Necromancer
Standing alone in the middle of a moon lit graveyard, a decoratively dressed human quietly chants an incantation that chills the air with its dark meaning. All around him the dead stir and rise from their graves ready to serve the one who called them.
A woman in a plain white dress slowly walks through the abandoned town. She smiles knowing that it was her power that caused this slavers den to become wiped from the maps of the world in a manner of hours.
Necromancers are the supreme mortal lords over the forces of life and death, giving out both in near equal measures. Whether creating undead servants, killing those they deam unfit to continue living, resurrecting those who died unjust deaths, or creating new diseases only to then appear as a savior by offering the cure; necromancers are linked by their dark powers.
Link between life and death
Necromancers are often feared all over the world, especially those who are actively served by the undead. Necromancers recognize this and often either hide themselves from civilization, or attempt to fight against these prejudices. While all necromancers do use power seen as taboo or evil by most cultures, necromancers understand two important things. While their power is often focused on bring death, necromancers understand that their power is fueled by both life and death a like. Without one the other could no longer exist. The second thing they understand is that the power they use is not evil in of itself, it simply used more by those who are evil.
Call of Death
Necromancer rarely live a quiet life. Even those who seclude themselves in their studies far from civilization, still often find that their presence attracts attention. As such many lead adventuring lives. Their power and personalities often mean they adventure alone or with a small group trusted individuals. Necromancers themselves are often frail, the curse of their own power slowly draining their life energy. As such many necromancers need to either trust in their allies or in their undead.
Creating a Necromancer
Creating a necromancer requires careful consideration on a few things. When did your character first discover their power. Did they come from a family or clan known for having necromancers. Or did you learn this power from someone else. How did the community react to the revelation of your powers. Were you cast out of the place you called home. Were allowed to live there by the town leaders but could sense the mistrust of everyone else. Maybe you were lucky and you were accepted by the community.
Also consider what caused you to start adventuring. Did you discover some dark secret and now must work to thwart it. Did the place you call home get attacked by invading monsters and you are the only hope for the survivors? Did you start adventuring as a bid to learn more about the world that you have long been secluded from.
Quick build
You can quickly make a necromancer by following these suggestions. First make Intelligence your highest ability score followed by Dexterity or Constitution. Second choose the Hermit or Local Hero background. Third take Dancing Lights, Prestidigitation, and Toll the Dead as your cantrips.
Class Features
As a necromancer you gain the following class features
Hit Points
Hit Dice: 1d6 per necromancer level
Hit Points at First Level: 6+ your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per necromancer level after 1st
Proficiencies
Armor: Light Armor
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Medicine Kit, Weaver's Tools.
Saving Throws: Intelligence Dexterity
Skills: Choose two from Arcana, Intimidation, Medicine, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- a medicine kit and a set of weaver's tools.
Necromancer
| Level | Proficiency Bonus | Features | Undead CR | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting Undead Servent | - | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Dark Focus Feature | - | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | _ | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | - | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Swift Animation | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Dark Focus Feature | - | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | - | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | - | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Create Greater Undead | 1 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Dark Foucus Feature | 1 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Swift Animation | 1 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 1 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Dark Focus Feature | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 2 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | 3 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Animation Master | 3 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 3 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Supreme Undead Creations | 3 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
Your studies into the power of life and death have granted you impressive spell casting powers. See the Players Hand Guide for the rules of spell casting
Cantrips
At 1st level you know 3 cantrips of your choice from the necromancer spell list. You learn aditional cantrips as shown in the cantrips known column of the Necromancer table.
Preparing and Casting Spells
The Necromancer table shows how many Spell Slots you have to cast your 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.
You prepare the list of Necromancer Spells that are available for you to cast, choosing from the Necromancer spell list. When you do so, choose a number of Necromancer Spells equal to your Intelligence modifier + your Necromancer level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 3rd-level Necromancer, you have four 1st-level and two 2nd-level Spell Slots. With a Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Inflict Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Necromancer Spells requires time spent in study and meditation: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting ability for your Necromancer Spells. The power of your Spells comes from your rigorous study. You use your Intelligence whenever a Necromancer spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Necromancer Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast a Necromancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Necromancer Spells.
