Necromancer

by DoctorBacca

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Homebrew Classes

Necromancer

Necromancers ofter search for power in places that few living creature can reach, let alone manipulate. To be able to raise the dead or to change the flow of, what many call, life force or souls, is to wield the power of life itself. They choose who lives and who dies. Even if one does die, the body left behind still holds use.

With powerful magic at their disposal and endless minions at their side, a Necromancer is a force to be reckoned with. Often a target of the crusades of paladins and groups of adventurers, they bolster themselves with the life force of others while using those who have failed before as mindless servants. Even still, there are some who seek yet more power in forms even the common Necromancer would deem too grim.

Interest in the Taboo

Many Necromancers often come from a school of wizardry or from a macabre fascination of the beyond. Seldom does a user arise with full knowledge of the possibilities of such an art. As such, necromancers are few and often times weak in their understanding and use of negative magic. Necromancy in society is often considered wrong and taboo, often making associated practices shunned or even illegal.

Masters over Life and Death

While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.

Class Features

As a Necromancer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per necromancer level
  • Hit Points at 1st 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: Simple Weapons, Scythes
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Perception, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background, or start with 4d4x10 gp to purchace equipment:

  • (a) a chain sickle or (b) two daggers
  • (a) a scythe or (b) a shield
  • (a) leather armor or (b) padded armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a spellcasting focus of your choice

Spellcasting

You draw on negative energy to weave into your spells and use the corpses of the fallen to fuel powerful spells and rituals.

Cantrips

At 1st level, you know 1 cantrip of your choice from the necromancer spell list. You learn additional cantrips of your choice at higher levels, 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 to you to cast, choosing from the necromancer spell list. When you do so, choose a number of necromancer spells equal to your Charisma 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 X 1st -level and X 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.

The Necromancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Life Tap 1 2
2nd +2 Necromancer Path Feature(s) 1 3
3rd +2 Spontaneous Unburial 2 4 2
4th +2 Necromancer Path Feature(s), Ability Score Improvement 2 4 3
5th +3 The Price of Power 2 4 3 2
6th +3 Extra Attack 2 4 3 3
7th +3 Fueled Casting 2 4 3 3 1
8th +3 Ability Score Improvement 2 4 3 3 2
9th +4 3 4 4 3 3 1
10th +4 Necromancer Path Feature(s), Macabre 3 4 4 3 3 2
11th +4 3 4 4 3 3 2 1
12th +4 Ability Score Improvement 3 4 4 3 3 2 1
13th +5 Necromancer Path Feature(s) 4 4 4 3 3 2 1 1
14th +5 Soul Harvest 4 4 4 4 3 2 1 1
15th +5 4 5 4 4 4 2 2 1 1
16th +5 Ability Score Improvement 4 5 4 4 4 2 2 1 1
17th +6 Necromancer Path Feature(s) 4 5 4 4 4 2 2 2 1 1
18th +6 Corpse Explosion 5 5 5 4 4 3 2 2 1 1
19th +6 Ability Score Improvement 5 5 5 4 4 3 2 2 1 1
20th +6 Necromancer Path Feature(s) 5 5 5 4 4 3 2 2 1 1

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 contemplation and study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma Modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a necromancer spell as a ritual if it is a spell you know and that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your necromancer spells

Life Tap

Starting at 1st level, you touch can siphon the life force of others to bolster your own. As an action you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier (minimum one) and regain all uses at the end of a long rest.

Necromancer Path

At 2nd level, you choose a path which specializes you in your dealings with death: Keeper, Lich, Reaper, Siphoner, and Undertaker each of which is detailed at the end of the class description. Your occult grants you features when you choose it at 2nd level and additional features at 4th, 6th, 10th, 14, and 20th level.

Spontaneous Unburial

Beginning at 3rd level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast Animate Dead, at 4th level, as an action a number of times equal to your half your necromancer level rounded down (minimum once). You do not require a corpse or pile of bones to target; the skeleton or zombie will claw its way up from underground and acts on its next turn. You regain all uses at the end of a long rest. This spell does not count against your number of prepared spells.

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.

The Price of Power

At 5th level, you can sacrifice your life force to augment your attacks. When you use the attack action with a melee weapon you are proficient with you may deal 1d6 necrotic damage to yourself, ignoring resistances and immunities, and add twice that amount to your damage roll. The damage increases by 1d6 when you reach 10th level (2d6), 15th level (3d6).

