Malfeasant

by T.C Harmeleon

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Malfeasant

"A woman stalks through a worked earthen tunnel, tracking a group of goblins that have been terrorizing her village. She spots them sitting around a fire and skulks into position. With a mighty crack, her whip snaps forward and ignites a surprised goblin, setting them ablaze. As the others are scrambling to their feet, a wave of flame shoots forth and now the whole cadre is aflame, screaming in pain and surprise."

"A massive ogre smashes around it on a dusty plain. He is trying in vain to smash a gnome, who dances nimbly around his strikes. With a muttered curse and a wave of their hand, they cast a spell on the ogre, who begins to visibly wither. As the ogre grows weaker and weaker, the gnome begins to laugh and go on the offensive. With surprising strength he knocks the ogre to the ground. The fight is finished and they both know it. The ogre tries vainly to stand but the life is drawn from him and into his gnomish foe."

"An orc faces off against a heavily armed human. The orc lashes out with his short sword but the human is clearly the superior fighter. Realizing he has no choice, the orc whips magic around himself and wraps it around his foe. The human falters momentarily and looks around confused, moving in slow motion. The orc grins and steps quickly back away from his foe. The human gives chase but moves like molasses, now visibly aging and sagging. With a final, mighty magical push the human is blown backwards, aged past death and decomposition and into dust blowing on the breeze."

Malfeasants are warriors who are masters of intelligent combat. Capable fighters in a pinch, they rely on clever ploys and underhanded tactics to give them an edge. If they find themselves overwhelmed then they can fall back on their arcane studies, which gives them many tools to turn the tide or to escape if needs be. A Malfeasant is rarely caught unprepared in any situation, and if they are then they can likely improvise their way out of it.

Plots, Ploys and Plans

Malfeasants are a canny and unusual type of combatant. They are perfectly content to waylay their foes, harrying and disrupting them until the perfect opportunity presents itself. They are not, however, reactionary in the way rogues and other skirmishers are. They have developed a suite of skills that allows them to actively enable situations that they can capitalize on.

This level of combat cognition and forethought does not come easy. Malfeasants dedicate themselves to a life of study and mastery, both of arcane forces as well as more mundane pursuits. A Malfeasant knows there is no useless knowledge and all that they learn is simply one more tool in their toolbox to craft their ideal situation.

Relying on their wits and will engenders a kind of pragmatic arrogance, meaning that most Malfeasants eschew the typical trappings of combat that might slow them down or restrict their options. This does not make them an easy fight however as this arrogance is well earned, and a seasoned Malfeasant can overwhelm a trained fighter with surprising and unconventional maneuvers.

Respected and Feared

Malfeasants tend to have a reputation for being less than savory characters. A stigma they share with Rogues and Warlocks, and one not entirely unwarranted. Their unusual approach to situations can put some people ill at ease and more honorable warriors tend to see their methods as "cheap" or just plain "cheating". A Malfeasant would argue that they are simply pragmatic, and when death is on the line then honour is a tether.

Whatever your opinion on their methods, their efficacy is undeniable. Given that they are well versed in creating their own odds, they are often welcomed among the more pragmatic adventurers. Even the more noble of adventurers is happy to welcome a Malfeasant who does not actively undermine them.

Even outside of combat they are fantastic adventurers. Their obsessive study and drive for mastery makes them incredibly useful in the non-combat elements of adventure. Their well honed and practiced skills, seemingly infinite banks of knowledge and capacity to view situations from many angles ensures that a party with a Malfeasant is rarely at a loss.

Creating a Malfeasant

When creating a Malfeasant it may be helpful to consider what drives them. Where did they learn their skills? Did they have a master? If so, what is their relationship with them like? If they are self thought, where they you get the resources to do so? What brought them to a life of adventure? What are their end goals?

Consider also their relationship to their skills, and the perception of their skills. Are they resentful of judgment? Do they play into it to grant them some advantage? Are they quick to display their skills? Or do they prefer to surprise people with their proficiency? Do they prefer magical or martial studies?

Quick Build

You can create a Malfeasant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, take the Charlatan background. Thirdly, choose the Minor Illusion cantrip and Charm Person and Tasha's Hideous Laughter 1st-level spells.