Undead Servant
At 1st level you can make simple undead servents. Over the course of 8 hours you can transform a humanoid corpse that is medium or smaller into a basic zombie or skeleton that is under your control. This can be done during a long rest. The undead servant may not take any actions unless you use a bonus action to issue it a verbal command. At higher levels this can be as part of the same bonus action in which you command other undead under your control. These also have to be simple commands such as follow, attack, defend, or stand still. You cannot command it to attempt to pick a lock or steal a specific item unless you give very detailed commands on how to do this action. The undead otherwise acts like a normal undead of its type. The number of undead servants you may have is equal to your necromancer level divided by 5. These undead are only considered proficient with the equipment they have in the Monster Manuel or had on them when they died ( if the player is using the body of a slain enemy.)
Dark Focus
At 2nd level you pick your Dark Focus. Choose between Overlord and Destroyer. This will grant you additional abilities at 2nd, 6th, 10th, and 14th levels.
Ability Score Increase
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th 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.
Swift Animation
You learn the animate dead spell The spell is added to your list of prepared spells and does not count against the number of spells you can have prepared. The spell has a casting time of one action when you use it. When performed in this manor, any undead created by this spell turn to dust unless you cast it again to regain control of the undead. Each time you cast "animate dead" in this way you must make a constitution saving throw. The DC for this save is 10+ the level at which you cast animate dead spell. If you fail you gain 1 level of exhaustion. The same happens with the create dead at the 11th level.
Create Greater Undead
At 9th level you gain the ability the create more powerful undead. When you cast a spell that summons undead creatures, you may summon any undead of your choosing. These undead's CR cannot exceed the CR shown on the Necromancer table. You must also have access to an appropriate body for the undead. Example you could not summon a skeletal warhorse with a humanoid skeleton. You would need a horse's skeleton. Incorporeal undead like specters may be summoned using and humanoid corpse
Animation Master
Beginning at 18th level, you no longer have to make constitution saving throws to avoid exhaustion for casting animate dead or create undead as an action. When these spells end, the undead simply collapse to the ground as corpses or skeletons once again instead of turning into dust.
Supreme Undead Creations.
At 20th level your undead servants can now be of any type of undead that you could create using a spell. These undead servants are considered profecient with all simple and martial weapons; light, medium, and heavy armor; and shields. These undead now also have their own turns in combat and act as NPCs under your control.
Dark Foci
Necromancers have long preferred different methods to studying the world around them in quiet. Most branch off into different routes called foci. These foci are referred to as the Dark Foci, as each of them often seems evil or dark in nature. Much like the occupation itself however, each foci is only as evil as the one wields it, at least according to necromancers.
Overlord
The Overlord foci specializes in creating massive hoards of the undead to either keep out, drive away, or rule over the living. Overlords are terrifying to behold, as the power that they use has slowly turned many of them into undead themselves. Overlords can easily summon more undead in an instant than most contries have in their armies. The Overlord is not just deadly from afar either. Overlords have mastered the ability to fight in full armor and wield most weapons.
Aditional Proficiencies.
At 2nd level, you gain proficiency with all simple and martial weapons and medium and heavy armor. You may also use any one handed or versatile weapon as an arcane focus.
Perfect Warrior.
At 2th level you can ignore any strength requirements for your heavy armor. You can also wield a versatile weapon in each hand with out any penalties. You may use your intelligence modifier instead of your strength modifier when wielding these weapons.
Skeletal Transformation
At 6th level you transform into a skeletal version of your current race. In this form, you no long age, need to eat, drink, breath, or sleep, though you may choose to do so. You gain vulnerability to radiant damage and become immune to poison damage. Any racial traits not dependent on being alive remain, such as a Halflings Lucky ability. Any racial features that require you to be alive are lost, such as a innate spellcasting. Any special attack or damage options remain. If those options dealt a damage other than bludgeoning, piercing, or slashing damage, they now deal necrotic. For example a Dragonborn's breath attack would now deal necrotic damage. You creature type also changes to Undead.
Mass Summon.
At 10th level, when you cast a spell that summons or reinstates control over undead, you may summon twice as many undead. Once you use this feature you may not do so again until you finish a long rest.
Mythic Undead.