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fueled Casting

At 7th level, you've figured out how to extract magical energy from your risen dead. As an action you can kill any number of your minions and regain an expended spell slot of level equal to the number of minions you killed. You may use this feature a number of times equal to your Charisma modifier and regain all uses after a long rest.

Macabre

Beginning at 10th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint.The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.


Zombie Minion

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 15 (3d8 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 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 the languages it knew in life but can't speak
  • Challenge 1/4 (50 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: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Bludgeoning damage.


Skeleton Minion

Medium undead, lawful evil


  • Armor Class 13 (Armor Scraps)
  • Hit Points 10 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands all languages it knew in life but cant speek
  • Challenge 1/4 (50xp)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one targe. Hit: 5 (1d6 + 2) piercing damage.

Soul Harvest

Starting at 14rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if a creature has died within 15 ft. of you or a minion you control, you gain hit points equal to your necromancer level for each creature that died. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Corpse Explosion

Starting at 18th level, the area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest.

Nercomancer Paths

Keeper

Your study of death has allowed you some insights into the essence of life. Keepers study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.

Expanded Intellect

Beginning at 2th level, your studies of death and undeath have opened up new possibilities for you. You add the following spells to your necromancer spell list: Cure Wounds, Lesser Restoration, Beacon of Hope, Death Ward, Greater Restoration, and Mass Heal.

Show and Tell

Starting at 4th level, you now have the ability to raise the dead with more vitality, making them seem more life-like. Whenever you raise a minion it gains the ability to speak simple words and sentences as well as the ability to do more complex tasks.

Life Transference

At 10th level, you can use an bonus action and sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, ignoring resistances and immunities, and one creature of your choice that you can see within 30 ft. regains a number of hit points equal to twice the necrotic damage you take.

Refusal

Beginning at 13th level, you can decide to ignore death if it's too inconvenient. If a creature within 5 feet of you that you can touch drops to 0 hit points, you may use your reaction to cause that creature to drop 1 hit point instead. You must finish a short or long rest before you can use this feature again

Aura of Vitality

At 17th level, you emanate an aura that rejuvenates and prolongs the life of others around you. You and any allied creature that begins its turn within 10 feet of you will regain 15 hit points if its hit points are below half its hit point maximum.

Guardian of the Afterlife

Beginning at level 20, you have become familiar in both the world of the living and the lands of the dead. Once per long rest you can use your action become an Avatar for one minute. While in this form you cannot be brought down below 1 hit point, your Aura of Vitality heals for twice its value, and your healing spells will heal for their maximum value. You can also channel the life force around you and bring to life a number of dead creatures within 30 ft. equal to your proficiency modifier, disregarding how long the creature has been dead. you must be able to see all targets.

Reaper

A Reaper plays with negative energy in ways others run from. A reaper won't always show his intentions to others until he is ready for them to play with his undead or feel necrosis from his spells. Even though he can control undead himself, he'd rather cull the other ones in his path. Undead are weak against this man. True power comes from harnessing negative energy for oneself, not making puppets.

Death's Knowldedge

Beginning at 2nd level, some ancient tomes, spell books, or scrolls have provided knowledge to you. Add the following spells to your necromancer spell list: Resistance, Magic Weapon, Haste, Shadow of Moil, and Etherealness.

You can no longer create undead minions and any attempt at raising undead will create a pile of bones or corpse at a targeted location.

You may consume a corpse as a bonus action to gain a +2 bonus to your next attack and damage roll this turn.

Corpse Lance

Starting at 4th level, you can use a bonus action to consume a corpse within 15 ft. of you and form it into a spear, throwing it at a target you can see. When you do you, make a spell attack dealing 2d6 on a hit.

Imbued Strikes

Beginning at 10th level, the dice used with "The Price of Power" become D8s.

At 15th level, you take half damage from "The Price of Power" feature and now add 4 times the damage you take. (The features damage to enemies is the same.)

Grim

At 13th level, your critical strike range is increased by 1. When you achieve a critical strike, until your next turn, the affected creature deals half damage to you.

Deathly Presence

Beginning at 17th level, stories of something supernatural taking lives comes to fruition. Fairy tales depict a Grim Reaper that comes to take souls of people ready to die, but the truth is, the Grim Reaper visits to deal death.

