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The Book of The Dead

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Contents
Other DM Options 108
Introduction 3
Spell Schools ..............................................................108
The Forces of life and Death 4 New Damage Types ..................................................109
What is Necromancy? ................................................ 4 Undead Minions .......................................................109
What is Positive Energy? ........................................4 Deathless .........................................................................110
What is Negative Energy? ..................................... 5 Variant Turning & Rebuking .....................111
What is an Undead ........................................................ 5 Animate Dead & Create Undead ............ 111
Necrology .............................................................................6 Haunting Presences .............................................112
Curses .................................................................................. 114
The Dread Necromancer 10
Dealing with Resurrection ........................115
Class Features .............................................................. 11 "Zombie, Do This!" ................................................ 116
Dark Paths ........................................................................ 14 Uncontrolled Zombies? .................................116
Path of the Nightmare ............................................................... 14
Path of the Centurion ................................................................ 14 Necromantic Rituals ......................................... 117
Path of the Rider .........................................................................15 Dark Gifts .......................................................................119
Path of the Spiritcatcher ...........................................................16 Terrain ............................................................................... 121
Path of the Plaguebringer .........................................................17
Path of the Death Master ..........................................................18 Diseases ..............................................................................123
Cursed Weather ........................................................125
New Spells 20
Special Equipment ................................................. 126
Spell Lists ..........................................................................20 Magic Items ...............................................................................126
Spell Descriptions ...................................................24 Artifacts ......................................................................................132
Cantrips ........................................................................................ 24 Magic Locations ....................................................................... 132
1st Level ....................................................................................... 26 Positoxins .................................................................................. 134
2nd Level ......................................................................................35 New Monsters 135
3rd Level .......................................................................................44
4th Level .......................................................................................54
5th Level .......................................................................................61 Appendix: Other Resources 136
6th Level .......................................................................................68
7th Level .......................................................................................74
8th Level .......................................................................................79
9th Level .......................................................................................84
Unusual Spells ............................................................. 89
Cyst Spells ................................................................................... 89
Wormbound Spellls ................................................................... 91
Corrupt Spells .............................................................................93
Other Character Options 96
Feats ......................................................................................... 96
Multiclassing ............................................................... 98
Races ........................................................................................98
Backgrounds .................................................................. 99
Equipment ....................................................................... 100
Cleric Domains .........................................................103
Paladin Oaths ............................................................ 105 Extras
Ranger Conclaves ..................................................106
Created by JAPG.
Created using the Homebrewery, with formatting tips from
Gods of Undeath .................................................... 107 this document. You can find my other Homebrewery works
here.
Current Version: 1.0
Cover image: Necromancer Lich by Daniel Comerci

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Introduction

T
his book is a collection of resources for both Monsters
players and DMs, heavily themed around
necromancy, undeath, and dark magic. This book has a cornucopia of monsters, many of them from
Whether you are a DM looking to design a new the excellent work Libris Mortis. Most of them are undead,
villain, or a player dissatisfied with the options though not all. Additionally, quite a few variant abilities are
for a necromancer in the Player's Handbook, I provided for some old favorites, and I've also incorporated
hope you find this book useful. many templates so that you can quickly build a zombie
dragon or a bodak hydra.
The Dread Necromancer
In 5e, necromancer wizards are quite powerful, because Other Stuff
wizards are powerful. However, necromancer wizards don't I've included a variety of other options for both players and
make particularly good necromancers. They end up playing DMs For players, there are subclasses, equipment, a new
much like any other wizard. race, feats, and more.
The dread necromancer is a response to that problem. It is For DMs, I provide variant rules, advice on dealing with
a highly specialized class that is the absolute master of common quandries such as minionmancy and resurrection,
necromancy, but unable to do much else. If you like the idea and a variety of inspiration for creating necromancer NPCs
of having an unusually powerful minion, or specializing in and designing adventures featuring them. This is also where
fear effects, or having a legion at your beck and call, this class I put some rules about dark magic in general, such as cursed
is for you. weather and terrain hazards.
Spells Adaptation
What would a splatbook be without new spells? I have a By and large, the material below is setting-neutral. However,
metric ton of these. Most are converted from 3.5, with a fair some of the gods exist in specific settings (Velsharoon in the
amount pulled from AD&D. A few are of my own design. Forgotten Realms, for instance), and a few assorted odds and
I generally balance towards the upper end of the curve—so ends have ties to specific settings (the Irian crystal, for
my second level spells are balanced off of blindness/deafness instance, is tied to the plane of Irian in the Eberron setting).
or suggestion, not enthrall or Melf's acid arrow. However, I Some spell names are setting-specific as well, such as Tvash-
have also worked hard to ensure that they are not prull's bonefiddle.
overpowered, with a few exceptions. If you are a player, talk to your DM about similar
It is my belief that 9th level spells, and content for 17th equivalents for your setting (Greyhawk has the god Mellifleur,
level or above in general, should be overpowered. If you who is very similar to Velsharoon, and there might be a
disagree with how I have balanced things, feel free to nerf any notorious bard to take the place of Tvash-prull) or how they
of my spells. might fit in (perhaps in Planescape, the Irian crystal is found
For obvious reasons, almost every spell here is in the on the Plane of Positive Energy, or mined from the
necromancy school. This is definitely not meant to be a nerf Quasielemental Plane of Mineral). If you are a DM, use your
to the other schools of magic! If you have a diviner or own imagination, look up what other DMs have done, or send
transmuter player, by all means, give them more options. But me a message and I'll be happy to provide ideas!
that falls outside the scope of this book, which is about
necromancy. You can find some of my work for other classes Personal Note
here. Necromancy actually isn't my favorite school of magic; that's
divination. However, I was overall rather satisfied with the
depiction of diviners in 5e, while I was seriously
disapppointed with necromancers. So I wrote this book to
make necromancy more flavorful and more viable.
I have spent hundreds of hours reading dozens of books to
create this text. I hope you enjoy learning the secrets of the
undead as much as I enjoyed writing them!
Image used:
"Lich"
by Battle for Wesnoth

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The Forces of Life and Death

B
efore diving into the mechanics, I've written up Gray Necromancy
a brief discussion of several concepts that must Spells that neither harm nor heal the living fall into gray
be discussed to properly understand necromancy. Animate dead belongs here, as the creation of a
necromancy and the undead. skeleton deals no harm—but ordering it to attack a village
certainly does, while ordering it to save villagers is a
decisively helpful act. Astral projection and speak with dead
are two more gray spells.
What is Necromancy? White Necromancy
White necromancy helps; it does not harm. Spells such as
cure wounds, raise dead, and false life are all white
“Necromancy is not just one school of magic necromancy.
among many. It is an Art, one that requires the
Artist’s entire devotion.”
—Kazerabet, Angel of the Dark Different Colors
The colors described here are different than the
ones in the Complete Book of Necromancers. If
Necromancy is perhaps the most maligned and least you want to use that book's rules, have gray
necromancy include most damaging and disabling
understood school of magic. In some regions, it is banned spells, and black necromancy only the darkest and
outright; in others, it forms the backbone of society. It is most fearsome ones, such as necrotic termination.
frequently feared, frequently distrusted, and there are those
who say that good folk have no business involving themselves
in it.
But what really is necromancy? I shall begin by listing what
it is not.
Necromancy is not inherently evil. It can certainly be
applied to evil purposes, and indeed evil necromancers
include some of the mightiest foes of good. But the school
of magic, in and of itself, is not evil.
Necromancy is not just reanimation of the dead. One of
the necromantic arts is reanimation, and reanimation
makes up the majority of many a necromancer's interest.
But the school has many other applications as well.
Necromancy is not the exclusive domain of the wizard,
nor the cleric. Both have access to tricks and techniques
the other lacks.
Put simply, necromancy is the school of magic that
manipulates, creates, or destroys life or lifeforce. It
includes the animation of the dead and creation of the
undead, the resurrection of the living, healing and life drain,
and a variety of curses and debilitating spells.
Necromancy often channels energy from either the Positive
Energy Plane or the Negative Energy Plane. Sometimes, it
manipulates lifeforce already present, such as in the
blindness/deafness spell.
Colors of Necromancy
Three colors of necromancy exist: black, gray, and white.
These do not deal with morality, but rather the spell's nature.
Black necromancy is destructive, gray necromancy provides
utility, and white necromancy heals. Note that destruction
can be used for good, and healing for evil.
Black Necromancy
Black necromancy destroys or weakens life. Generally
speaking, any necromancy spell that deals hit point damage
or requires a saving throw is black necromancy.