Starting at 14th level, when you would summon or reinstate control over undead creatures, you may choose to summon half (rounded down) the number of undead to be summoned/created to summon undead whose CR is upto twice that of your Undead CR limit. You may not use Mass Summon in conjunction with this ability. Once you use this feature you must take a long rest before you can do so again.
Destoyer.
The destroyer foci uses their power to create far more destructive effects with their spells than any other magic caster. Destroyers use their power to cleanse the world of those they believe to be unworthy to live in it, while simultaneously also doing their best to save those who they believe to have been wrongfully killed.
Magic Transitions
Starting at 2nd level you gain access to specific magic transformations. These transformations are detailed at the end of this subclass's description. These transformations are fueled by Destroyer's Points. The number of Destroyer's Points that you have is equal to 3 times your Necromancer level + your Intelligence modifier. Each time you cast a spell you may choose to apply any to those transformations. Starting at 10th level you may apply two of these transformations at once.
Dark Reckoning.
Starting at 6th level, choose two alignments between Lawful, Neutral, and Chaotic, and Good, Neutral, and Evil. When ever you cast a spell that would damage a creature of one of those chosen alignments, it takes extra damage from the spell equal to your intelligence modifier. If the creature has both of the chosen alignments, it takes extra damage equal to your Intelligence Score.
The Goal of All Life is Death.
Starting at 10th level when you cast a spell with a duration of Instantaneous, you may choose to expend a number of Destroyer's Points equal to 3 times the spell level. If you do so, the spell does not activate on this turn. It instead activates at the start of your next turn. While waiting for the spell to activate you are considered to be concentrating on the spell. If you maintain concentration on the spell until it goes off, you do not roll damage for the spell. Instead the spell deals maximum damage and all creatures in the spells area are considered to have failed their saving throw.
Mercy
Starting at 14th level, when you cast a spell to return a creature to life, that creature suffers only half the normal penalty for having been brought back to life. If you used the spell Reincarnate you can expend 10 Destroyer's Points to have the creature come back to life as the same race it was when it was alive.
Magic Transformations
Boost Magic
Using this magic transformation allows the caster of the spell to cast a spell at higher level than the spell's base level by expending 2 Destroyer's Points per level above the base level instead of expending a higher level spell slot.
Maximize Magic
By expending Destroyer's Points equal to the spell's level, half of the spell's damage dice (rounded down) deal max damage.
Over Magic
By expending Destroyer's Points equal to 5 times the spell's level, you may cast one spell you have prepared at a higher slot than you have a spell slot for. You then take 1d6 necrotic damage per level of the spell.
Silent Magic
By expending 3 Destroyer's Points, you may ignore any verbal components of the spell.
Twin Magic
By expending Destroyer's Points equal to 4 times the spell's level you may cast the same spell twice using the same spell slot. If you combine this transformation with another transformation, you pay for that transformation's cost once not twice.
Widen Magic
By expending Destroyer's Points equal to 3 times the spell's level you may increase the area of the spell's effects. A sphere gains 5ft to its radius. A cylinder gains 5ft to its radius and its hight. A cube gains 5ft to each of its sides' lengths. A cone gains 10ft to its maximum distance. A line becomes 5ft wider and 10ft longer. A single target spell may target two creatures within 5ft of each other.
Profane Lord
The profane lord foci relies on improving undead creations with diseases. Shunned by even other necromancers, the profane lord often do fall to evil, as many of their diseases have uncontrollable effects or can turn a simple undead into an unstoppable monster.
Festering Strike
Starting at 2nd level, when your undead servant hits a creature with a melee attack, you can give that creature a festering wound. A creature loses 1d4 Hit Points at the start of its turn for each festering wound it has. The wound lasts for 1 minute or until the creature receives magical healing. The wound can also be healed with a successful medicine check against your spell DC. A creature can have a number of festering wounds equal to your proficiency modifier.
Improve Servant
Starting at 6th level, you have learned how to create better undead servants. Your undead servents gain a bonus to their attack rolls equal to your proficiency bonus and are proficient with all melee weapons and light and medium armor.
Master of Disease
By the time you reach 10th level, your study into diseases have made you immune to their effects. You are unaffected by magical and nonmagical diseases.