An indiscriminate aura surrounds you and saps the life of anything within 5 feet of you. If any creature ends its turn within range it must succeed on a Constitution saving throw or lose 3d6 hit points. You gain hit points equal to half the hit points the creature lost, rounded up.

Despoiler of Souls

At 20th level, once per day you can use your action to become an avatar of death for 1 minute. During this time every attack you make will cleave to 2 creatures withing 5 ft of your intended target. Every time you deal damage, add another dice of that damage type and your critical strike range is increased by a further 1.

Siphoner

Life Leech

At 2nd level, you steal the life force of an opponent with every strike. Whenever you deal damage with the attack action you gain hit points equal to half the amount of damage dealt.

Any overhealing that you receive from any source will be converted into temporary hit points. As well as temporary hit points will combine instead of replacing your current amount when received.

Ossumancy

Beginning at 4th level, you can use a bonus action and consume a corpse or zombie you control within 30 ft. of you and create a shield of bones. When you do, add temporary hit points equal to your necromancer level. While these hit points remain you have resistance against slashing, bludgeoning, and piercing damage.

You may use an action and consume a corpse to create a bone prison around an enemy within 30 ft., reducing their speed to zero and dealing 1d4 piercing damage. Lasts until beginning of the creatures next turn.

You may use this feature a number of times equal to your Charisma modifier.

Death Grip

At 10th level, you can manifest spectral chains to bind your foes. As an action you choose an empty area within 10 ft. and chains erupt from that point, shackling any enemy within 30 ft of the chosen point. The chains then violently pull the affected enemies to the center dealing 2d6 force damage and are prone. You use this feature 3 times and regain all uses at the end of a long rest

Anti-Magic Barrier

Starting at 13th level, you can manifest a barrier protecting you from the brunt force of most spells. Whenever you get hit by a spell or a spell attack you can choose to become resistant to that type of damage until end of turn.

Additionally you are immune to any status placed upon you by a spell, including hexes and curses, and gain advantage on death saving throws.

Ossumancy Master

Beginning at 17th level, your bone shield instead grants temporary hit points equal to twice your necromancer level.

Your bone prison now last for two turns and no longer consumes a corpse or undead.

The Undying

At 20th level, you can use an action to become an unyielding force. For the next minute you are immune to non-magical damage and resistant to all other forms of damage. You consume any remaining minions and corpses withing 60 ft of you, gaining 10 temporary hit points for each corpse or minion consumed. You cannot be brought below 1 hit point for the duration and all healing received is doubled.

Undertaker

An undertaker specializes in raising the dead. Whether it be passing through town and filling in for a businessman or collecting minions from a graveyard, the years of preparing corpses has taught the undertaker how to make her undead a force unequal to others. Her minions are tougher and fight longer. She always has a skeleton or zombie at her side to carry out tasks and can quickly raise an army when others want to surround her. An undertaker has no fear of death since death itself fights for her.

The Stench of Death

Beginning at 2nd level, a cloud of stench accompanies the spells that you cast, eating away at the flesh and bone of your victim and distracting them. Any necromancy spells that you cast deal an additional 1d8 necrotic damage. In addition, undead have disadvantage on saving throws against your spells and class features.

Mass Graves

Starting at 4th level, whenever you attempt to raise one or more minions, create an additional minion of that type at the same time. This increases to 2 additional minions at 9th level, and 3 at 14th level. This also applies to casting spells to retain control of your minions.

Animate Major Undead

At 10th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

At 14th level, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At 18th level, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower.

Improved Animate Dead

At 13th level, the negative energy you use to summon your undead is fortified within them. Skeletons and zombies you raise have additional hit points, bonuses to their melee attack rolls, and a bonus to their AC equal to your proficiency bonus.

Bloodbag Army

Beginning at 17th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action, you kill an undead under your control, absorbing their life essence and soul and transferring that energy to another. As long as the undead and a ally are within 30 feet of you, your ally regains hit points equal to the amount of hit points the undead had, and your ally has advantage on their next saving throw, attack roll, or skill check until the end of your ally's next turn.