Class Features

As a Malfeasant, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Malfeasant level
  • Hit Points at 1st Level: 8 plus Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) plus Constitution modifier per level

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, scimitars, shortswords, whips, hand crossbows
  • Tools: Thieves Tools, one other

  • Saving Throws: Dexterity and Intelligence
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, History, Insight, Investigation, Perception, Persuasion, Slight of Hand and Stealth

Equipment

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

  • (a) a scimitar or (b) a shortsword
  • (a) a whip or (b) two daggers
  • (a) a burglers pack, (b) a dungeoneers pack or (c) an explorers pack
  • Leather armor, two daggers and thieves tools

Multiclassing as a Malfeasant

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.

Ability Score Minimum: Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Tools: any one

Skills: Choose 1 from Acrobatics, Arcana, Athletics, Deception, History, Insight, Investigation, Perception, Persuasion, Slight of Hand and Stealth

Malfeasant
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Ploy 1 2 2
2nd +2 Expertise, Deftness 1 2 2
3rd +2 Malfeasant Repertoire 1 2 3
4th +2 Expanded Learning, Ability Score Improvement 1 2 3
5th +3 Damage Control, Ace 1 3 3 2
6th +3 Brazen, Expanded Learning 1 3 4 2
7th +3 Malfeasant Repertoire feature 2 4 4 3
8th +3 Expertise, Ability Score Improvement 2 4 4 3
9th +4 2 5 4 3 2
10th +4 Malfeasant Repertoire feature 2 5 4 3 2
11th +4 Expanded Learning, Ace (2) 2 6 4 3 3
12th +4 Ability Score Improvement 3 6 4 3 3
13th +5 3 7 4 3 3 1
14th +5 Expanded Learning 3 7 4 3 3 1
15th +5 Malfeasant Repertoire feature 3 8 4 3 3 2
16th +5 Ability Score Improvement 3 8 4 3 3 2
17th +6 3 9 4 3 3 3 1
18th +6 Malfeasant Repertoire feature 3 9 4 3 3 3 1
19th +6 Ability Score Improvement 3 10 4 3 3 3 2
20th +6 Perfect Score, Ace (3) 3 10 4 3 3 3 2

Spellcasting

Starting at 1st level, you have learned the secrets of arcane formulae which allow you to cast spells.

Cantrips

You know one cantrip of your choice from the malfeasant spell list. You learn additional malfeasant cantrips of your choice at higher levels, learning a 2nd cantrip at 7th level and a 3rd at 12th level.

Spell Slots

The Malfeasant table shows how many spell slots you have to cast your malfeasant spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Malfeasant spell list.

The Spells Known column of the Malfeasant table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the malfeasant spells you know and replace it with another spell from the malfeasant spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your malfeasant spells, since your magic draws on your studies of arcane lore and clever application of magical force. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a malfeasant spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ploy

Starting at 1st level, you are able to capitalize on an opponent's lapse in attention to carry out a clever move. Once per turn, you can cause a Dexterity saving throw against your Malfeasant spell save DC by a creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

On a failed save, you apply a condition to the target. The condition you can apply to a target is dependent on your Malfeasant level as shown in the following table. You can only apply one condition. This condition lasts until the end of your next turn or until countered.

Malfeasant level Condition
1st Half movement speed, loses reaction
3rd Deafened
5th Drops one item it is holding, activate your Damage Control feature
7th Prone
9th Blinded
13th Restrained, stunned

Deftness

Starting at 2nd level, your quick wit allows you to excel in difficult situations. You can use a bonus action to take the Disengage or Use an Object actions, or to grant yourself a charge of Deftness until the start of your next turn. You can only have one charge of Deftness at a time.

When you are hit by a weapon attack or caused to make a saving throw from a creature you can see, you can spend your charge of Deftness as a reaction. If you do, add your Intelligence modifier to your AC for that attack or to your saving throw total.

Expertise

Starting at 2nd level, choose two of your skill, vehicle or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 8th level, you can choose another two skill, vehicle or tool proficiencies to gain this benefit.

Malfeasant Repertoire

Starting at 3rd level, you begin to learn a bag of tricks, traps and magical maneuvers that sets you apart from other malfeasants. Choose a Repertoire from later in this document. Your choice gives you a feature at 3rd level and again at 7th, 11th and 15th level.

Expanded Learning

Starting at 4th level, you know that there is no such thing as useless information and your studies range far and wide. If you would roll an ability checks to learn or recall information you can choose to forgo rolling and instead use your Intelligence score in place of the roll.

