Necromancer's Tools

by Bliza

Search GM Binder Visit User Profile

Necromancer's Tools

Bone Armor

1st level, necromancy


  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (any bone at least 6 inches in length)
  • Duration: 24 hours

Bone Armor shrouds the caster, covering any armor being currently worn if any. Any benefits of armor or unarmored bonuses (such as a monks Unarmored defense or Mage Armor) are subdued until this spell ends. The caster's AC becomes 13 + their Constitution modifier. While active all damage from bludgeoning, piercing, and slashing weapons is reduced by 3. The spell ends early if the caster takes 10 or more damage from a bludgeoning attack.

Bone Cage

2nd level, necromancy


  • Casting Time: Action
  • Range: 60 ft.
  • Components: V, S, M (ribcage of a rodent)
  • Duration: 1 minute.

A cage of bone sprouts around a target, imprisoning them within a ribcage of unnatural proportions. The target makes a Strength saving throw. On a failure the target is restrained and cannot perform somatic components for spells until the spell ends. At the end of each of its turns, the target may make another Strength saving throw. On a success, the spell ends on the target. When the spell ends the bones crumble into a Bone Pile that remains for 1 hour before turning to dust.

These bone piles may be used to summon a humanoid Skeleton with a necromantic spell such as Animate Dead or another similar spell.

Bone Weapon

2nd level, necromancy


  • Casting Time: Action
  • Range: self
  • Components: V, S, M (the femur bone of a medium or larger creature)
  • Duration: 1 hour

The bone of your focus is warped into a weapon of your choosing. The femur bone warps into the form of any simple or martial weapon. It is magical. This weapon deals an additional amount of damage equal to your spellcasting modifier. You may make an attack with this weapon when you cast this spell. The bone remains a weapon after the spell ends, but loses all magical properties.

Boneyard

3rd level, necromancy


  • Casting Time: Action
  • Range: 90 ft.
  • Components: V, S, M (four humanoid bones)
  • Duration: 1 minute

A field of bones erupts from the targeted location, tearing through the living and the dead alike. The caster targets a location, then large sharp and curved rib bones erupt from the ground in a 15 foot radius around that location. All creatures within the affected area must make a Dexterity Saving throw or take 8d4 piercing damage and become restrained until the end of the casters next turn. On a success affected targets take half the damage and are not restrained.

At the end of this spell, the bones crumble into 4 piles of bones that remain for 1 hour before turning to dust. The caster chooses where these piles appear and they are size medium. They cannot overlap.

These bone piles may be used to summon a humanoid Skeleton with a necromantic spell such as Animate Dead or another similar spell.

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

Break/Mend Bone

2nd level, necromancy


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a flourish and a dark word the caster breaks the bones of their victim. The caster chooses arm or leg, then touches a creature equal to or smaller than its size.

The target makes a Constitution Saving Throw. On a success, the spell has no effect. On a failure the bone is broken. If the arm was chosen, the target takes damage equal to the casters spellcasting ability modifier each time it attacks or casts a spell with somatic components.

If leg was chosen, all terrain is difficult terrain for the victim and the victim takes damage equal to the caster's spellcasting ability modifier the first time it moves each turn.

These effects linger until the victim receives healing from a 3rd level or higher healing spell, is healed by the Break/Mend Bone spell, or heals naturally.

Alternatively, the caster may mend the broken bones of the victim. Any effects of another Break/Mend Bone or any bones broken by some other means are mended and instantly healed.

A broken limb can be set and splinted with a DC 10 Wisdom(Medicine) check. Once a limb is successfully set all damage from this spell ends. Broken bones take 50 - 120 days to heal.

Close Wound

Cantrip, necromancy


  • Casting Time: Action
  • Range: Touch
  • Components: S, M (a spool of twine)
  • Duration: Instantaneous

With a simple action the caster seals a wound, leaving behind a noticable but harmless scar. The caster touches a willing creature and all wounds upon that creature immediately close and heal. Each wound leaves behind a scar as if improperly stitched. This spell can mend skin but nothing deeper or more grievous.

Corpse Eruption

2nd level, necromancy


  • Casting Time: Action
  • Range: 90 ft.
  • Components: V, S, M(a nearby corpse consumed on use)
  • Duration: Up to 1 minute, concentration

The caster chooses a nearby corpse and causes it to erupt with negative energy, unleashing the horrors of death to all around it. The caster chooses a corpse within range. Each creature within 10 ft. of the targeted corpse must succeed a Constitution Saving Throw or suffer 3d8 necrotic damage and become Frightened of the caster for the duration. On a success affected creatures take half the damage and are not frightened. At the end of each of its turns, creatures frightened by this spell may make a Wisdom Saving Throw. On a success the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above the 2nd.

Corpse Rot

4th level, necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a decayed piece of flesh, consumed on use)
  • Duration: Until Dispelled

With a touch the caster transfers the disease of death unto a living creature, that will wither until it is consumed by the disease. Make a melee spell attack against a target within your reach. On a hit the target takes 4d10 necrotic damage and is afflicted the Corpse Rot disease. The caster may dispel the disease at any time they wish.

Whiel afflicted by Corpse Rot the affected creature makes a Constitution Saving Throw each day at dawn. On a failure they take 3d10 necrotic damage and their maxium health is reduced by this amount until the disease is cured. A creature killed by this disease rises as a Zombie 1 day later.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d10 for each slot level above the 4th.

Expose Wound

1st level, necromancy


  • Casting Time: Action
  • Range: Touch
  • Components: S, M (a serrated blade)
  • Duration: Instantaneous

The caster makes a melee spell attack against a creature within reach that is not at full health. On a hit the creature takes 1d12 necrotic damage. The creature takes another 1d12 necrotic damage at the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above the 1st.

Ignore Pain

2nd level, necromancy


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (the spinal fluid of a humanoid)
  • Duration: 1 hour

The target loses all sense of touch and pain. A target within reach makes a Wisdom Saving Throw. Upon a success the spell has no effect. On a failure the creature loses all sense of touch and pain for the duration. As a result the creature does not fall unconscious at 0 health. The creature continues to make death saving throws at the beginning of each turn and each time the creature takes damage at 0 health they fail one death saving throw.

If a creature under the affects of this spell would die they may immediately make one attack. Afterward they die as normal. Regardless, at the end of the spell the victim beings to feel the affects of the damage accrued during the spell.

DM's Note:

At the discretion of the DM they may decide that the victim no longer gets to know how much damage they take from attacks. In such a circumstance the DM asks for the victim's health and keeps track of it for them. At the end of the spell the DM would inform the player of their health and allow them to track it again.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.