5E - Magic of the Realms

by Darkenneko

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Magic of the Realms

0.4

Chapter 1: Spells

THIS CHAPTER DESCRIBES THE NEW spells I've included in the worlds of DUNGEONS & DRAGONS. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Hemomancy

Certain spells included in this supplement have the special tag: Hemomancy. Such a spell has an additional cost when it is cast: your own hit points. When you cast a spell with this tag, you must expend a number of hit points during the casting of a spell. The number of hit points you can spend is based on the spell's level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells.

Hemomancy Spell Table
Spell Level Minimum Cost Maximum Cost
1st 1 10
2nd 4 15
3rd 7 20
4th 10 25
5th 13 30
6th 16 35
7th 19 40
8th 22 45
9th 25 50

When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell.

Bard Spells

Cantrips (0 Level)
  • Dueling Shadows
  • Umbraturgy
1st Level
  • Blackflame
  • Inflict Pain
2nd Level
  • Aura of Shade
  • Clinging Shadows
  • Dome of Night
  • Hand of the Grave
3rd Level
  • Flicker
5th Level
  • Shadow stride
6th Level
  • Banshee's Wail
7th Level
  • Umbral Assault

Cleric Spells

Cantrips (0 Level)
  • Lacerate
  • Umbraturgy
1st Level
  • Blackblood
  • Blackflame
  • Cruorwhip
  • Inflict Pain
  • Reaper's Scythe
2nd Level
  • Blood Seal
  • Hand of the Grave
  • Necromantic Burst
3rd Level
  • Animate Blood
  • Beacon of False Life
  • Maim
4th Level
  • Draining Thread
  • Sanguine Sanctum
5th Level
  • Bloodcurse
6th Level
  • Banshee's Wail
7th Level
  • Hemoplague
9th Level
  • Drain Life

Druid Spells

2nd Level
  • Aura of Shade
  • Dome of Night
4th Level
  • Rary's Rapid Replication
5th Level
  • Shadow Stride

Ranger Spells

2nd Level
  • Aura of Shade
  • Dome of Night
5th Level
  • Shadow Stride

Paladin Spells

1st Level
  • Ichorous Smite

Sorcerer Spells

Cantrips (0 Level)
  • Bloodletting
  • Lacerate
  • Life thread
  • Umbraturgy
1st Level
  • Blackblood
  • Blackflame
  • Bloodburn
  • Cruorwhip
2nd Level
  • Aura of Shade
  • Blood Seal
  • Clinging Shadows
  • Sanguine Rope
  • Vampire's Kiss
3rd Level
  • Animate Blood
  • Beacon of False Life
  • Bloodsight
  • Flicker
  • Tides of Blood
  • Umbral Form
4th Level
  • Draining Thread
  • Sanguine Sanctum
  • Wall of Bones
5th Level
  • Bloodcurse
  • Shadow Stride
6th Level
  • Investiture of Shadow
  • Rain of Blood
7th Level
  • Hemoplague
8th Level
  • Dance of Death
9th Level
  • Drain Life

Warlock Spells

Cantrips (0 Level)
  • Dueling Shadows
  • Lacerate
  • Life Thread
  • Umbraturgy
1st Level
  • Blackflame
  • Reaper's Scythe
2nd Level
  • Aura of Shade
  • Clinging Shadows
  • Dome of Night
  • Hand of the Grave
3rd Level
  • Beacon of False Life
4th Level
  • Wall of Bones
5th Level
  • Shadow Stride
6th Level
  • Banshee's Wail
7th Level
  • Umbral Assault

Wizard Spells

Cantrips (0 Level)
  • Bloodletting
  • Dueling Shadows
  • Lacerate
  • Life thread
  • Umbraturgy
1st Level
  • Blackblood
  • Blackflame
  • Bloodburn
  • Cruorwhip
2nd Level
  • Aura of Shade
  • Blood Seal
  • Clinging Shadows
  • Dome of Night
  • Hand of the Grave
  • Necromantic Burst
  • Sanguine Rope
  • Vampire's Kiss
3rd Level
  • Animate Blood
  • Beacon of False Life
  • Bloodsight
  • Flicker
  • Tides of Blood
  • Umbral Form
4th Level
  • Draining Thread
  • Rary's Rapid Replication
  • Rend Shadows
  • Sanguine Sanctum
  • Wall of Bones
5th Level
  • Bloodcurse
  • Ray of Fatigue
  • Shadow Stride
6th Level
  • Banshee's Wail
  • Investiture of Shadow
  • Rain of Blood
7th Level
  • Hemoplague
  • Umbral Assault
8th Level
  • Dance of Death
9th Level
  • Drain Life

Spell Descriptions

The spells are presented in alphabetical order.