Unstoppable Plague
Beginning at 14th level, your undead servants carry a deadly disease. Whenever a creature is injured by one of your undead servants, that creature must attempt a Constitution saving throw against your spell DC. On a failure, the creature becomes sick with this vile plague for the next 24 hours. Any damage the creature takes from festering wounds reduces the creature's Hit Point Maximum as well. If the creature's Hit Point Maximum falls to 0, it dies, and at the end of its next turn, it rises as a zombie under your command. The zombie remains under your command until the next dawn, when the zombie collapses.
Necromancer Spell
Cantrips
Animate Skull
Chill Touch
Dancing Lights
Mending
Message
Prestidigitation
Resistance
Spare the Dying
Toll the Dead
True Strike
1st Level
Armor of Agathys
Bane
Catapult
Chaos Bolt
Chromatic Orb
Command
Cause Fear
Detect Good and Evil
Detect Magic
Dusk Walk
False Life
Farie Fire
Hellish Rebuke
Inflict Wounds
Mage Armor
Mend Flesh
Shield
Starlight Shroud
Ray of Sickness
2nd Level
Arcane Lock
Black Pillar
Blindness/Deafness
Blur
Crown of Madness
Dark Lightning
Dark Secret
Darkness
Dazzling Gleam
Enthrall
Gentle Repose
Knock
Misty Step
Moonbeam
Pass Without Trace
Ray of Enfeeblement
Shadow Armor
Shadow Blade
Starlight Spear
Suffer
Suggestion
3rd Level
Animate Dead
Bestow Curse
Blackened Heart
Counterspell
Creeping Dark
Fallen Soul
Fear
Feign Death
Fireball
Grim Scythe
Life Transference
Magic Circle
Revivify
Shadow Toxin
Speak With Dead
Spirit Shroud
Summon Undead
Vampiric Touch
4th Level
Blight
Bloodthorn
Compulsion
Confusion
Dark Empowerment
Death Ward
Field of Stars
Phantasmal Killer
Shadow of Moil
Shadow Refuge
5th Level
Antilife Shell
Contagion
Danse Macabre
Destructive Wave
Dominate Person
Dream
Enervation
Fell Onslaught
Forgotten Pain
Geas
Legend Lore
Negative Energy Flood
Raise Dead
Reincarnate
Shadow World
Teleportation Circle
Wings of Night
6th Level
Arcane Gate
Blood Cartography
Circle of Death
Create Undead
Eyebite
Harm
Magic Jar
Mass Suggestion
Move Earth
Quasar
Soul Cage
True Seeing
Word of Recall
7th Level
Crown of Stars
Finger of Death
Plane Shift
Power Word Pain
Resurrection
Simulacrum
Spreading Nightmare
Teleport
Tether Essence
8th Level
Abi-Dalzim's Horrid Wilting
Antipathy/Smypathy
Carnage
Clone
Dominate Monster
Feeble Mind
Maddening Darkness
Moonfall
Power Word Stun
9th Level
Astral Projection
Power Word Kill
Night Sky
Time Ravage
True Resurrection
Spells
A number of the spells in this list are homebrewed or come from sources other than Wizards of the Coast. These spells are included below.
Compendium of Forgotten Secrets
The spells in this section are from the Compendium of Forgotten Secrets through Totally Wiki.
Animate Skull
necromancy cantrip
- Casting Time: 1 action
- Range: touch
- Components: V, S, M (a skull)
- Duration: 1 hour
You imbue a skull with necromantic magic, granting it an eerie semblance of life. When you cast this spell, you can speak a phrase of 10 words or fewer. Whenever a creature touches the skull or enters a space within 5 feet of it, the skull speaks the phrase.
You can also choose to infuse the skull with malicious energy. When you do, once per turn when a creature other than you touches the skull, it will snap at them with its teeth. The creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.
The spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).
Dusk Walk
1st level divination
- Casting Time: 1 action
- Range: 15ft
- Components: V, S
- Duration: instantaneous
Choose a location within range that is within 5 feet of a creature or in dim light or darkness. You teleport to this location. As a bonus action before or after teleporting, you can make a single melee spell attack against a target within your reach. If you hit, the target takes 1d6 psychic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet and the psychic damage increases by 1d6 per spell slot level above 1st.