This feature does not grant you access to well kept secrets or information that has not been recorded.

Additionally, you learn one spell from the Wizard spell list and one spell from the Bard spell list. A spell you learn must be of a level you can cast. These are considered Malfeasant spells for you and do not count against your spells known.

You learn one additional spell from either the Wizard or Bard list at 6th level, 11th level and 14th level.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Damage Control

Starting at 5th level, you have become more adept at arcane tricks and controlling your magic. When a creature is under the effect of one of your spells or Malfeasant features and would suffer damage at the beginning of their turn, you can use an action to cause them to take that damage. If a creature is under more than one effect you choose which one to activate.

Ace

Starting at 5th level, your intelligence and practice with finesse weaponry makes you a very dangerous fighter. When you are wielding a Finesse weapon in one hand and no other weapon or shield, you can roll one additional weapon damage die.

You can roll an additional weapon damage die at levels 11 (2 dice increase) and 20 (3 dice increase)

Brazen

Starting at 6th level, taking risks and near misses emboldens you and fills you with vigor. When a creature misses you with a weapon attack you can use your reaction to gain a number of temporary hit points equal to your Malfeasant level plus your Intelligence modifier. These temporary hit points last for 1 minute.

Perfect Score

Starting at 20th level, your skill, training and learning has paid off allowing you to accomplish almost anything. When you roll an ability check or saving throw, you can forgo rolling and instead replace the roll with your Intelligence score.

You can use this ability twice and regain those uses on finishing a short or long rest.

Malfeasant Repertoires

Malfeasants use various different tricks and ploys to get ahead. Though each malfeasant is unique, there are broad categories of approach that are known as Repertoires. These may be passed down from mentor to student, they may be indicative of a group or guild, or they might be the result of experimentation on the part of one clever individual. However they are arrived at, these Repertoires have a huge impact on how a Malfeasant approaches situations.

Enkindler

This repertoire is focused on firepower. Literally. They believe there is no problem that cannot be solved with the liberal application of fire magic. They leave battle fields scorched and blasted, their foes charred wrecks and are capable of some truly terrifying acts of grand arson.

Bag of Tricks

Starting at 3rd level, your magical study begins to become decidedly pyromantic. You learn the Enkindle cantrip. You learn the following spells at the specified levels. These spells are Malfeasant spells for you and do not count against your spells known.

Enkindler Spells
Level Spell
3rd Burning Hands
5th Scorching Ray
9th Fireball
13th Wall of Fire
17th Immolation

Additionally, you gain an additional effect for your Ploy feature. You can choose for a creature to be Kindled until the end of their next turn.

Kindle

Also at 3rd level, your fire burns low and slow, setting targets aflame rather than blasting them away. When you cast a spell of 1st level or higher that deals fire damage you can remove a number of damage die from that damage roll, to a minimum of 0. A target who would take that damage is Kindled for a number of rounds equal to the number of damage dice removed in this way.

You cannot Kindle a target that passed a saving throw against your spell and takes half damage. If you Kindle one target, each other target of the spell must be Kindled for the same amount. If you Kindle a target who is already Kindled then you choose whether to apply the new duration or keep the old one.

While Kindled a target takes fire damage at the beginning of it's turn equal to your Intelligence modifier. A kindled creature can end the condition by using an action to attempt a Dexterity saving throw against your spell save DC, or by submersing themselves completely in liquid.

This damage increases to 1d4 plus your Intelligence modifier at level 5, and 1d6 plus your Intelligence modifier at level 11 and 1d8 plus your Intelligence modifier at level 17.

Stoke the Embers

Starting at 7th level, you draw strength from reducing your foes to cinders. When a creature under the effect of your Kindle feature dies you can use your reaction to regain a spell slot of a level equal to half your proficiency bonus or lower.

You can use this feature a number of times equal to your Intelligence modifier and regain those uses on finishing a long rest.

Combustion

Starting at 10th level, you know that sometimes something just needs to burn fast and hot. You can use a bonus action to target a creature you can see within 60 feet who is Kindled. Your target must make a Dexterity saving throw. They take 1d10 fire damage for each round of Kindled they have remaining on a failed save, half as much on a successful one. They are then no longer Kindled.

You can use this feature a number of times equal to your Intelligence modifier and regain those uses on finishing a long rest.

Smoldering Fury

Starting at 15th level, you are more alive and alert when surrounded by flames. Once per round, when you miss with a weapon attack you can choose to reroll that attack so long as the creature you are attacking is Kindled.