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What is Positive Energy? What is an Undead?


Undead come in many forms, but almost every undead is a
creature or a part of a creature that was once alive. (A few,
“Life is like anything, berk. Too much is just as bad
as too little.”
such as the vasuthant, were never alive, but such creatures
—Kansmaath Hugh, planewalker
are extremely unusual.) Beyond that, massive variation is
possible. However, there are several metrics on which
undead can be categorized:
Positive energy is power incarnate, the stuff that drives life. It Undead Classification
fuels all living beings, from worms to humans to demon
lords. It is creation, growth, vigor, and nothing can live Corporeal or Incorporeal
without it. A corporeal undead has a body; an incorporeal one does not.
However, positive energy can be dangerous to the living. It Shadows are a strange case, as they are corporeal but can
can be channeled into searing destruction to overload flesh flow like water.
and spirit—many (though not all) spells that deal radiant
damage use positive energy to kill. Rotting or Preserved
A common misconception is that positive energy is good. Some undead continue to decay long after death, such as
While it is certainly beneficial for a creature to have in zombies; others, like mummies, are kept in suspended
moderation, it has no moral alignment any more than fire animation from the negative energy coursing through them.
does. It is a force of nature. If you have access to the 3.5 book
Elder Evils, the monster Ragnorra is a superb example of Complete or Partial
positive energy turned to wicked purposes. Wights and zombies are full bodies raised together. Crawling
claws and brains-in-a-jar are single body parts, and raiments
are nothing but clothes animated by suffering and hate.
What is Negative Energy?
Mindless or Sentient
Zombies possess no mind, while liches are gifted with
“Anyone who's seen a rotten, decayed piece of superhuman brilliance. Others, such as wights, have
wood that was once part of a vibrant, living tree intelligence normal for humans. Liches, wights, and other
tumbles to the forces embodied in the Negative sapient undead still have their souls within them, while a
Energy Plane.” zombie's soul has passed on to whatever afterlife awaited it.
—Tarsheva Longreach, planewalker
Humanoid or Monstrous
Many undead are the remnants of dead humanoids. A few,
Negative energy is the polar opposite of positive energy, however, are formed from nonhumanoid creatures, such a
manifesting as the decay and entropy that ultimately befall all dracoliches, nightcrawlers, and beholder zombies.
things. It withers flesh, rots corpses, and desiccates tissue.
Every living thing has a drop inside them, as they age and Undead Alignment
grow weak, that drop expands into a lake. The majority of sapient undead are evil. Hateful, cruel people
It also fuels undead. All undead, no matter their alignment, generally have more lingering grudges or regrets and are
draw upon this wellspring of decay to exist. However, thus more likely to return from the grave.
negative energy can either be used to destroy undead However, there are many reasons why a good person might
(withering their flesh further), or to repair and strengthen consign themselves to an eternity trapped on the Material
them (reinvigorating them with the power that drives them.) Plane. Some people who suffered awful fates return as
Negative energy is not evil. It cares nothing for alignment. revenants, determined to bring their killers to justice; others
It is comparable to fire or earth—an elemental building block with wrongs to right become ghosts.
of reality. It is gruesome, and even frightening, but it is Additionally, some good souls intentionally embrace
necessary. If negative energy somehow stopped existing, undeath. The most popular avenue towards undeath for such
nothing in the world would decay, and no resources would individuals is through the Ritual of Crucimigration, which
ever be returned to the ground. turns them into necropolitans. Furthermore, the mightiest
mages can become liches, and good liches do exist.
Because of the above factors, undead can be of any
alignment. However, note that most of the more powerful
"species" of undead are usually evil, such as wraiths, wights,
and liches. In contrast, necropolitans (among the weakest
sapient undead) have no predisposition towards evil.

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Undead Powers Diet Dependent


Some undead must feed on the living to retain either their
Undead have as much variation in powers as the living do. mobility or some of their other abilities. The link to the
However, some powers are particularly common to them. Negative Energy Plane for undead of these sort grows
increasingly tenuous the longer they are denied the necessary
Ability Drain food. At some point, their mobility or one or more specific
Some undead have a touch that can reduce ability scores. abilities are suppressed until they can feed again.
The most well-known creatures with this power are the However, no matter how enervated by lack of feeding,
shadows, who possess a fearsome Strength drain. undead cannot be starved to the point of permanent
deanimation. A fresh infusion of their preferred food can
Death always bring them back to their full abilities. Most diet-
A bodak can kill a creature by looking at it. Not many undead dependent undead can go for 3d6 months before losing all
have a death gaze, but those that do are horrific opponents. mobility.
Disease Table 1-1: Undead Diet
Some undead can inflict awful diseases with but a touch. Not Inescapable Diet
Mummy rot is widely known and feared, but it is not the only Undead Variety Required Craving Dependant
plague carried by the undead. Acidwraith — Organic matter —

Fear Alhoon — — —
Undead make terrifying foes by themselves, but many have All-Consuming — Bodies —
access to a supernatural sort of fear—the fear that, with only Hunger
a glance, can leave an archmage running screaming. Allip — Sanity —
Life Drain Ashen Husk Moisture — —
An iconic ability of the unliving is the power to suck out life Atropal — — —
with a touch. A wraith's caress deals necrotic damage, and Bane Wraith — Lifeforce —
reduces the target's maximum HP. Wights can similarly
destroy lifeforce with but a touch. Banshee Lifeforce — —
Blackskate — — —
Paralysis
Signature weapon of the ghouls, paralysis enables an Blaspheme — Strength —
unliving creature to render its foe helpless. A pack of ghouls Bleakborn — — Warmth
can leave an entire adventuring party frozen in silent Bloodhulk — — —
screams.
Bodak — — —
Necrology Bone Naga — — —
Most undead have no need to eat. They are sustained from Boneclaw — — —
the negative energy flowing through them, though they can Bonedrinker — Constitution —
still partake in food if they wish. Bonespur — — —
A few undead must feed on the living or their bodies will
start to decay. Vampires need to drink blood. Boneworm — — —
A larger group of undead have no bodily need to eat, but Boneyard — — —
have a deep psychological need. If they do not eat, they will
degenerate into mindless hunters until they feed. Wraiths, Brain in a Jar — — —
wights, and specters are three members of this group. Cinderspawn — Warmth —
Crawling Claw — — —
Not Required
An entry under this column means that an undead can Cursed Spirit — Lifeforce —
partake in the food listed, but it need not. For example, a Curst — — —
banshee may find lifeforce very delectable, but it can exist
perfectly well without ever consuming it. Death Knight — — —
Death Tyrant — — —
Inescapable Craving Deathlock — — —
Some undead have no “bodily” requirement to feed, and
could continue to exist solely on negative energy, but are Deathshrieker — — —
driven to their diet all the same by inescapable cravings. Demilich Souls — —
These cravings, denied too long, could turn even a sentient
undead to mindless hunger. Once the feeding is Dessicator — Moisture —
accomplished and the hunger sated, the intensity of the Dread Fear — —
craving drops back to a tolerable level, but it is a cycle
doomed to repeat itself.