Mend Flesh
1st level, necromancy
- Casting Time: 1 action
- Range: touch
- Components: V, S, M (a needle and some thread)
- Duration: instantaneous
You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.
At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.
Black Pillar
2nd level, conjuration
- Casting Time: 1 action
- Range: 60ft
- Components: V, S, M (small rectangular stone)
- Duration: until dispelled
You gesture to the ground and speak an incantation, calling a pillar of stone to rise from the earth at a location within range. The pillar is 15 feet tall, 5 feet on each side, covered in cruel spikes, and has a flat top that can be safely stood upon. If a creature is caught between the pillar and another surface, such as a ceiling, they must make a Dexterity saving throw. If they fail, they take 2d10 bludgeoning damage and fall prone in the nearest open space. If a creature is shoved or pushed against the sides of the pillar, they take 1d6 piercing damage. The pillar can be climbed safely by making an Athletics check with a DC equal to your spell save DC. The pillar has hit points equal to fifteen times your spellcasting modifier (minimum 15) and AC 10.
Dark Lightning
2nd level, necromancy
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: instantaneous
You thrust out your hands, unleashing a deadly coil of lightning infused with wrathful hate towards a creature you can see within range. The target must make a Constitution saving throw. If they fail, they take 2d8 lightning damage. If the target is below their maximum hit points, the lightning forks to another creature of your choosing within 10 feet of the target. This new target must make their own Constitution saving throw, taking 2d8 lightning damage if they fail. This process can repeat up to three times, and the same target cannot be affected twice. If a target succeeds on their saving throw and is below their maximum hit points, they take 1d8 necrotic damage instead.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, either the lightning or necrotic damage (your choice) increases by 1d8 per slot level above 2nd.
Dark Secret
2nd level, divination
- Casting Time: 1 action
- Range: 60ft
- Components: V
- Duration: instantaneous
You whisper a phrase into the mind of the target, unknown to you but clear and terrifying to them. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target per spell slot level above 2nd.
Shadow Armor
2nd abjuration
- Casting Time: 1 reaction, made when you are attacked or make a saving throw
- Range: self
- Components: V, S
- Duration: 1 minute
You wrap a cloak of shadow around you, coiling in a defensive posture. Until the start of your next turn, attacks targeting you are made with disadvantage and you gain advantage on Dexterity saving throws. The next time an attack misses or hits you, you can choose to move up to 15 feet without provoking opportunity attacks. Once you do this, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose to move one additional time per slot level above 2nd before the spell ends.
Suffer
2nd level, enchantment
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: instantaneous
You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charisma saving throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic damage and they have disadvantage on Strength and Dexterity ability checks for 1 minute. If they succeed, they take half as much damage and do not have disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the psychic damage (your choice) increases by 1d8 per slot level above 2nd.
Blackened Heart
3rd level, necromancy
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: instantaneous
The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target when it bursts must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.
Creeping Dark
3rd level, transmutation
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 minute
You infuse yourself with dark energies and corporeal shadow, twisting your form into a terrible caricature. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured. While you are under the effects of this spell, you can move through spaces as small as one square inch without squeezing. While in this form, you cannot take actions other than the Attack action. The first time you take the Attack action, you unleash a deadly spike of shadow against a target within your weapon’s reach in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage. Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of the current turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 per spell slot level above 3rd.
Fallen Soul
3rd level, necromancy
- Casting Time: Casting Time
- Range: 60ft
- Components: V, S
- Duration: Concentration up to 1 minute
You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 per spell slot level above 3rd.
Grim Scythe
3rd level, necromancy
- Casting Time: 1 action
- Range: 15ft
- Components: V, S, M (2 metal coins)
- Duration: Instantaneous
A hooded figure wielding a massive scythe appears at your shoulder, and strikes with smooth certainty at a creature within range. The creature must make a Charisma saving throw. If they fail, the scythe cleaves into their soul, inflicting 10d4 necrotic damage. If this damage reduces the creature to 20 hit points or fewer, they are instantly slain. Once the attack is made, the figure vanishes.