Animate Blood

3rd-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S, M (droplets of blood)
  • Duration: Concentration, up to 10 minutes.

You animate droplets of your own blood to act under your command. For every three hit points spent in the casting of this spell, you create a droplet of animated blood.

As you cast the spell, and as a bonus action on each of your turns thereafter, you can mentally command the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet.

As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. A creature takes 6d4 necrotic 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 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Animate Greater Dead

5th-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (A drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous

This spell creates a powerful undead servant. Choose a Large pile of bones or a corpse of a Large creature within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a giant skeleton if you chose bones or a hulking zombie if you chose a corpse. The statistics for these creatures can be found in in the Stat Blocks section of this document.

On each of your turns, you can use a bonus 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.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to two creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can animate or reassert control over additional undead creatures. You can create two creatures or re-assert control over three with a 7th or 8th level spell slot, and you can create three creatures or re-assert control over four with a 9th level spell slot.

Aura of Shade

2nd-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a deep black stone)
  • Duration: 1 minute.

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Banshee's Wail

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a strand of banshee hair)
  • Duration: Instantaneous

You release a mournful wail that pierces into the mind of those that hear it. Each creature within 20 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage, falls unconscious, and is deafened for 1 minute. On a success, it takes half as much damage and suffers no other effect. An unconscious creature wakes up after 1 hour, if it takes any damage, or if another creature uses its action to shake them awake. A deafened creature automatically succeeds on the save.

Beacon of False Life

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (alcohol or distilled spirits)
  • Duration: Concentration, up to 1 minute.

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Blackblood

1st-level transmutation (hemomancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You transform a portion of your blood into a poisonous substance. As you cast this spell, you must spend a number of hit points. You gain a number of temporary hit points equal to the amount spent. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they take 1d8 poison damage and become poisoned until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Blackflame

1st-level transmutation


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

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius of the flame must make a Dexterity saving throw. The creature takes 1d6 necrotic damage and 2d6 fire damage on a failed save, or half damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.

Bloodburn

1st-level evocation (hemomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d6 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone. Constructs, elementals, and undead are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bloodcurse

5th-level necromancy (hemomancy)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Varies (See below)

You touch a creature’s open wound and bestow a curse. As you spend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target’s Wisdom (Insight) check to attempt to conceal the spell’s true nature, such as pretending to bandage their wound.

The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent, and for that duration the cursed creature can’t regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 3d4 necrotic damage as the curse rots away at them.

A remove curse spell ends this effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.

Bloodletting

Necromancy cantrip (hemomancy)


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

You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Blood Seal

2nd-level necromancy (hemomancy) (ritual)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (an ornate dagger worth at least 25 gp)
  • Duration: 1 hour

You inflict a wound upon yourself to create a protective seal on another creature within range. As you cast the spell, you spend a number of hit points and the target gains 1d10 + the number of hit points spent as temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains an additional 1d10 temporary hit points for each slot level above 2nd.

Bloodsight

3rd-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You draw out a portion of your blood, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is a number of feet equal to 5 times the number of hit points spent on this spell.

When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature’s current hit points are below 1/2 or 1/4 of their hit point maximum. If a creature is below 1/2 of their hit point maximum, you can see them even through walls and invisibility.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. If you use a slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to 1 minute

You choose an area of dim light or darkness that you can see within range and that fits within a 15-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Until the spell ends, you can use a bonus action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 10 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained.

If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

Cruorwhip

1st-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You create a whip out of your own blood in your free hand. By spending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action.

You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 2d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d6. When you use a spell slot of 5th level or higher, the damage increases to 4d6. When you use a spell slot of 7th level or higher, the damage increases to 5d6. When you use a 9th level spell slot, the damage increases to 6d6.