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Not Inescapable Diet Sheet Phantom — — —
Undead Variety Required Craving Dependant
Skeleton — — —
Dread Warrior — — —
Skeleton Warrior — — —
Dream Vestige — Bodies —
Skin Kite — — Skin
Eidolon — — —
Skulking Cyst — Blood —
Entomber — — —
Skull Lord — — —
Ephemeral Swarm — Lifeforce —
Slaughter Wight — Lifeforce —
Eye of Fear and — — —
Flame Slaymate — — —
Famine Spirit — Food — Spawn of Kyuss — — —
Flameskull — — — Specter — Lifeforce —
Forlorn Husk — Moisture — Spectral Rider Lifeforce — —
Ghost — — — Strahd Zombie — — —
Ghost Brute — — — Sword Wraith — — —
Ghostly Visage Fear — — Tomb Mote — — —
Ghoul — — Flesh Topi — — —
Gravecrawler — — — Ulgurstasta — Bodies (Int) —
Gravehound — — — Vampire — Lifeforce Blood
Grimweird Lifeforce — — Vampiric Mist — Lifeforce Blood
Hopping Vampire — Ki — Vassalich — — —
Huecuva — — — Vasuthant — Lifeforce —
Hulking Corpse — — — Vilewight — Lifeforce —
Jolly Roger — — — Visage — — —
Karrnathi Dread — — — Voidwraith — Breath —
Marshal Wight — Lifeforce —
Karrnathi Skeleton — — — Will-o'-Wisp — Life —
Karrnathi Zombie — — — Wraith — Lifeforce —
Kyuss Spawnling — — — Yellow Musk — — —
Lich — — — Zombie
Mind Flayer Lich Brains — — Zombie — — —
Mummy — — — Zombie, True — — —
Strahd
Necromental — Lifeforce —
Necropolitan — — —
Necrosis Carnex Lifeforce — —
Nightwalker — Lifeforce —
Phantom Warrior — — —
Plague Blight — — —
Plaguelost — Lifeforce —
Poltergeist — — —
Quell — — —
Raiment — — —
Remnant — — —
Revenant — — —
Salt Mummy — — —
Serpentir — Flesh —
Shadow — Strength —
Shadow Assassin — Strength —

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Origin of Undeath
Variant Rule: Undead Hunger Numerous theories exist concerning the nature of undeath,
This variant rule is best applied to undead player
characters that are diet dependent or have and though some hypotheses compete with or contradict one
inescapable cravings. These rules work less well for another, others reinforce or overlap each other. While these
undead that spend years or more locked away in conjectures may not agree on the origins of unlife, most of
tombs before getting a chance to feed. However, them at least assert that this condition is generally visited
the DM may decide to use these rules on a case- upon the bodies of recently deceased creatures. Below are
by-case basis for NPC or monster undead as well. some of the more widely accepted theories about the origins
The hunger felt by an undead with the need for of this affliction.
sustenance is akin to an addiction. Like living
creatures with an extreme craving for some Atrocity Calls to Unlife
chemical substance, hungry undead are prone to Evil acts can resonate in multiple dimensions, opening
erratic, violent, and sometimes self-destructive cracks in reality and letting the blight creep in. A sufficiently
behavior if they are denied their preferred morsels. heinous act may attract the attention of malicious spirits,
Hunger Type Satiation DC Ability Reduction bodiless and seeking to house themselves in flesh, especially
recently vacated vessels. Such spirits are often little more
Inescapable craving 2 days 20 1d4 Wis than nodes of unquenchable hunger, wishing only to feed.
Diet dependent 1 week 15 2d4 Str These comprise many of the lesser undead, such as ghouls.
Sometimes these evil influences also manage to reinvigorate
Satiation the decaying memories of the body’s former host. Thus, some
An undead with an inescapable craving has its semblance of the original personality and memories remain,
Wisdom score reduced each other day unless it though the newly awakened being is invariably twisted by the
makes a successful DC 20 Wisdom save. This inhabiting spirit, resulting in an evil, twisted, and intelligent
reduction lasts until it feeds again or receives a creature. However, this being is not truly inhabited by the
greater restoration spell. A diet-dependent undead spirit of the original creature, which has left to seek its
takes a reduction every week unless it makes a ultimate destiny in the Outer Planes. This amalgamation is
successful DC 15 Wisdom save. Each time an something entirely new.
undead feeds on its preferred morsel, it is satiated Other times, atrocious deeds call dark, reanimating spirits
and need not make these saving throws for the into the fleshy form of the newly deceased, leaving the
satiation period noted on the table. After the original spirit intact. This might happen if the person was
satiation period wears off, the undead once again already evil, or was tempted to evil in life. Alternatively, some
grows hungry. good spirits might be trapped within their bodies, such as in a
Ability Reduction revenant's empty corpse or a crypt spawn's dessicated body.
An undead’s need to feed is like a mental spike
The evil act need not even be committed by the creature.
boring into its awareness, dealing the indicated Many ghosts are created by another's horrible actions, and
reduction each day unless the undead succeeds on some other undead also form in this way.
the saving throw or feeds. An undead immediately
is cured of all the ability reduction it has taken if it Negative Energy as a Supportive Force
manages to feed. While atrocity may serve as a trigger for unlife, it is not
As the undead goes longer and longer without enough to bring about a transformation of this magnitude on
feeding, potentially losing Wisdom all the while, its own. It requires the very energy that drives dark spirits
the undead grows increasingly unbalanced. It mulls and their unquenchable thirst for life. That which is dead has
over plans that would allow it to feed—plans it no vitality, so where does the energy of animation come from?
would likely consider too risky were it completely Negative energy provides the power for this metamorphosis.
sane. When the undead reaches 0 Wisdom, it Just as blood suffuses living creatures, negative energy
retains no volition of its own, no judgment to deter suffuses undead, providing them all their abilities, from
it from seeking its preferred morsel, even if the
undead’s utter destruction seems likely thereafter.
mobility to sentience, from flesh-eating to soul-devouring.
(A player character who reaches 0 Wisdom from a
failure to feed is temporarily remanded to the DM,
who plays the undead as a ravening beast until the
character has fed.)
An intelligent undead sometimes plans for this
eventuality, even arranging to have itself locked
away in a self-constructed vault from which it is
unable to escape. It will stay there until a
prearranged third party provides the undead with
its preferred morsel (presumably in a fashion that
does not endanger the third party, though
accidents do happen).

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Negative Energy as a Draining Force Sometimes these learned mages also experiment with
Some claim that undead exist concurrently on the Material animation of inert matter that shares many properties with
Plane and the Negative Energy Plane. More precisely, they the animation of undead, especially when the inert matter in
believe that undead on the Material Plane are linked to the question is composed of the cast-off body parts of once-living
Negative Energy Plane via a conduit, just as life itself creatures. Such creations are commonly known as flesh
somehow partakes of positive energy. golems. However, as similar as a flesh golem (or any other
The Negative Energy Plane is the heart of darkness—the construct) may appear to a zombie, constructs and undead
hunger that devours souls. It is a barren, empty place, a void remain separate entities, for two main reasons. First,
without end, and a place of vacant, suffocating night. Worse, it negative energy is not a requisite power for any common
is a needy, greedy plane, sucking the life out of anything construct, including flesh golems. Negative energy does not
vulnerable to its grasp. Heat, fire, and life itself are all drawn energize constructs, nor does negative energy play a part in
into the maw of this plane, which perpetually hungers for the methods whereby constructs can afflict foes. Second,
more. constructs are animated by elemental spirits. By some
The very existence of even the weakest undead produces a people’s estimation, this similarity is too close for comfort,
constant drain on the energies of the Material Plane, which but most feel that the difference is great enough to warrant a
accounts for sensations of cold often attributed to the clear separation of type.
unliving. As part of the enchantment of their creation, undead
“siphon” a bit of the energy flowing from the Material Plane
toward the Negative Energy Plane. This “stolen” energy
serves to power their ongoing existence.
More powerful undead have a stronger connection to the
Negative Energy Plane and are therefore able to siphon even
more Material Plane energy for their own purposes before it Image used:
is forever lost in the Final Void. This type of animation is "Orb Wraith"
known as necromancy, but it could also be called entropic by WOTC
animancy. Wizards speculate that magic might be able to link
objects or corpses to the Positive Energy Plane, in this case
reversing the flow of energy.
Undeath as Contagion
Many undead have methods of propagating their curse
among their previously living victims. For instance, those
infected by the diseased bite of a ghoul may contract ghoul
fever. Those who perish from this rotting illness rise at the
next midnight as ghouls themselves. In this way, some
undead recruit the formerly living into their shuffling ranks.
Undead propagate in a sick parody of life’s method of
multiplying. Worse yet, undead proliferation is far quicker,
easier, and doesn’t require the consent of the creature to be
made undead—only a victim’s inability to drive off the grave-
born attacker.
Purposeful Reanimation
Count on the knowledge-seekers to pursue too far the spark
of life, and the dark fruits of death. Some seek death’s secrets
out of fear, thinking that by overcoming mortality, they will
have no more to dread. Mages who tread this road to its
conclusion sometimes embrace death completely, though
they do not become immortal but simply enduring.
Spellcasters who adopt this existence are commonly known
as liches. To their sorrow, most find that forsaking all the
pleasures of life while continuing to exist is a fate worse than
the absolution of true death. Others probe the boundaries
between one’s last breath and the final silence solely for the
sake of knowledge. Shorn of conscience or any passion other
than the need to know the truth, these dabblers have been
responsible for plagues of zombies, soul-snuffing winds, and
other atrocities.