You can use this feature a number of times up to your Intelligence modifier and regain those uses on finishing a long rest.

Grand Conflagration

Starting at 18th level, you can turn your flaming embers into roaring infernos in an amazing display of pyromancy. You can use an action to target each Kindled creature you can see within 60 feet of you. Each target must make a Dexterity saving throw. Targets who fail are hit with an Enkindle spell as though you had cast it.

You can use this feature once and regain that use on finishing a short or long rest.

Venomist

This repertoire is based on turning the body against itself with magically enhanced poisons that leave opponents reeling. A Venomist can run rings around a foe, sapping them of their strength and leading to a long, painful and ignominious death.

Bag of Tricks

Starting at 3rd level, your magical abilities are turned towards debilitation and poisoning. You learn the Envenom cantrip. You learn the following spells at the specified levels. These spells are Malfeasant spells for you and do not count against your spells known.

Venomist Spells
Level Spell
3rd Toxicant
5th Venom Cloud
9th Stinking Cloud
13th Blight
17th Cloudkill

Additionally, you gain an additional effect for your Ploy feature. You can choose for a creature to be Poisoned until the end of their next turn.

Blight Bringer

Starting at 3rd level, your poisons are virulent and devastating. When you cast a spell that deals poison damage you can choose for that spell to deal necrotic damage instead.

Additionally, while a creature is Poisoned by a spell you cast or a Malfeasant feature they take damage at the beginning of their turn equal to your Intelligence modifier plus your proficiency bonus. You choose whether this damage is poison or necrotic.

Vicious Toxins

Starting at 7th level, you have learned how to augment your poisons to overcome most protections. Creature's cannot gain advantage on saving throws against your poison. If a creature is immune to the poisoned condition, they lose this immunity against your poisons and roll with advantage instead. This advantage is not overcome by this feature.

Revel in Poison

Starting at 10th level, you have spent so much time among toxic fumes and poisonous fluids that you have a well earned immunity. You are immune to the Poisoned condition and gain resistance to poison damage.

Additionally, when a creature you have Poisoned makes an attack roll against you, you can use your reaction to use your Damage Control feature targeting that creature.

Foregone Conclusion

Starting at 15th level, once you have a creature poisoned it's only a matter of time until they die. You can use your Deftness feature to grant yourself advantage on an attack roll against a creature you have Poisoned, or to cause a creature you have Poisoned to suffer disadvantage on the saving throw caused by your Ploy feature.

Walking Bomb

Starting at 18th level, your poisons contain a horrifyingly reactive agent that causes violent and sudden eruption on activation. You can use an action to target a creature you can see that you have Poisoned within 60 feet. Your target must make a Constitution saving throw. On a failure, they take 8d6 poison damage and each creature within 15 feet takes half of that amount. On a success they take half of the initial damage and there is no other effect.

You can use this ability once and regain that use on finishing a short or long rest.

Siphoner

This repertoire uses their magic not just to harm but to siphon power from their foes. Masters of curses, they are often maligned as unnatural and bizarre, but are nonetheless welcomed among more pragmatic adventurers.

Bag of Tricks

Starting at 3rd level, your magical study draws power from your foes. You learn the Soul Siphon cantrip. You learn the following spells at the specified levels. These spells are Malfeasant spells for you and do not count against your spells known.

Siphoner Spells
Level Spell
3rd Drain Life
5th Siphoning Vortex
9th Vampiric Touch
13th Draining Aura
17th Enervation

Additionally, you gain an additional effect for your Ploy feature. You can choose for a creature to be Frightened of you until the end of their next turn.

Malediction

Also at 3rd level, you have learned a curse that allows you to tap into the strength of a foe and take it for your own. You can use a bonus action to apply your Malediction to a target within 30 feet for one minute. While Maledicted a target takes necrotic damage equal to your proficiency bonus plus your Intelligence modifier at the beginning of their turn.

You can use this ability a number of times equal to your Intelligence modifier and regain those uses on a long rest.

Draw Strength

Starting at 7th level, your control over the target of your curses allows you to draw not just vitality, but power. You can use a bonus action to target a creature that is Frightened or is Maledicted. Your target must make a Strength saving throw. On a failure, they deal half damage with Strength based attacks until the end of their next turn.

While a creature is suffering this effect, you add your proficiency bonus to damage with weapon attacks.

