Author Topic: Necromancy Spells [5e]  (Read 238 times)

Offline Stratovarius

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Necromancy Spells [5e]
« on: August 22, 2017, 02:50:54 PM »
Create Zombie
Necromancy
Level: Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round

You point at a creature in range, necromantic energies curling up to summon a zombie from the ground in a square adjacent to the target. If adjacent to an enemy, the zombie attacks (Slam +3 to hit, Hit: 4 (1d6 + 1) bludgeoning damage.) If adjacent to an ally, it defends the ally to the best of its abilities (ally gets +1 AC).
This spell’s duration increases by 1 round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds). You can direct the zombie(s) to move up to their speed and attack as a bonus action in rounds 2+.

Undead Fodder
Necromancy
Level: 1st
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

You summon a zombie or skeleton to your side, the creature appearing anywhere within range. On each of your turns, you can use your action to mentally command any creature you made with this spell if the creature is within 60 feet of you (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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional skeleton or zombie for each slot level above 1st.

Sacrificial Minion
Necromancy
Level: 1st
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous

You swap positions with a single undead creature you have summoned. If the undead is Large or larger, you can occupy any of the squares that make up its space. The undead must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the undead would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your undead occupies a larger space than you do, you choose his final position according to the guidelines given above. This can be used in response to an attack or spell, but must be used before you know the results of any rolls. That attack now targets the undead. A spell only targets the undead if you are no longer a legal target for the spell.

Claws of Poison
Necromancy
Level: 2nd
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Any time a summoned undead under your control successfully attacks an opponent, if the opponent is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be poisoned for 1 round.

Foetid Hunger
Necromancy
Level: 3rd
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

You summon a ghoul to your side, the creature appearing anywhere within range. On each of your turns, you can use your action to mentally command any creature you made with this spell if the creature is within 60 feet of you (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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional ghoul for each slot level above 3rd.
« Last Edit: August 22, 2017, 03:54:14 PM by Stratovarius »

Offline Stratovarius

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Re: Necromancy Spells [5e]
« Reply #1 on: September 05, 2017, 06:28:40 AM »
Necromancer

Hit Points
Hit Dice: 1d6 per necromancer level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 4 + your constitution modifier

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a sickle or (b) a dagger
(a) leather armour or (b) studded leather armour
(a) a scholar's pack or (b) a diplomat's pack

Table 1: The Necromancer

Level  Abilities                             
----------------------------------------------------------
1      Spellcasting, Minions
2     
3      Fodder
4      Toughen Up
5      Dark Ritual
6     
7      Armoured Minions
8     
9      Dangerous Minions
10     
11     Enchanted Blades
12     
13     
14     
15     
16     
17     
18     
19     
20     


Class Features
All the following are class features of the Necromancer class.
  • Spellcasting: As cleric (including cantrips known and spells per day), except using Intelligence instead of Wisdom.
  • Minions: No proper necromancer would be without undead minions. After each long rest, you raise two undead servitors. They have AC 10, 2 hit points, all ability scores are 6s, and deal 1d4 (3) damage on a successful attack. On each of your turns, you can use your action to mentally command your minions if they are within 60 feet of you. You decide what action the minions will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, they only defends themselves against hostile creatures. Once given an order, your minions continues to follow it until the task is complete. All servitors are lost when you begin a long rest. Every three levels (3rd, 6th, 9th, 12, 15th, 18th), you gain one more servitor.
  • Spellcasting:
  • Fodder: Undead created by your Create Zombie cantrip last for one round longer than normal.
  • Toughen Up: Your servitors' hit points when raised increase from 2 to 1 per class level.
  • Dark Ritual: By destroying an undead servitor, you recover spell slots equal to one quarter the remaining hit points of the undead servitor.
  • Armoured Minions: The armour class of the undead servitors increases to 10 + 1/2 class level.
  • Dangerous Minions: The damage dealt by the undead servitors increases to 1d8 (5).
  • Enchanted Blades: By expending a number of spell slots equal to the number of existing undead servitors, you grant them advantage on attacks for one minute.
  • Spellcasting:
  • Spellcasting:
  • Spellcasting:
  • Spellcasting:
Spell List
Cantrips Create Zombie, Chill Touch, Mage Hand, Message, Minor Illusion, Poison Spray, Ray of Frost, Thaumaturgy
First Alarm, Charm Person, Comprehend Languages, Detect Magic, Disguise Self, False Life, Floating Disc, Hideous Laughter, Identify, Illusory Script, Inflict Wounds, Mage Armour, Silent Image, Unseen Servant
Second Alter Self, Arcane Lock, Arcanist's Magic Aura, Blindness/Deafness, Darkness, Darkvision, Detect Thoughts, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Ray of Enfeeblement, See Invisibility, Suggestion
Third Animate Dead, Bestow Curse, Fear, Fly, Glyph of Warding, Major Image, Phantom Steed, Remove Curse, Sending, Speak with Dead, Spirit Guardians, Tongues, Vampiric Touch
Fourth Arcane Eye, Blight, Confusion, Death Ward, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Private Sanctum, Secret Chest,
Fifth Arcane Hand, Cloudkill, Contagion, Dominate Person, Dream, Geas, Legend Lore, Mislead, Modify Memory, Seeming
Sixth Circle of Death, Create Undead, Eyebite, Guards and Wards, Harm, Magic Jar, Mass Suggestion, Programmed Illusion,
Seventh Etherealness, Finger of Death, Mirage Arcane, Project Image, Simulacrum
Eighth Clone, Antipathy/Sympathy, Feeblemind,
Ninth Astral Projection, Time Stop, Weird