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The Dread Necromancer

F
inishing the ritual chant to animate the dead, the Religion and Philosophy
elf smiles as the corpse's eyes flicker awake. It
groans, and climbs to join the army gathered Many dread necromancers put little faith in the gods--after all,
behind her. With another word, she bolsters her a dread necromancer has power over life and death blazing
undead, flooding them with so much negative through his or her veins. Some revere general gods of magic,
energy no cleric could ever hope to turn them. others gods of life or death, and a significant portion worship
As a human in black leather extends his hand, a surge of the gods of undeath, such as dreaded Kyuss. Many of
negative energy flows into the injured wight, mending its Mellifleur's faithful come from the ranks of the dread
wounds and stitching its flesh back together. The wight necromancer.
smiles coldly, and picks up its sword, ready to charge back Outside of gods, the Blood of Vol (Eberron) has many
into battle. dread necromancers within its fold, and in Planescape more
An elderly tiefling looks at the horde of undead, led by a than a few of this path belong to the Dustmen.
coldly blazing death knight. She whispers a word, and
suddenly the death knight remembers what it is to be afraid. Alignment
The orc shaman reaches down to the dying warrior. She With their talent at destroying life, commanding undead, and
extends a hand to him, and he finds the strength to rise once their ultimate transformation into liches, one might think that
more. With a roar, he charges back into battle. all dread necromancers are irredeemable monsters. This is
Calling up the spirit of an ancient scholar, the gnome categorically incorrect. There are many evil dread
learns the trick of creating entombers. He turns to his necromancers, but that only makes the good-aligned ones
custom-built undead with a glint in his eye. shine brighter.
In the end, dread necromancers are the ultimate
Lords and Ladies of Undeath practitioners of necromancy, and necromancy is a tool. Like
any tool, it can be wielded for good or for evil.
“Come, let us explore the art of necromancy Creating a Dread Necromancer
together.”
—Kazerabet, Angel of the Dark The most important question to consider when creating your
necromancer is how you feel about your powers. Do you
embrace your mastery of life and death? Do you view it as a
curse or a blessing? Has your connection to the powers of the
Many claim the title of the necromancer. From clerics of the grave made you cold and cynical, or are you overflowing with
gods of undeath to specialist wizards to warlocks bound to compassion for others?
liches, animating the dead is a feat many can accomplish.
But none of those can match a dread necromancer for Quick Build
mastery over life and death. The dread necromancer is a rare You can make a dread necromancer quickly by following
caster who focuses all of his or her efforts on the undead. these suggestions. First, Charisma should be your highest
Though they have far fewer options than the mighty wizards, ability score, followed by Constitution. Second, choose the
and lack the raw supportive power of a bard, no other class is necrologist background. Third, choose the blood transfusion,
the equal of the dread necromancer when it comes to minor illusion, and chill touch cantrips. For Dark Secrets,
creation and manipulation of the undead. choose healing word and ghost light.
The Touch of Death
Variant: Scholarly Necromancer
The writeup below is designed for someone with
“Life and death are one, for all living things die in an innate connection to the forces of life, death,
time. Death is not an ending, but a beginning. and undeath, thematically similar to a sorcerer.
Since one’s living days are but a fraction of the However, there's no reason you couldn't play a
eternal existence of death, life is but a useless character more like a wizard who has focused his
distraction to the study and understanding of the or her talents on necromancy to the exclusion of all
long darkness to come.” else. In this case, replace all instances of
—Unknown "Charisma" in the class features with "Intelligence."
This is not a significant buff nor nerf, as both
Charisma and Intelligence are "secondary stats"
(with the primary being Constitution, Dexterity,
You have the power of life, death, and undeath coursing and Wisdom).
through your veins. Whether you were born with this power
or discovered it later in life, it is a part of you. You can wither
flesh with but a touch, and raise the dead as shambling
corpses with more powerful magic.

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The Dread Necromancer


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Charnel Touch, Dark Secrets 3 2 — — — — — — — —
2nd +2 Dark Path, Channel Negative Energy 3 3 — — — — — — — —
3rd +2 Eyes of the Grave, Aura of Doom 3 4 2 — — — — — — —
4th +2 Ability Score Improvement, Dark Secrets 4 4 3 — — — — — — —
5th +3 Command Undead, Fear Aura, Charnel Touch (2d8) 4 4 3 2 — — — — — —
6th +3 Channel Negative Energy (2/rest), Dark Path feature 4 4 3 3 — — — — — —
7th +3 Unliving Infusion (resistance to necrotic) 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Command Undead (CR 1), 4 4 3 3 2 — — — — —
Dark Secrets
9th +4 Unliving Infusion 4 4 3 3 3 1 — — — —
10th +4 Dark Path feature 5 4 3 3 3 2 — — — —
11th +4 Command Undead (CR 2), Eyes of the Grave 5 4 3 3 3 2 1 — — —
improvement, Charnel Touch (3d8)
12th +4 Ability Score Improvement, Dark Secrets 5 4 3 3 3 2 1 — — —
13th +5 Unliving Infusion (immunity to necrotic) 5 4 3 3 3 2 1 1 — —
14th +5 Command Undead (CR 3), Dark Path Feature 5 4 3 3 3 2 1 1 — —
15th +5 Cloak of Unlife, Aura of Doom improvement 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement, Keeper of Secrets 5 4 3 3 3 2 1 1 1 —
17th +6 Command Undead (CR 4), Unliving Infusion (immune to 5 4 3 3 3 2 1 1 1 1
ability score reduction), Charnel Touch (4d8)
18th +6 Channel Negative Energy (3/rest), Dark Path feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Apotheosis of Unlife 5 4 3 3 3 3 2 2 1 1

(a) a component pouch or (b) an arcane focus


Class Features (a) a scholar's pack or (b) a dungeoneer's pack
As a dread necromancer, you gain the following class features leather armor, any simple weapon, and two daggers

Hit Points
Charnel Touch
Hit Dice: 1d8 per dread necromancer level Negative energy flows through a dread necromancer’s body,
Hit Points at 1st Level: 8 + your Constitution modifier concentrating in your hands. You gain a new attack option
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution that you can use with the Attack action, but not more than
modifier per dread necromancer level after 1st once per action. This special attack is a melee spell attack.
You are proficient with it, and you add your Charisma
Proficiencies modifier to its attack and damage rolls, instead of your
Armor: Light armor Dexterity or Strength. Its damage is necrotic, and its damage
Weapons: Simple weapons and one martial weapon of your die is a d8. At 5th level it increases to 2d8; at 11th level, to
choice 3d8; at 17th level, to 4d8.
Saving Throws: Constitution, Charisma Against an undead target, this effect deals no damage and
Skills: Choose two from Arcana, Deception, History, instead heals for the same amount.
Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
One martial weapon of your choice
(a) a light crossbow and 20 bolts or (b) any simple weapon

