into the Ethereal plane. Ethereal creatures and objects appear ghostly and translucent.

As a bonus action on your turn, you can move the candle up to 60 feet to a new spot within range. The candle winks out if it exceeds the spell's range.

(Cleric, Wizard) My 5e conversation of Invisibility Purge is the same level, so I'm not entirely sure about keeping this at 3rd.

4th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Thin vapors of green gas appear in a 30 foot cube within range. They last for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses them. Each creature that enters or starts its turn within the gas must make a Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength or Dexterity for the duration. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

(Bard, Wizard) Thematically intended to be negative energy harming creatures. Unlike Ray of Enfeeblement it also effects attacks using dexterity. Would "weapons and unarmed strikes" be clearer?

4th-level necromancy

Casting Time: 1 action
Range: Target
Components: V, S
Duration: Concentration, up to 1 hour.
You reach out and touch a creature, filling its body with necrotic power, its body shriveling from the negative energy. The target's appearance becomes difficult to distinguish from that of a corpse and becomes resistant to effects that harm flesh.

The target gains resistance to Necrotic and Poison damage and immunity to the poisoned conditions. All diseases and poisons currently affecting the target are suspended for the duration.

Creatures that aren't already aware the target is alive mistake it for undead, and must succeed on a Medicine (Wisdom) check to determine it isn't of the undead type. Undead with an Intelligence score of 7 or lower will not attack you unless you attack them first or they are commanded to by a creature controlling them.

(Cleric, Paladin, Sorcerer, Warlock, Wizard) Intended as a higher level False Life. Two two still stack though.

4th-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You draw out the life from the arm or leg of a creature you can see within range, which must make a failed saving throw. You choose to affect one the target's arms, legs, tail, or wings. You cannot target a type of limb if the target does not have such a limb.

Arm. On a failed save the target's arm shrivels into uselessness. The creature must drop anything held in the arm, and is unable to use the arm to hold objects or provide somatic components of spell for the duration.

Leg. On a failed save the target's leg shrivels into uselessness. If the creature has more than 4 legs, it suffers no ill effects. Otherwise the target's walking and climbing speeds are reduced to half. If the target lacks fins, its swim speed is also reduced to half.

Tail. On a failed save the target's tail shrivels into uselessness. If the creature has a swim speed, its swim speed is reduced to half.

Wing. On a failed save the target's wing shrivels into uselessness. If the target has more than two wings, its fly speed is reduced by half. Otherwise the target's fly speed is reduced to 0.

No matter the limb targeted, on a failed save the target cannot make melee attacks using the limb for the duration.

At Higher Levels. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour. When you use a 6th-level spell slot, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours.

(Cleric, Warlock, Wizard) Added additional limb options relative to the 3.5e version.

5th-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a vial of lycanthrope's blood)
Duration: 1 day
You call down a malignant disease on a creature within range. The target is not a construct or an undead, it must make a Constitution saving throw. On a failed save the target takes 6d8 necrotic damage and its hit point maximum is reduced by an amount equal to the damage for the duration. On a success the target takes half as much and its hit point maximum is reduced until the end of your next turn.

For as long as the target has its point maximum reduced, it takes on a sickly appearance and has disadvantage on skill checks and saving throws made using Strength and Constitution.

A Lesser restoration spell, remove curse spell, or other magic capable of ending disease ends the effect on the target.

(Cleric, Druid, Ranger, Wizard) Low damage to account for the fact it can't be healed in the same combat.

5th-level necromancy

Casting Time: 1 minute
Range: self
Components: V, S
Duration: Concentration, up to 10 minutes.
Your body falls into a catatonic state as your soul leaves it and appears as a spectral image of yourself in an empty space within 5 feet. You see, hear, and speak from your soul's position. As a soul you have a 30 foot fly speed and can pass through physical objects, but cannot move more than 600 feet away from your body. You can't cast spells or make attacks while a disembodied spirit

As an action you can turn your spirit invisible or disguise your spectral appearance. While disguised, a creature able to see or hear you must succeed on an Investigation (Intelligence) check against your spell save DC to recognize you are the spirit in front of it. You can use a bonus action to end the invisibility or the disguise.

As a spirit you have 20 hit points and are immune to all damage except Psychic and Force damage. You fail all saving throws made using Strength and Dexterity and are immune to Exhaustion and being Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, and Unconscious. If your soul is reduced to 0 hit points, the spell ends.

Your body is immune to psychic damage and is unconscious for the duration. You do not need to make Constitution saving throws to maintain your Concentration this spell when your body takes damage. Your body doesn't require air, food, or water while under the effects of this spell.

When the spell ends, your spirit returns instantaneously to your body. If your body is dead when you attempt to return to it, you die. If your spirit is trapped or unable to reach your body, as with either one being warded by a Magic Circle spell, you die when the spell ends.

If another creature attempts to possess your body for the duration, it succeeds automatically. When you attempt to return to your body, the creature must attempt to possess you again, losing control of your body on a failed attempt.

At Higher Levels. When you cast this spell using a spell slot of 6th level, the duration increases to Concentration, up to 1 hour. When you cast this spell using a spell slot of 7th level, the duration increases to Concentration, up to 8 hours. Casting this spell using a spell slot of 8th level or higher grants a duration that doesn't require Concentration.

(Cleric, Paladin, Warlock, Wizard) Intended as a necrotic variant of Arcana Eye. Can pass through walls and speak, but can be defeated and has significantly lower range.

7th-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
A destructive miasma erupts from you. Each creature of your choice you can see within range must make a Constitution saving throw. On a failed save, each target loses immunity and resistance to poison damage for the duration, then takes 8d8 poison damage. On a success, the target takes half as much damage and doesn't suffer any other effects.

An affected target appears greenish and sickly, can't take reactions, and must roll a d6 at the start of each of its turns to determine its behavior for that turn.

d6 Behavior

The Creature falls down prone, doesn't move, and must spend its action and retching and reeling.
The Creature doesn't move or take actions this turn.
The Creature can move normally but spends its action retching and reeling.
The creature drops prone and can't move at the start of its turn, but can act normally.
The Creature loses its Concentration and is Poisoned until the end of its turn.
The Creature can move and act normally.
An affected creature can make a Constitution saving throw at the end of each of its turns, ending the spell on that creature on a success.

(Druid, Sorcerer, Warlock, Wizard) Unlike Confusion his deals damage and sets up for more poison damage later.