Dark Arbiter

At 20th level, you create power legions at will. You no longer lose control of the minions you summon unless their hit points reach zero. You may now cast Animate Dead at will as a 6th level spell 20 times regaining all uses at the end of a long rest. Your minions no longer have vulnerabilities or decay.

Spells

Cantrips (0 Level)
  • Blade Ward
  • Chill Touch
  • Infestation
  • Mage Hand
  • Mending
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
1st Level
  • Bane
  • Cause Fear
  • Charm Person
  • Command
  • Comprehend Language
  • Detect Good and Evil
  • Detect Magic
  • Diguise Self
  • False Life
  • Hex
  • Inflict Wounds
  • Mage Armor
  • Shield
  • Unseen Servant
2nd Level
  • Blindness/Deafness
  • Blur
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Dragon's Breath
  • Enthrall
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Misty Step
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fireball
  • Lightning Bolt
  • Remove Curse
  • Revivify
  • Speak with Dead
  • Spirit Shroud
  • Summon Undead Spirit
4th Level
  • Banishment
  • Blight
  • Dimension Door
  • Fire Shield
  • Phantasmal Killer
  • Polymorph
  • Summon Aberrant Spirit
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Spell Descriptions

Blade Ward

Abjuration cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Chill Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: 1 Round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Infestation

Conjuration cantrip


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous
  • Save: CON

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mage Hand

Conjuration cantrip


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Mending

Transmutation cantrip


  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Minor Illusion

Illusion cantrip


  • Casting Time: 1 Action
  • Range/Area 30 ft. (5 ft. cube)
  • Components: S, M (a bit of fleece)
  • Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Poison Spray

Conjuration cantrip


  • Casting Time: 1 Action
  • Range: 10 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Save: CON

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

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

Prestidigitation

Transmutation cantrip


  • Casting Time: 1 Action
  • Range/Area: 10 ft.
  • Components: V, S
  • Duration: 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Spare the Dying

Necromancy cantrip


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

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Thaumaturgy

Transmutation cantrip


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V
  • Duration: 1 Minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms much louder as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Toll the Dead

Necromancy cantrip


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V,S
  • Duration: Instantaneous
  • Attack/Save: WIS

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

True Strike

Divination cantrip


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: S
  • Duration: Concentration, up to 1 minute

You point a finger at a target in range. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Bane

1st level Enchantment


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute
  • Save: CHA

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target rolls a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cause Fear

1st Level Necromancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Save: WIS

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Charm Person

1st level Enchantment


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 Hour
  • Save: WIS

You attempt to charm a humanoid you can see within range. It 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 until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Command

1st Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V
  • Duration: 1 Round
  • Save: WIS

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Language

1st Level Divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 Hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Detect Good and Evil

1st Level Divination


  • Casting Time: 1 Action
  • Range: Self (30 ft sphere)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

Detect Magic

1st Level Divination


  • Casting Time: 1 Action
  • Range: Self (30 ft. sphere)
  • Components: V, S
  • Duration: 10 Minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self

1st Level Illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Hour

You make yourself, and everything on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while seemingly not touching you.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

False Life

1st Level Necromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

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.

Hex

1st Level Enchantment


  • Casting Time: 1 Bonus Action
  • Range: 90 ft.
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Inflict Wounds

1st Level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Attack: Melee

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot above 1st.

Mage Armor

1st Level Abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 Hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Shield

1st Level Abjuration


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Unseen Servant

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (a bit of string and of wood)
  • Duration: 1 Hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Arcane Lock

2nd Level Abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Blindness/Deafness

2nd Level Necromancy


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V
  • Duration: 1 minute
  • Save: CON

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Blur

2nd Level Illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Crown of Madness

2nd Level Enchantment


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: WIS

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Darkness

2nd Level Evocation


  • Casting Time: 1 Action
  • Range/Area: 60 ft. (15 ft. sphere)
  • Components: V, M (bat fur and a drop of pitch or a piece of coal)
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

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.