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Spellcasting You gain an additional two new spell at 4th, 8th, and 12th
level. When you gain a level in this class, you can replace one
Although you are an arcane caster, you prepare spells like a dark secret with a different spell.
cleric does. You do not pray to a god; rather, you feel inwards
and summon the spells to your fingertips. Dark Path
Cantrips When you reach 2nd level, you choose a dark path, shaping
At 1st level, you know three cantrips of your choice from the your practice of magic through one of several schools.
dread necromancer spell list. You learn additional dread Your choice grants you features at 2nd level and again at
necromancer cantrips of your choice at higher levels, as 6th, 10th, 14th, and 18th level.
shown in the Cantrips Known column of the Dread
Necromancer table. Channel Negative Energy
At 2nd level, you start with three abilities: Rebuke Undead,
Preparing and Casting Spells Control Undead, and an effect determined by your path.
The Dread Necromancer table shows how many spell slots Some paths grant you additional effects as you advance in
you have to cast your spells of 1st level and higher. To cast levels, as noted in the path description.
one of these spells, you must expend a slot of the spell's level When you use your Channel Negative Energy, you choose
or higher. You regain all expended spell slots when you finish which effect to create. You must then finish a short or long
a long rest. rest to use your Channel Negative Energy again.
You prepare the list of dread necromancer spells that are Some Channel Negative Energy effects require saving
available for you to cast, choosing from the dread throws. When you use such an effect from this class, the DC
necromancer spell list. When you do so, choose a number of equals your dread necromancer spell save DC.
dread necromancer spells equal to your Charisma modifier + Beginning at 6th level, you can use your Channel Negative
your dread necromancer level (minimum of one spell). The Energy twice between rests, and beginning at 18th level, you
spells must be of a level for which you have spell slots. can use it three times between rests. When you finish a short
You can change your list of prepared spells when you finish or long rest, you regain your expended uses.
a long rest.
Rebuke Undead
Spellcasting Ability You can channel negative energy to make undead awestruck.
Charisma is your spellcasting ability for your dread As an action, each undead that can see or hear you within 30
necromancer spells, since your willpower is what drives your feet of you must make a Wisdom saving throw. If the creature
spells. You use your Charisma whenever a dread fails its saving throw, it is rebuked for 1 minute or until it
necromancer spell refers to your spellcasting ability. In takes any damage.
addition, you use your Charisma modifier when setting the A rebuked creature must spend its turns cowering in awe.
saving throw DC for a dread necromancer spell you cast and It is incapacitated and can’t move. The rebuked automatically
when making an attack roll with one. fails Strength and Dexterity saving throws. Attack rolls
Spell save DC = 8 + your proficiency bonus + your Charisma against the creature have advantage.
modifier
Spell Attack modifier = your proficiency bonus + your Control Undead
Charisma modifier As an action, you target one undead creature you can see
within 30 feet of you. The target must make a Wisdom saving
Ritual Casting throw. On a failed save, the target must obey your commands
You can cast a dread necromancer spell as a ritual if that for the next 24 hours, or until you use this Channel Negative
spell has the ritual tag and you have the spell prepared. Energy option again. An undead whose challenge rating is
equal to or greater than your level is immune to this effect.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Eyes of the Grave
dread necromancer spells. Beginning at 3rd level, when an undead under your control is
within 100 feet of you, you gain the ability to use the senses.
Dark Secrets As an action, you can see through the undead's eyes and hear
You have mined the depths of your soul for secrets of dark what it hears until the start of your next turn, gaining the
magic. You can add two new spells to your spell list from any benefits of any special senses that the undead has. During
other spell list. The spells must be of a level you can cast and this time, you are deaf and blind with regard to your own
they must be of the necromancy school or impose exhaustion senses.
or the frightened condition. These spells count as dread You can also use this power on any willing, free-willed
necromancer spells for you. undead.
If they are 1st level or higher, you can then prepare them as At 11th level, you can use this power on any undead you
you would prepare any other spell on your list. If they are control, wherever it is.
cantrips, they do not count against your number of cantrips
known.

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Aura of Doom
Starting at 3rd level, you project a commanding aura that
heightens the will to kill of undead around you. All undead of
your choice within 10 feet add your Charisma modifier to
damage rolls.
The range of your aura of doom increases to 30 feet at level
15.
Fear Aura
Starting at 5th level, you can choose to emit a 5-foot-radius Image used:
aura of supernatural fear. As a bonus action, you can raise or "Battle Buddies"
lower the aura. Each creature of your choice that starts its by TheFirstAngel
turn in the aura or that enters it during its turn must make a
Wisdom saving throw.
On a failed save, the creature becomes uneasy and hesitant
for 24 hours or as long as it remains in the aura. Creatures
immune to being frightened are immune to this effect. While
affected in this way, it can't willingly move closer to you, and it Keeper of Secrets
has disadvantage on attack rolls against you and ability Beginning at 16th level, you become a true master of
checks. Leaving the aura suppresses the effect, but if the necromancy. All spells that would qualify for your Dark
creature returns it immediately resumes. Any ability that Secrets feature are added to your spell list. You can prepare
removes the frightened condition can remove this effect. A them normally.
target that succeeds on the saving throw is immune to your
fear aura for the next 24 hours. Apotheosis of Unlife
Command Undead At 20th level, you can permanently transform yourself into an
Starting at 5th level, when an undead of CR 1/2 or lower fails undead of immense power (typically a lich). If you choose lich,
its saving throw against your Rebuke Undead feature, you apply the template below. Otherwise, choose from the
can place the creature under your permanent control. The CR following list:
of undead increases as you gain levels. Skull Lord
Dread Necromancer Level Commands Undead of CR...
Mummy Lord
Death Knight
5th 1/2 or lower Nightwalker
8th 1 or lower Your DM may make other types available to you, at his or
11th 2 or lower her discretion. You do not gain any spellcasting from your
14th 3 or lower new form, and you retain your HP, Saves, Ability Scores,
Skills, and class features.
17th 4 or lower

You can command up to your Charisma modifier + your


dread necromancer level of undead in this way. If you attempt
to command more undead after already being at this limit,
you must first release control of other undead.
Unliving Infusion
By 7th level, you have begun to be resistant to the worst Image used:
effects of the undead. You gain resistance to necrotic damage "Skeleton"
and immunity to disease. At 9th level, your maximum HP by Brian Snoddy
cannot be reduced. At 13th level, you gain immunity to
necrotic damage. At 17th level, your ability scores cannot be
reduced, and you no longer need to breathe.
Cloak of Unlife
At 15th level, mindless undead recognize you as one of their
own and will not attack you unless provoked. You gain
advantage on Charisma checks made to interact with
sentient undead.

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Improved Fear Aura


Dark Paths At 10th level, the radius of your Fear Aura increases to 15
Path of the Nightmare feet.
Absorb Fear
“Fear cuts more deeply than any sword, consumes Starting at 14th level, when you are targeted by an effect that
more completely han any spell. It rages like a would frighten you, your spells are considered to be cast in a
conflagration, burning away the flesh of the weak, slot 1 level higher than the slot used for as long as the fear
burning the weakness out of the strong. Fear is would persist. You gain this benefit whether or not you save
power, and that power is mine.” against the effect.
—Illyra Zorren, dread witch, to her first
apprentice Reflective Fear
Starting at 18th level, if you successfully save against being
frightened, the effect is reflected back. The creature that
Also called dread witches, Nightmare Path dread attempted to frighten you must immediately make a save
necromancers use fear as their deadliest weapon. As you against its own ability or be frightened of you.
grow in power, you can bring fear even to the hearts of
paladins, liches, and inevitables. Path of the Centurion
For some necromancers, what is best in life is control over a
Nightmare Path Features massive horde of undead.
Dread
Necro Level Feature Centurion Path Features
2nd Bonus Proficiencies, Frighten, Channel Dread Necro
Negative Energy: Invoke Terror Level Feature
6th Fearsome Will 2nd Undead Substitution, Channel Negative
Energy: Aura of Defiance
10th Penetrating Fear, Improved Fear Aura
6th Undead Thralls
14th Absorb Fear
10th Corpsecrafter
18th Reflective Fear
14th Advanced Corpsecrafter
Bonus Proficiencies 18th Lord of Bones
You become proficient in Intimidation, and you add twice
your proficiency bonus to Intimidation checks. Undead Substitution
When you create an undead, you can replace it with any
Frighten undead of equal or lower CR. For example, you could use
As an action, choose one creature other than yourself within animate dead to create a gnoll witherling (Volo's Guide to
120 feet that you can see. The target must succeed on a Monsters) or a yellow musk zombie (Tomb of Annihilation).
Wisdom saving throw or become frightened of you. The
frightened target can repeat the saving throw at the end of Channel Negative Energy: Aura of
each of its turns, ending the effect on a success. Defiance
As an action, you bolster the will of the undead. For 1 minute,
Channel Negative Energy: Invoke Terror you and all undead under your control are immune to being
As an action, you channel the darkest emotions and focus turned, and have advantage on saves against being charmed
them into a burst of magical menace. Each creature of your or frightened.
choice within 30 feet of you must make a Wisdom saving
throw if it can see or hear you. On a failed save, the target is Undead Thralls
frightened of you for 1 minute. If a creature frightened by this At 6th level, you always have Animate Dead prepared, and it
effect ends its turn more than 30 feet away from you, it can doesn't count against the number of spells you can have
attempt another Wisdom saving throw to end the effect on it. prepared. When you cast a spell that animates the dead or
creates undead, you can target one additional corpse or pile
Fearsome Will of bones, creating another zombie or skeleton, as
Starting at 6th level, you gain proficiency in Wisdom saves appropriate.
and advantage on saves against being frightened. Whenever you create an undead, it has additional benefits:
Penetrating Fear The creature's hit point maximum is increased by an
Starting at 10th level, you can even frighten creatures that are amount equal to your dread necromancer level.
immune to being frightened. Such creatures instead have The creature adds your proficiency bonus to its weapon
advantage on saves against being frightened by you. damage rolls.