Cruelty

Starting at 10th level, your necromantic power has seeped into you, giving you a vicious streak while your powers are at their zenith. When you take the Attack action against a Frightened creature or a creature suffering your Malediction you can make an additional weapon attack as a part of that action.

Draw Power

Starting at 15th level, your ability to draw from your foes has reached incredible peaks. When you kill a creature under the effect of your Malediction you can choose a number of spell slots to recover. The spell slots can have a combined level that is equal to or less than your Intelligence modifier.

You can use this ability once and regain that use on finishing a long rest.

Phantasmal Smite

Starting at 18th level, you are capable of detonating your Malediction to tear at a foes soul. When you hit a creature suffering your Malediction with a weapon attack you can use your reaction to detonate your curse. Your target must make a Charisma saving throw. On a failed saving throw take 6d10 force damage, half as much on a successful one. This damage cannot be reduced in any way and is dealt to hit points even if they have temporary hit points. They are then no longer Maledicted.

Chronologist

Chronologists have taken the study of time magic and turned it into a strange and horrific weapon. They can warp the time around a creature to cause them to age and wither rapidly. This capability makes them rightly feared, though that is far from the sum of their chronomantic powers.

Bag of Tricks

Starting at 3rd level, your magical study bends and warps the fabric of time. You learn the Chronomantic Thrust cantrip. You learn the following spells at the specified levels. These spells are Malfeasant spells for you and do not count against your spells known.

Chronologist Spells
Level Spell
3rd Time Decay
5th Alacrity
9th Slow
13th Arcane Eye
17th Synaptic Static

Additionally, you gain an additional effect for your Ploy feature. You can choose for a creature to be Time Cursed until the end of their next turn.

Time Curse

Starting at 3rd level, you can place a chronomantic mantle on a foe that causes their timeline to fluctuate wildly. You can use an action to place a Time Curse on a target you can see within 60 feet for 1 minute. While Time Cursed a creature cannot take reactions and takes 1d6 force damage at the beginning of their turn. If it moves more than one half its speed it cannot make more than one attack regardless of it's abilities or magic items. You must maintain concentration on a time curse as though you were concentrating on a spell.

The damage a creature takes increases when you reach higher levels, increasing by 1d6 at 5th level (2d6), 11th level (3d6) and 17th level (4d6).

You can use this feature once and regain that use on a long rest.

Stolen Moment

Starting at 7th level, your messing with time has given you some stray moments of time to capitalize on. You can take an additional action on your turn. If a creature is Time Cursed when you take this action they immediately take the damage from their Time Curse.

You can use this feature once and regain that use on finishing a short rest.

Excellent Concentration

Starting at 10th level, you are well practiced at keeping your magics running in the heat of combat. You can keep concentration on a spell and your Time Curse at the same time. If you lose concentration then both effects end.

Temporal Anomaly

Starting at 15th level, your chronomantic studies have given you the capacity to safely manipulate your own timeline. You can use an action to gain the effect of the Haste spell for a number of rounds equal to your Intelligence modifier without requiring concentration.

You can use this feature once and regain that use on finishing a long rest.

Unweave

Starting at 18th level, you have learned to not just speed up a creature's timeline, but to destroy it. You can use an action to cause the target of your Time Curse to make an Intelligence saving throw. On a failed save they take 4d20 force damage, half as much on a success. If this reduces them to 0 then their corpse disappears completely, leaving no trace.

You can use this feature once and regain that use on finishing a short or long rest.

Malfeasant Spell List


Cantrips (0 Level)

Bladeward

Dancing Lights

Friends

Frostbite

Light

Lightning Lure

Message

Minor Illusion

Prestidigitation

Produce Flame

Resistance

Shocking Grasp

True Strike


1st Level

Alarm

Catapult

Charm Person

Disguise Self

Expeditious Retreat

Grease

Jump

Longstrider

Magic Missile

Silent Image

Sleep

Tasha's Hideous Laughter


2nd Level

Arcane Lock

Blur

Darkvision

Enhance Ability

Hold Person

Invisibility

Knock

Misty Step

Shatter

Silence

Spider Climb


3rd Level

Blink

Clairvoyance

Fear

Fly

Gaseous Form

Hypnotic Pattern

Major Image

Nondetection

Sending

Tongues


4th Level

Charm Monster

Confusion

Dimension Door

Fabricate

Hallucinatory Terrain

Stone Shape


5th Level

Creation

Far Step

Hold Monster

Mislead

Passwall

Alacrity

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Conc, up to 1 minute

You alter a creatures perception of time, allowing them to react quickly. A creature under the effect of this spell has +2 AC. They can also use a reaction to reduce the damage from an attack they can see by half.