Detect Thoughts

2nd Level Divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, for up to 1 minute
  • Save: WIS

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature- what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Dragon's Breath

2nd Level Transmutation


  • Casting Time: 1 Bonus Action
  • Range/Area: Touch (15 ft. cone)
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute
  • Save: DEX

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Enthrall

2nd Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 Minute
  • Save: WIS

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Gentle Repose

2nd Level Necromancy


  • Casting Time: 1 Action (R)
  • Range: Touch
  • Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpses eyes, which must remain there for the duration.)
  • Duration: 10 Days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead

Hold Person

2nd Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
  • Save: WIS

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another 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, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Invisibility

2nd Level Illusion


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum arabic)
  • Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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

Misty Step

2nd Level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Ray of Enfeeblement

2nd Level Necromancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: CON

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

See Invisibility

2nd Level Divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
  • Duration: 1 Hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Silence

2nd Level Illusion


  • Casting Time: 1 Action (R)
  • Range/Area: 120 ft. (20 ft. sphere)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Animate Dead

3rd Level Necromancy


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

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

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 four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Bestow Curse

3rd level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: WIS

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Counterspell

3rd level Abjuration


  • Casting Time: 1 Reaction
  • Range: 60 ft.
  • Components: V
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Dispel Magic

3rd Level Abjuration


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Enemies Abound

3rd Level Enchantment


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: INT

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Fear

3rd Level Illusion


  • Casting Time: 1 Action
  • Range/Area: Self (30 ft cone)
  • Components: V, S, M (a white feather or the heart of a hen)
  • Duration: Concentration, up to 1 minute
  • Save: WIS

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Feign Death

3rd Level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Fireball

3rd Level Evocation


  • Casting Time: 1 Action
  • Range/Area: 120 ft (20 ft. sphere)
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Save: DEX

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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.

Lightning Bolt

3rd Level Evocation


  • Casting Time: 1 Action
  • Range/Area: Self (100 ft. line)
  • Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous
  • Save: DEX

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

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.

Remove Curse

3rd Level Abjuration


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

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Revivify

3rd Level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Speak with Dead

3rd Level Necromancy


  • Casting TIme: 1 Action
  • Range: 10 ft.
  • Components: V, S, M (burning incense)
  • Duration: 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Spirit Shroud

3rd Level Necromancy


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

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

Summon Undead Spirit

3rd Level Necromancy


  • Casting Time: 1 Action
  • Range: 90 ft.
  • Components: V, S, M (a gilded humanoid skull worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block below. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Undead Spirit

Medium Undead, neutral evil


  • Armor Class 11 + the level of the spell (natural)
  • Hit Points 3 + your spell casting modifier + (10 x spell level)
  • Speed 30 ft. fly 40 ft. (Ghostly only; hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-4) 10 (0) 9 (-1)

  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft.
  • Languages Understands all languages you speak
  • Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
  • Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Deathly Touch (Ghostly Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell’s level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Vampiric Touch

3rd level Necromancy


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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

Banishment

4th Level Abjuration


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (an item distasteful to the target)
  • Duration: Concentration, up to 1 minute
  • Save: CHA

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Blight

4th Level Necromancy


  • Casting Time: 1 Action
  • Range: 30 ft.
  • Components: V, S
  • Duration Instantaneous
  • Save: CON

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Dimension Door

4th Level Conjuration


  • Casting Time: 1 Action
  • Range: 500 ft.
  • Components: V
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Fire Shield

4th Level Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 Minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Phantasmal Killer

4th Level Illusion


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Save: WIS

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

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

Polymorph

4th Level Transmutation


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour
  • Save: WIS

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Summon Aberrant Spirit

4th Level Conjuration


  • Casting Time: 1 Action
  • Range: 90 ft.
  • Components: V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp)
  • Duration: Concentration, up to 1 Hour

You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Aberrant Spirit

Medium Aberration, Neutral evil


  • Armor Class 11 + level of spell (natural)
  • Hit Points 7 + (spell level x 10)
  • Speed 30 ft., fly 30 ft. (Beholderkin only; hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 15 (+2) 16 (+3) 10 (0) 6 (-2)

  • Damage Immunities psychic
  • Senses darkvision 60 ft.
  • Languages Deep Speech and languages you speak
  • Regeneration (Sladdi Only). The aberration regains 10 hp at the start of its turn if it has at least 1 hp.
  • Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spells level (rounded down)

Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 30 ft., one creature. Hit: 9 + the spell’s level psychic damage. damage

Claws (Slaadi Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 11 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.

Psychic Slam (Star Spawn Only). Melee Spell Attack: +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 7 + the spell’s level psychic damage.

Contagion

5th Level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration 7 days
  • Save: CON

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spells duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

 

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