Dance of Death

8th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death and destruction. As you cast the spell, you must expend a number of hit points. Roll 14d8 and add double the number of hit points expended to the roll; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren’t affected by this spell.

On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn’t receive orders from you, they attack the closest creature to them. If a creature hasn’t made an attack by the end of their turn, the spell ends for them.

If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell’s effect when the spell ends dies.

Dome of Night

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (owl feathers)
  • Duration: Concentration, up to 1 minute

You create a 10-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Draining Thread

4th-level necromancy (hemomancy)


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

You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must expend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 8d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, the hit point cost is refunded as blood drains through the thread back into your body. You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 2d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Drain Life

9th-level necromancy (hemomancy)


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

You open a deep wound on your body, draining the blood of another creature as your own blood leaves your body. As you cast the spell, you must expend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the number of hit points spent as necrotic damage on a failed save, or half damage on a successful one.

Dueling Shadows

Transmutation cantrip


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

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Flicker

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to 1 minute

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack hits and you teleport 5 feet shortly after.

Hand of the Grave

2nd-level necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (hand of a humanoid)
  • Duration: 24 hours

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Dexterity saving throw or become restrained as it is pulled into the earth. When the creature is pulled into the earth, it has total cover and begins suffocating. At the start of each of its turns, the creature can make a Strength or Dexterity saving throw. On a successful save, the creature escapes and the hand retracts back into the ground.

Hemoplague

7th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 1 minute

You draw out a portion of your blood, infecting it with a vile poison before causing it to streak towards creatures within range. As you cast this spell, you must spend a number of hit points, allowing you to target 1 creature for every 5 hit points spent. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is poisoned, can’t regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the start of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d8 for each slot level above 7th.

Ichorous Smite

1st-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue a weapon with a portion of your life force, expending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell’s duration, the attack deals additional necrotic damage equal to 2d4 + the number of hit points spent.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Inflict Pain

1st-level necromancy


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

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 1d10 necrotic damage and become incapacitated with pain until the start of your next turn.

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.

Investiture of Shadow

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, shadows swirl around you, and you gain the following benefits:

  • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again.

Lacerate

necromancy cantrip


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

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, they strike simultaneously as a single instance of damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Life Thread

necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a red or black thread)
  • Duration: 1 minute

You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If that creature moves more than 5 feet away from you, it must succeed on a Charisma saving throw or take 2d6 necrotic damage, and the spell ends. The spell also ends if you move more than 5 feet away from the creature.

The spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Maim

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (flake of skin or bone from an undead)
  • Duration: Instantaneous

You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 10d4 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a target’s hit points below 1. If the target fails the saving throw, it can’t take reactions for the next 10 minutes as the disease clouds their brain. Any effect that removes a disease allows a creature to remove the secondary effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Necromatic Burst

2nd-level necromancy


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

You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage.

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 2nd.

Rain of Blood

6th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You draw out your blood, turning it into rain that pours down over a 45-foot radius area. As you cast this spell, you must expend a number of hit points. A creature that starts its turn within the rain must make a Dexterity saving throw. On a failed save, a target takes 4d6 + half the number of hit points spent as necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature’s speed below half.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Rary's Rapid Replication

4th-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 10 minutes

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration. Each creature becomes a swarm, as described in the monster manual. Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains a swarm for the duration, until it drops to hit points, or until you use an action to dismiss the effect on it.

Ray of Fatigue

5th-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S,
  • Duration: Concentration, up to 1 minute

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration. Each creature becomes a swarm, as described in the monster manual. Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains a swarm for the duration, until it drops to hit points, or until you use an action to dismiss the effect on it.

Reaper's Scythe

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of a scythe blade)
  • Duration: Concentration, up to 1 minute

You create a scythe out of necrotic energy in your free hands. The scythe has the following properties, heavy, two-handed, and lasts for the duration of the spell. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage. If this damage reduces the target to 0 hit points, you regain a number of hit points equal to the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Rend Shadows

4th-level necromancy


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

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual, pg. 269) in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse.

The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Shadow Stride

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

You can use this teleportation ability twice per round for the duration.