At Higher Levels. When cast at 3rd level or higher you can target one additional creature for each spell slot above 2nd.

Chronomantic Thrust

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You thrust a targets timeline forward, causing a temporal shock to their system. Make a ranged spell attack against one creature within range. On a hit, you target takes 1d8 force damage. If your target is Time Cursed then you have advantage on your attack roll.

This spells damage die increases when you reach higher levels, increasing by 1d6 at 5th level (2d8), 11th level (3d8) and 17th level (4d8)

Drain Life

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You forcibly rip the life from a foe. Make a ranged spell attack against a creature within range. On a hit, your target takes 2d10 necrotic damage and you regain hit points equal half of the damage your target takes.

At Higher Levels. When cast at 2nd level or higher the damage increases by 1d10 per spell slot above 1st.

Draining Aura

4th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (10 foot aura)
  • Components: V, S
  • Duration: Conc. up to 1 minute.

You surround yourself with a whorl of necromatic energies that pull the life from your foes. When a creature starts it's turn in the spells area, or enters it for the first time on it's turn, they must make a Constitution saving throw. On a failure, they take 2d6 necrotic damage. When a creature takes this damage you can use a reaction to regain an equal amount of hit points.

Enkindle

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You place a seed of fire on a target, setting them ablaze or stoking an existing flame. Make a ranged attack roll against a target in range. On a hit, you deal 1d6 fire damage. If your target is currently Kindled then you increase the duration of that effect by 1 round.

This spells damage die increases when you reach higher levels, increasing by 1d6 at 5th level (2d6), 11th level (3d6) and 17th level (4d6)

Envenom

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You reach into your target and cause a surge in their internal poisons. Target one creature within the spells range. Your target must make a Constitution saving throw. On a failure, they take 1d4 poison damage. If your target is Poisoned they instead take 1d10 poison damage.

This spells damage die increases when you reach higher levels, increasing by 1d4 or 1d10 respectively at 5th level (2d4 or 2d10), 11th level (3d4 or 3d10) and 17th level (4d4 or 4d10)

Siphoning Vortex

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous.

You call down a pillar of powerful necrotic energy to pull the life from your foes. A 5 foot radius column, 30 feet high appears centered on a point in range. Each creature within the column must make a Constitution saving throw. A creature takes 2d8 necrotic damage, half as much on a successful save. You regain hit points equal to half of the total damage dealt by this spell.

Soul Siphon

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You draw strength from a foe that you have cursed. Make a ranged spell attack against a creature within range. On a hit, your target takes 1d8 necrotic damage and if it is under the effect of Malediction then you gain temporary hit points equal to your proficiency bonus.

This spells damage die increases when you reach higher levels as do the temporary hit points, increasing by 1d8 and double your proficiency bons at 5th level (2d8) and an additional d8 and increment of your proficiency bonus at 11th level (3d8, three times proficiency bonus) and 17th level (4d8, four times your proficiency bonus)

Toxicant

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a virulent poison to infect a creature, sapping their strength. Target one creature in range. Your target must make a Constitution saving throw. On a failure, your target is Poisoned for 1 minute. While poisoned in this way they deal half damage with Strength based attacks. A creature can repeat this saving throw at the end of it's turn so long as it did not move this turn.

Time Decay

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Conc, up to 1 minute

You cause a creature to experience time wrong, aging at a rate that causes their body to quickly fail. You can target one creature within this spells range. This creature takes 2d6 force damage and must make an Intelligence saving throw.

On a failure, they continue to take this damage at the beginning of their turn for as long as this spell lasts. While under the effect of this spell a creature can take an action or a bonus action, not both. A creature can make an Intelligence saving throw at the end of it's turn, ending this spell on a success.

Venom Cloud

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Conc. up to 1 minute.

You create a cloud of somniferous, fast acting poison. A 5 foot radius sphere appears centered on a point within range. A creature starting their turn in this sphere, or who enters it on their turn, must make a Constitution saving throw. On a failure they are Poisoned until the end of their next turn. While poisoned in this way their speed is halved.

 

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