At Higher Levels: When you cast this spell using a slot of 4th level or higher, the necrotic damage increases by 1d4 and the hit point threshold increases by 5 per slot level above 3rd.
Shadow Toxin
3rd level, necromancy
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: 1 minute
You fling a thin needle of darkness at a creature you can see within range, injecting them with corruptive magic that taints their mind and fills them with doubt. Whenever the target attempts to cast a spell that targets a creature friendly to them, they must make an Intelligence saving throw. If they fail, they take 3d8 psychic damage, their spellcasting fails and the spell is lost. If they succeed, the corruptive magic is broken and the target is freed from the effects of this spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target per slot level above 3rd.
Blood Thorn
4th level, necromancy
- Casting Time: 1 action
- Range: 60ft
- Components: V, S, M (a thorn)
- Duration: instantaneous
You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.
Dark Empowerment
4th level transmutation
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: concentration up to 1 minute
You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d8 damage of their normal type and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell.
Shadow Refuge
4th level, illusion
- Casting Time: 1 bonus action
- Range: self
- Components: V, S
- Duration: 1 round
You step into a shrouded space outside reality for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells and you are heavily obscured by magical darkness. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone.
Fell Onslaught
5th level, evocation
- Casting Time: 1 bonus action
- Range: self
- Components: V, S, M (a martial melee weapon)
- Duration: 1 minute
The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.
Forgotten Pain
5th level, enchantment
- Casting Time: Casting Time
- Range: 60ft
- Components: V
- Duration: Concentration up to 1 minute
You call back to dark times, inflicting an ancient magical torture upon a foe. The creature takes 4d6 damage of the type most recently inflicted upon it if it fails a Charisma saving throw. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 4d6 damage of that type if they fail.
Shadow World
5th level, conjuration
- Casting Time: 1 action
- Range: self (60ft)
- Components: V, S
- Duration: Concentration up to 1 minute
You call forth a portal to a shadowy plane that influences the world within range, crafting the umbral power into a new landscape of your choosing. The terrain you create can be opaque, but is only half-formed and thus only creates difficult terrain rather than true walls or surfaces. At the start of each of your turns while you maintain concentration on this spell, you can use an action to create one of the following effects:
Tendrils: Dark coils of shadow form and attempt to grasp one creature that you can see within range. The target must make a Strength saving throw. If they fail, they are restrained until the start of your next turn.
Spikes: Dangerous needles of shadow skewer forth from the ground, stabbing at up to three creatures you can see within range. Each must make a Dexterity saving throw. If they fail, they take 4d10 piercing damage.
Nightmares: Horrible visages form around you and rush outward. All creatures within range that can see you must make a Wisdom saving throw. If they fail, they are frightened of you until the start of your next turn.
Wings of Night
5th level, illusion
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: Concentration up to 1 hour
You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you. As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.
Blood Cartography
6th level, necromancy
- Casting Time: 1 action (ritual)
- Range: touch
- Components: V, S, M (a corpse or vial of blood, and parchment)
- Duration: instantaneous
You draw blood from the vial or corpse and cast it upon the parchment. The blood flows together, forming a clear map of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings. The blood-map dries within one minute, and becomes permanent and impossible to dispel.
Spreading Nightmare
7th level, enchantment
- Casting Time: 1 minute
- Range: 1 mile
- Components: V, S
- Duration: 8 hours
When you cast this spell, choose one creature that you have seen or that you are familiar with that is sleeping within range. The target must make a Wisdom saving throw. If they fail, they awaken and are frightened of all other creatures that they can see. If another creature sees them while they are frightened, that creature must make a Wisdom saving throw, becoming frightened if they fail. This process repeats infinitely. If an affected creature goes for 10 minutes without seeing another creature, or takes damage, they are no longer frightened and cannot be affected again.
Carnage
8th level, evocation
- Casting Time: 1 action
- Range: self
- Components: V, S, M (a martial melee weapon)
- Duration: 1 minute
When you cast this spell, you teleport 120 feet and make a melee weapon attack against all creatures within your reach. Roll a single attack for all targets. If you hit a creature, it takes an additional 6d12 force damage. On your subsequent turns, you can use your action to continue your deadly assault. Each time you use this action, it has a different effect:
2nd Use. You teleport up to 60 feet and make a melee weapon attack against all creatures within a 20-foot-cone. Each creature you hit is knocked prone and takes an additional 6d12 force damage.