Sanguine Rope

2nd-level transmutation (hemomancy)


  • Casting Time: 1 action
  • Range: Varies (see below)
  • Components: V, S
  • Duration: Instantaneous

You draw out a portion of your blood, forming it into a rope that you can use to either pull yourself to a location, or pull an object or creature to you. As you cast the spell, you must spend a number of hit points. Then, you immediately send the rope to grab a target that you can see within a range equal to 5 times the number of hit points spent. Once you grab a target, you can either pull yourself to a location within 5 feet of the target, or you can attempt to pull the target to a location within 5 feet of you. In order to pull the target to you, it must weigh less than 100 pounds, and if it is a creature it can make a Strength saving throw to avoid being pulled. If you pull yourself to a target, you move in a straight line towards the target and take opportunity attacks as normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of weight you can pull increases by 75 lbs. for each slot level above 2nd.

Sanguine Sanctum

4th-level abjuration (hemomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius hemisphere)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You transform your blood into a 10-foot-radius protective dome that forms around and above you and remains stationary for the duration. The dome can be damaged, and it has a number of hit points equal to 20 + double the amount of hit points spent in the casting of this spell. Any creature within the dome cannot be targeted by creatures outside the dome, and vice versa. Spells and attacks that would pass or extend through the dome instead hit the dome, dealing it damage, and do not extend farther. As long as the dome lasts you can use your action to spend a number of hit points and add this amount to the dome’s current hit points.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it.

The dome is semi-transparent. It can be seen through, but things seen through the walls appear distorted and blurred with the red color of the dome.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the dome’s base hit point value increases by 5 for each slot level above 4th.

Tides of Blood

3rd-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to spend a number of hit points, and you may also gain the hit points needed from corpses within the radius, not including those of constructs, elementals, and undead. Each corpse that had a hit point maximum greater than or equal to 10 in life gives 5 hit points towards the casting, and then cannot be used to cast this spell again.

As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of hit points gained or spent as necrotic damage. On a successful save, they take half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Umbral Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wisp of smoke)
  • Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points.

While in this form, the target's only method of movement is a walking and climbing speed of 30 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws, and it has advantage on Dexterity (Stealth) checks. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains stuck to the ground even when stunned or otherwise incapacitated.

While in Umbral Form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Umbraturgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 1 hour

You compel shadows to create one of the following effects at a point you can see within range:

  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 minute.
  • You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn if they remain in the area.
  • The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Umbral Assault

7th-level transmutation


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

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Vampire's Kiss

2nd-level enchantment (hemomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Varies (see below)

You draw out a portion of your own blood as you kiss another humanoid. As you cast the spell, you must expend a number of hit points. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour for every 3 hit points spent on the casting of the spell or until you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you.

Wall of Bones

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a skeletal hand)
  • Duration: Concentration, up to 10 minutes

A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 4 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can repeat the saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.

The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.


Giant Skeleton

Large undead, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 53 (7d10 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands all languages it knew in life but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The giant skeleton makes two natural weapon attacks or two bone toss attacks.

Natural Weapons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage

Bone Toss. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 11 (2d6+4) bludgeoning damage

Describing Undead Minions

These stat block are devoid of specific details or abilities, as they are intended to be able to model any reanimated Large monster. When employing one of these stat blocks as part of an encounter or when creating one via Animate Greater Dead, consider describing its appearance and attacks in a way that matches the monster it was created from.


Hulking Zombie

Large undead, neutral evil


  • Armor Class 8
  • Hit Points 86 (9d1 + 37)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Understands all languages it knew in life but can't speak
  • Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage

Chapter 2: Modified Spells

THIS CHAPTER DESCRIBES MODIFIED spells from the players handbook to bring them more into balance by making them more appealing or reducing certain aspects to them.

Spell Descriptions

The spells are presented in alphabetical order.

True Strike

Divination cantrip


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

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Changelog

  • 0.1 - Creation

  • 0.2 - Spell balancing.

  • 0.3 - More spell balancing.

  • 0.4 - Added modified spells chapter.

Credits
  • Thanks to Jonoman3000 for this Hemomancy Archetype for the wizard and the hemomancy spells.
  • Thanks to this Shield Hero build that I've modified for better read and use.
  • Thanks to /u/Enraric for Major Necromancy