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Corpsecrafter Bonus Proficiencies


At 10th level, you have learned to customize your undead to You gain proficiency with medium armor and shields, and
your needs. When you create an undead, you can choose up with alchemists' tools.
to 2 of the following benefits to grant it:
Create Bonded Undead
Mighty Flesh: Its Strength score increases by 4, and it With 8 hours in a laboratory and appropriate materials, you
gains bonus hit points equal to twice its hit dice. can create a single undead with a CR equal to half your level
Resistant: It has advantage on saves against being turned. (rounded down). This costs 100 * CR^2 gold. The resulting
Funeral Shrouds: It cannot be detected by divine sense, creature is your bonded undead. It serves you loyally without
detect good and evil, or similar effects. needing to be magically commanded, though rival dread
Necrotic Retribution: Upon death, it explodes with necromancers can rebuke it themselves.
negative energy, doing half its maximum hit points as You can change the form of the bonded undead to any
necrotic damage. Undead are instead healed for this other undead of its CR or lower with 8 hours in a laboratory.
value. A Constitution save against your spell DC halves Once you have "paid up" to a certain CR, you can freely
the damage. change your undead between any form and CR up to that CR.
Shadowborn: It can see in magical darkness. It gains See the formula below for calculating how much increasing
advantage on Stealth while in magical darkness. your CR cap costs:
Nimble Bones: It gains +5 on Initiative checks, and it can
take the Dash action as a bonus action. CR cost: 100*((new CR)^2-(highest CR you've paid for)^2)gp
Advanced Corpsecrafter So, for example, if you have paid up to CR 4 and you want to
Beginning at 14th level, you have learned even mightier upgrade to a CR 5 creature, you compute:
secrets of undead creation. When you create an undead, you CR cost: 100*(5^2 - 4^2) = 900 gp
can choose one of the following benefits to grant it:
Regeneration: It regains 1 hit point at the start of its turn. Your undead can either be one in the sourcebooks, or it can
If the undead takes radiant damage, this trait doesn't be an undead version of a living creature. See the Zombified
function at the start of the troll's next turn. The undead Creature, Skeletal Creature, Mummified Creature, Ghoulish
dies only if it starts its turn with 0 hit points and doesn't Creature, and Umbral Creature templates at the end of this
regenerate. Undead with Necrotic Retribution cannot book.
regenerate from exploding. Channel Negative Energy: Bolster
Hardened Bones: Its natural armor increases by an
amount equal to your proficiency bonus. Undead
Elemental Corpse: Its melee attacks do an extra 1d12 As an action, you target one undead creature you can see
damage of a type of your choice, and it is immune to this within 30 feet of you. The undead gains advantage on all
damage type. attack rolls and saving throws for 1 minute.
Magical Dead: It can cast one cantrip you can cast at will,
and it can cast one first-level spell you can cast once a day. Necrotic Bond
At 6th level, you form a tighter bond with your bonded
Lord of Bones undead. As long as the two of you can see each other, neither
At 18th level, the amount of undead you can create or of you can be frightened. Additionally, when you cast any spell
reassert control over with a single casting of a spell triples, as that affects other creatures that you can see, you can choose
does the amount you can control with your Rebuke Undead. to make your bonded undead automatically succeed on its
saving throws against the spell. Your bonded undead takes no
Path of the Rider damage if it would normally take half damage on a successful
save.
Some necromancers live to create the best and the mightiest
undead. You are one of these, binding one to your personal Dark Tactics
service and customizing it to fit your needs. At 10th level, you can coordinate with your bonded undead.
Rider Path Features When you attack a target, or force it to make a saving throw,
Dread
your bonded undead can use its reaction to make one attack
Necro against the target.
Level Feature
Guardian Spirit
2nd Bonus Proficiencies, Create Bonded Undead,
Channel Negative Energy: Bolster Undead
By 14th level, you have learned the secret of binding your
lifeforce to your bonded undead. Any time you take damage,
6th Necrotic Bond you can choose to transfer part of the damage to your bonded
10th Dark Tactics undead. If your bonded undead is within 60 feet of you, you
can transfer half of any damage you take (rounded up) to your
14th Guardian Spirit bonded undead.
18th Greater Bonded Undead
Greater Bonded Undead
At 18th level, your bonded undead can be of a CR up to your
level.

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Path of the Spiritcatcher Ghostly Evasion


The path of the spiritcatcher deals with ghosts, spectres, Starting at 6th level, you can leap into the Ethereal plane as
wraiths, and other incorporeal undead. Some who follow this an instant, almost instinctual reaction to danger. When you
path torture their victims into an eternity in service, while would take damage and are on a plane that borders the
others seek out already-existing incorporeal beings and offer Ethereal, you can use your reaction to shift into the Ethereal
them a new purpose in unlife. plane. You take no damage unless the source of damage
affects ethereal targets normally, and return to the spot you
Spiritcatcher Path Features left at the start of your next turn.
Dread Once you use this feature, you can't use it again until you
Necro finish a long rest.
Level Feature
2nd Expanded Spell List, Spirit Lore, Spirit Sight,
Bind the Soul
Channel Negative Energy: Ghost Walk At 10th level, you learn the secret of manipulating souls.
When you kill a living creature with an Intelligence of at least
6th Ghostly Evasion 8, you can make a spellcasting ability check against DC 15.
10th Whispers of the Grave On a success, it rises as a ghost. The ghost is under your
control, and obeys your orders unquestioningly. It remains for
14th Cloak of Spirits 1 minute or until your concentration is broken (as if
18th Channel Negative Energy: Wrath of the Spirits concentrating on a spell).
Expanded Spell List Cloak of Spirits
The following spells are added to the dread necromancer By 14th level, the spirits guard you from crossing over to their
spell list for you. realm. When you drop to 0 hit points, you can expend a 5th
level or higher spell slot to immediately regain 1 hit point (no
Spell Level Spells action required).
1st commune with shade, magic missile
2nd invisibility, see invisibility
Channel Negative Energy: Wrath of the
Spirits
3rd blink, Leomund's tiny hut, remove curse At 18th level, you can call upon the spirits to bring doom to
4th arcane eye, Otiluke's resilient sphere your foes. As an action, choose any number of creatures
within a 90 foot cone. All affected creatures suffer
5th sepulchral gaze of Chronepsis, wall of force disadvantage on all saves until your concentration ends (as if
concentrating on a spell), up to one minute.
Spirit Lore
Whenever you make an Intelligence (Arcana) or Intelligence
(religion) check related to incorporeal undead, you are
considered proficient in the Arcana or Religion skill and add
double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Spirit Sight
You can see 60 feet into the Ethereal Plane when on the
Material Plane, and vice versa.
Channel Negative Energy: Ghost Walk
Starting at 2nd level, as an action, you focus inward and
become like a ghost. For one minute, you gain the following
trait:
Incorporeal Movement. You can move through other
creatures and objects as if they were difficult terrain. You take
1d10 force damage if you end your turn inside an object.
You also gain the following action option: Image used:
Etherealness. You enter the Border Ethereal Plane from "Card Image - Banshee"
the Material Plane, or vice versa. You are visible on the by reaper78
Material Plane while you are in the Border Ethereal, and vice
versa, yet you can't affect or be affected by anything on the
other plane.