3rd Use. You teleport up to 30 feet and make a single melee weapon attack against a creature within reach. If the creature is above half its maximum hit points, this attack inflicts an additional 6d12 force damage. If you hit, the creature is then paralyzed until the end of your next turn.
4th Use. You teleport up to 60 feet into the air and descend, smashing into the ground at a point of your choosing that you can see within 120 feet of your starting point. You take no falling damage, but each creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 6d12 force damage. You then make a melee weapon attack targeting a creature within reach. If you hit, the target takes an additional 8d12 force damage. The spell ends after you use this effect.
Aeyana's Spells
The following spells are from aeyana's work All the Lights in the Sky.
Starlight Shroud
1st level, abjuration
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 10 minutes
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Starlight Spear
2nd level conjuration
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin, Sorcerer, Wizard
You weave threads of starlight together to create a spear of solidified light in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d12 radiant damage on a hit and has the reach and thrown (20/60ft.) properties. In addition, if you move at least 20 feet straight toward a target, your next attack with this weapon deals an additional 1d12 radiant damage on a hit.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12.
Field of Stars
4th level, conjuration
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Druid, Ranger
You conjure into existence four motes of starlight, each in an unoccupied space you can see within range. Each mote provides dim light in a 5-foot radius and lasts for the duration or until it explodes. When a creature moves within 5 feet of a mote or moves away from a mote within 5 feet of it, the mote explodes. Each creature within 5 feet of the mote must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.
Quasar
6th level, evocation
- Casting Time: 1 action
- Range: self (100ft line)
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 10d8 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Moonfall
8th level, conjuration
- Casting Time: 1 action
- Range: 500ft
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You materialize a minor moon from its place in the stars to use as an instrument of doom. A large stone moon of 100-foot radius appears 1500 feet above a point you can see within range. The spell fails if you can't see a point in the air where the moon could appear, or if you do not have a clear view of the sky. The moon falls 500 feet at the start of each of your turns. Each creature in the moon's path as it falls must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is grappled until the end of its next turn, pinned by the moon. On a successful save, a creature takes half as much damage and is pushed out of the moon's path, up to 100 feet away from the moon. Once the moon collides with the ground, each creature within 100 feet of the point of collision takes 12d12 bludgeoning damage. The spell deals maximum damage to structures. The moon then break into pieces, leaving a 100-foot radius impact crater, which becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Night Sky
Spell Type
- Casting Time: 1 action
- Range: self (1 mile)
- Components: S
- Duration: 1 hour
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock,Wizard
With a wave of your hand, you force the sky above you to clear and become night, in a radius of 1 mile. Within the spell's area, spells that can be cast only at night (such as create undead) can be cast regardless of time of day. When you cast this spell, choose one of the following effects. On each of your turns until the spell ends, you can use your action to choose an effect, selecting the same effect or a different one.
Dreamland. The terrain within the spell's area shapes to your desires. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. You can end this effect as an action on your turn.
Grim. You imbue false life into a corpse you can see within the spell's area. It rises as a skeleton if you choose a pile of bones, or a zombie if you choose a fleshy corpse. On each of your turns, you can use an action to mentally command any creature you made with this spell if the creature is within the spell's area (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature reverts to a corpse or pile of bones when the spell ends.
Shooting Star. A star streaks across the sky. One creature of your choice who can see the star gains 25 temporary hit points. While the creature has these hit points, it immune to fear.
Slumber. You inflict drowsiness on a creature of your choice within the spell's area. If the target has less than 50 hit points, it fall unconscious until the spell ends, it takes damage, or someone uses an action to shake or slap it awake.
Star Storm. Ten stars fall from the sky. Each star hits a creature of your choice within the spell's area. Each star deals 1d4 + 1 force damage to its target (roll damage for each star separately). The stars all strike simultaneously, and you can direct them to hit one creature or several. Each time you use this effect, the sky grows darker. After the 10th use, the sky above becomes entirely dark, and you can no longer use this effect.