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Path of the Plaguebringer The viruses cultivating within your body have made both your
mind and your body more resilient. Beginning at 14th level,
Pestilence, death, decay. The Plaguebringer, also called a you are proficient in all saving throws.
cancer mage, introduces these horrors to his or her foes.
If you are playing a cancer mage, consider asking your DM Disease Form
to incorporate more diseases. Two good lists are here and At 18th level, you gain the ability to transform into a disease
here. once per day. (This ability also affects any gear you are
Plaguebringer Features
wearing or carrying) As a disease, you are intangible and
invisible to standard methods of observation, even blindsight.
Dread Necro Creatures with the scent ability note a foulness in the air. You
Level Feature cannot move, except with the wind (if any), or within a host.
2nd Disease Host, Channel Negative Energy: Transforming into a disease is an action, and when you
Infect take this action you can attempt to infect a living creature
6th Viral Agent within 100 feet. A potential victim must succeed at a
Constitution save against your spell save DC to avoid being
10th Scabrous Touch infected with you. Any creature that comes within 10 feet of a
14th Soul of Resilience cancer mage in disease form is subject to the saving throw to
18th Disease Form
resist infection as well.
Once inside an infected host, 24 hours pass before any
symptoms become visible. After that point, the creature gains
Disease Host one level of exhaustion. At the end of each long rest, an
You suffer no ill effects of diseases, except for purely cosmetic infected creature must make a Constitution saving throw. On
ones such as boils, pockmarks, watery eyes, blackened skin, a failed save, the character gains one level of exhaustion. On
hair loss, foul smell, and so on. You become a carrier of every a successful save, the character's exhaustion level decreases
disease you encounter, though you remain immune to their by one level. If a successful saving throw reduces the infected
effects. You do not gain immunity to disease from Unliving creature's level of exhaustion below 1, the creature recovers
Infusion, but you do gain the power to hide all cosmetic from the disease. The victim has no way of knowing that you
effects if you so please. are anything other than a normal illness.
You travel with the victim, aware of whatever the victim is
Channel Negative Energy: Infect aware of. A number of times per day equal to your Charisma
As an action, you target one creature within 60 feet that you bonus, you can attempt to force the victim to take one round's
can see, blasting it with a disease drawn from your own body. worth of actions of your choosing; a successful Wisdom save
That creature's immune system is compromised by the flood against your spell save DC allows the victim to resist this.
of negative energy, giving disadvantage on Constitution saves While controlling your victim, you have access to all skills,
for the next minute. If the creature takes piercing or slashing feats, spells, and special abilities of the host, plus any of your
damage before the end of your next turn, it is afflicted with own that you can use in your disembodied state.
one disease that you carry of your choice. You can leave your host at any time, allowing the victim to
The disease can spread to other creatures as normal. recover normally. The victim can also attempt to force you
out by making Constitution saves as if you were a normal
Viral Agent disease. Medicine checks help the victim as they would
At 6th level, you befriend a disease or virus that infests your normally. A lesser restoration spell kills you if you fail a
body. You sacrifice one point of intelligence to make it Constitution save (DC of the caster's save DC). Even if you
smarter. You have a telepathic agent with this disease that succeed at the saving throw, you are forced to reassume your
functions at a range of one mile per class level of the cancer material form adjacent to the victim.
mage. You can remain in disease form as long as you desires, or
You can attempt to infect a target with your viral agent, you can return to your natural form and be done with the
using your infect ability or any spells or affects that spread disease form for that day. While in disease form, you do not
disease. If successful, the viral agent can tell you need to eat, sleep, drink, or breathe, and you do not age. You
telepathically what its host experiences. In all other respects, could remain dormant in a room for a hundred years, then
the viral agent is a normal disease; if the victim fights it off or take on your material form or infect a new victim.
a lesser restoration spell is used, the disease and the viral
agent die. You regain the Intelligence point 24 hours after the
viral agent dies. You can create as many viral agents as you “Necromantic metabolism and faith are
are willing to devote Intelligence points toward. indistinguishable. What is animation of fallow
tissue if not faith so pure and undiluted that it can
Scabrous Touch reach past the grave?”
Starting at 10th level, you can cast contagion without —Gulthias, vampiric head of Ashardalon’s Cult
requiring any components. You regain the ability to do this
after you finish a short or long rest.
Soul of Resilience

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Path of the Death Master


The death master is a champion of Orcus, sent to murder the
living and raise them as undead. Almost everyone who
follows this path is completely and irredeemably evil, but
once in an age Orcus bestows this power on a good-hearted
soul, presumably to delight in their horror and self-loathing.
Death Master Features
Dread
Necro
Level Feature
2nd Bonus Proficiencies, Master of the Dead,
Channel Negative Energy: Cull the Herd, Fell
Animate
6th Vile Magic
10th Executioner
14th Greater Culling
Image used:
"Keep Away the Dead"
18th Leech by RobShields
Bonus Proficiencies
You gain proficiency with all martial weapons, and with the
poisoner's kit. Scythes are popular among death masters.
Vile Magic
Master of the Dead Beginning at 6th level, all damage you do with spells, Channel
As a herald of Orcus, you are the unquestioned master of the Negative Energy, and Charnel Touch is considered vile
living dead. An undead creature must make a Charisma save damage.
vs. your spell save DC in order to attack you in any way. If the
undead creature's save fails, the undead creature cannot take
any aggressive action against you for 24 hours. If the undead Vile Damage?
creature succeeds in this save, it can act normally for 24 Vile damage does not represent a specific type, but
hours. After this time, it must save again. rather a trait any type of damage can have (for
While under the effects of this ability, an undead creature example, there could be vile force damage, or vile
cannot take any direct action against you, but it could order necrotic damage). It represents a horrific violation
its minions to attack, cast spells to boost its allies who can to a character’s body or soul. Vile damage cannot
attack you, and so on. be healed naturally, and can only be magically
healed if the magic is cast within the area of a
Undead creatures with an Intelligence score of 6 or less hallow spell, consecrated or desecrated ground, or
automatically fail this save unless another creature controls a similarly divine place. Note that the hallow need
them, such as another dread necromancer. In this case, the not be dedicated to a good deity.
creature that controls the unintelligent undead makes a save
on its behalf.
Channel Negative Energy: Cull the Herd Executioner
As an action, you call upon Orcus's power to slay the weak At 10th level, you draw power from taking lives. After you
and helpless. All creatures with 5 hit points or below must personally kill a sentient creature, you gain advantage on all
make a Constitution saving throw against your spell save DC. saving throws until the end of your next turn.
On a failure, they die instantly. Sleeping or unconscious
creatures at 5 hit points or lower receive no save; they Greater Culling
automatically die. Additionally, all animals without stats (such At 14th level, the range of your Channel Negative Energy:
as nonmonstrous insects) within range automatically die. You Cull the Herd increases to 600 feet, and the threshold
do not need line of sight to the creatures. increases to 10 hit points.
Creatures killed in this way rise in 24 hours as free-willed
undead of the DM's choosing (typically zombies, although if a Leech
large amount die at once a casurua would be very Starting at 18th level, whenever you kill a creature, you
appropriate). regain hit points equal to your class level. You don't gain this
benefit for killing constructs or undead.
Fell Animate
When you kill a humanoid, it rises as a zombie under your Next page's image used:
control for 1 minute. It then becomes inert, but it can be "At the Mountains of Madness"
animated normally later (and Cull the Herd will still animate by mf-jeff
it 24 hours later).

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New Spells
Spell Lists
Darkvision Insect Plague Black Orb
Dread
Death Knell † Mass Inflict Wounds † Reaving Aura
Necromancer Disguise Undead † Negative Energy Flood XGTE
Cantrips (0 Level) Gentle Repose (ritual) Planar Binding 1st Level
Backbiter † Halt Undead † Raise Dead Angry Ache
Black Orb † Hold Person Dirge
Blood Transfusion † Phantasmal Force 6th Level Glimpse of Fear
Bone Dance † Ray of Enfeeblement Circle of Death Missteps
Chill Touch Spectral Hand † Conjure Undead † Rotted Warning (ritual)
Dancing Lights Shadow Blade XGTE Create Undead
Disrupt Undead † Shroud of Undeath † Eyebite 2nd Level
Friends Harm Curse of Impending Blades
Minor Illusion 3rd Level Magic Jar Dance of Ruin
Prestidigitation Animate Dead Revive Undead † Phade's Fearsome Aspect
Reaving Aura † Bestow Curse Undeath to Death † Reveille
Spare the Dying Dispel Magic Tvash-prull's Bonefiddle
Toll the Dead XGTE Fear 7th Level Vertigo
Virulence † Life Transference XGTE Etherealness
Watchful Eye † Magic Circle Finger of Death 3rd Level
Speak with Dead Greater Harm † Bestow Eternal Curse
1st Level Summon Undead Minions † Regenerate Vision of Fear
Bane Vampiric Touch Symbol
Bestow Wound † Waves of Exhaustion† 4th Level
Cause Fear XGTE 4th Level Aboleth Curse
Call Undead (ritual) † Blight 8th Level Skull Eyes
Claw of Mellifleur † Create Karrnathi Undead † Abi Dalzim's Horrid Wilting
False Life Create Necropolitan (ritual) † XGTE 5th Level
Find Undead Familiar † Evard's Black Tentacles Demiplane Dreaming Pupppet
Ghoul Touch † Giant Insect Devastate Undead † Ghost Storm
Hex Night's Mantle †
Ice Knife EE Phantasmal Killer 9th Level 6th Level
Identify Undead † Imprison Soul † Wail of Doom
Inflict Wounds 5th Level Mass Harm †
Ray of Sickness Contagion Plague of Undead † 7th Level
Contact Ancient Spirits Power Word Kill Control Undead
2nd Level (ritual) † Undead Creation †
Animate Skeletal Butler Cloudkill Wail of the Banshee † 8th Level
(Ritual) † Danse Macabre XGTE Weird Wave of Pain
Blindness/Deafness Enervation XGTE
Command Undead † Fire in the Blood †
Bard 9th Level
Consecrate/Desecrate Geas Cantrips (0 Level) Familial Geas
Darkness Hallow Arcane Mark
I have used the following conventions:
Spells with XGTE are found in Xanathar's Guide to
Everything.
Spells with an EE are found in the Elemental Evil Player's
Companion.
Spells with an † are described below.
All spells listed for classes beside the dread necromancer
are new spells.

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Cleric Soul Charge 9th Level 6th Level


Shivering Touch Anathema Blizzard
Cantrips (0 Level) Skull Watch Familial Geas Breath of Pestilence
Black Orb Forceful Resurrection Curse of Lycanthropy
Bone Dance 4th Level Hero's Blade Possess
Necrosurgery Create Karrnathi Undead Imprison Soul
Reaving Aura Create Necropolitan (ritual) Plague of Undead 7th Level
Create Spirit Idol (ritual) Blood to Water
1st Level Delay Death Druid Panacea
Angry Ache Infallible Servant (ritual) Cantrips (0 Level) Withering Palm
Blade of Pain and Fear Reconstitute Body Reaving Aura
Bleeding Disease Sheltered Vitality Maggots 8th Level
Bless These Hands, Curse Wrack Scarecrow Detoxify
Those Claws Vermin Plague
Deathwatch (ritual) 5th Level Sterilize Water
Detect Return (ritual) Bleed 1st Level
Disanimate (ritual) Charnel Fire (ritual) Ease of Breath (ritual) 9th Level
Frostburn Consumptive Field Parching Touch Anathema
Ghoul Light Mass Inflict Wounds Putrefy Food and Drink Familial Geas
Hemorrhage Necrotic Skull Bomb (ritual) Hero's Blade
Necrotic Awareness (ritual) Oath of Blood Suspend Disease (ritual)
Painless Death (ritual) Sepulchral Gaze of Touch of Jorasco
Paladin
Putrefy Food and Drink Chronepsis Vigor 1st Level
(ritual) Touch of Vecna Putrefy Food and Drink
Renew the Tide of Unlife 2nd Level (ritual)
(ritual) 6th Level Blackrot Sacrificial Smite
Slow Consumption Blizzard Bone Talisman
Spawn Screen (ritual) Breath of Pestilence Dance of Ruin 2nd Level
Suspend Disease (ritual) Necroticizing Claw of Dessicate Ease Pain (ritual)
Styptic Falazure Desiccating Bubble Execration
Touch of Jorasco Revive Undead Decomposition Find Skeletal Steed
Vigor Unfetter Undead Mark of the Outcast Mark of the Outcast
Wracking Touch Holy Fire
2nd Level 7th Level
Black Talon Barghest's Feast (ritual) 3rd Level 4th Level
Consecrate/Desecrate Evil Glare Black Sand Find Greater Skeletal Steed
Dance of Ruin Greater Harm Control Temperature (ritual)
Death Knell Necrotic Curse Infallible Servant (ritual) 5th Level
Ease Pain (ritual) Pact of Return Infestation of Maggots Favor of the Martyr
Execration Panacea Junglerazer Oath of Blood
Ghoul Glyph Phoenix Fire Plague Carrier
Holy Fire Ravage Possess Animal
Ranger
Mark of the Outcast Undeath after Death Rain of Terror 1st Level
Sticks and Stones Withering Palm Ease of Breath (ritual)
4th Level Shade's Sight
3rd Level 8th Level Miasma of Entropy
Bestow Eternal Curse Death Pact Sheltered Vitality 2nd Level
Crown of the Grave Detoxify Curse of Impending Blades
Clutch of Orcus Eternal Repose 5th Level
Irian's Light Mass Death Ward Bleed 5th Level
Mabar's Darkness Renewal Pact Blood of Fire Shrieking Missile
Rain of Terror Return Choking Sands
Rejuvenative Corpse Surelife Oath of Blood
Rigor Mortis

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Feast of Flesh Retributive Enervation Aboleth Curse
Sorcerer
Icefane Corpse Feast of Flesh
Cantrips (0 Level) Otiluke's Suppressing Field 8th Level Manifest Desire
Arcane Mark Pain Avascular Mass Manifest Nightmare
Backbiter Rebuking Breath Blackfire Shadow Leech
Black Orb Shadow Curse Bodak's Glare Shadow Mastery
Disrupt Undead Shadow Leech Darkstaff Vecna's Malevolent Whisper
Reaving Aura Shadow Mastery Touch of the Graveborn Wither Limb
Vermin Wrack
9th Level 5th Level
1st Level 5th Level Dragon's Teeth Consumptive Field
Bestow Wound Beltyn's Burning Blood Wail of the Banshee Ghoul Gauntlet
Blade of Pain and Fear Blood of Fire Ghost Storm
Ghoul Touch Choking Sands
Warlock Nethergaze
Glimpse of Fear Cryptwarden's Grasp Cantrips (0 Level) Skull Eyes
Hapless Soul Fire in the Blood Arcane Mark
Parching Touch Gelid Blood Backbiter 6th Level
Retch Ghoul Gauntlet Black Orb Ashen Union
Rime Grimwald's Graymantle Blood Transfusion Aura of Terror
Shield of Bones Kiss of the Vampire Reaving Aura Corpsefire
Necrotic Skull Bomb Preserve Organ Fleshshiver
2nd Level Nethergaze Vermin Necrotic Mist
Ashstar Shrieking Missile Watchful Eye Necroticizing Claw of
Bone Chill Spirit Wall Falazure
Bonestaff Skull Eyes 1st Level Possess
Curse of Impending Blades Touch of Vecna Bless These Hands, Curse Shadow Shield
Dance of Ruin Undying Vigor of the Those Claws Soul Scour
Death Armor Dragonlords Feast on Life Thunguul's Preservation
Dessicate Ghost Light Undeath to Death
Desiccating Bubble 6th Level Ghoul Touch
Halt Undead Arrow of Bone Glimpse of Fear 7th Level
Kelgore's Grave Mist Ashen Union Hapless Soul Avasculate
Life Bolt Aura of Terror Slow Consumption Blood to Water
Ray of Depletion Blizzard Cheat Death
Spectral Hand Breath of Pestilence 2nd Level Control Undead
Sticks and Stones Corpsefire Black Talon Dream Sight
Stolen Breath Ectoplasmic Enhancement Bonestaff Evil Glare
Wracking Touch Fleshshiver Dance of Ruin Pact of Return
Necrotic Mist Death Knell Power Leech
3rd Level Necroticizing Claw of Phade's Fearsome Aspect Raise Death Hulk
Armor of Undeath Falazure Possess Trapper Retributive Enervation
Cloak of Blood Shadow Shield Sticks and Stones Withering Palm
Control Temperature (ritual) Undeath to Death
Flesh Ripper 3rd Level 8th Level
Ghoul Gesture 7th Level Boneblade Avascular Mass
Rain of Terror Avasculate Boneblast Blackfire
Shivering Touch Blood to Water Clutch of Orcus Bodak's Glare
Soul Charge Cheat Death Curse Tablet Mantle of Pure Spite
Control Undead Dread Blast Soul Link
4th Level Death Dragon Rain of Terror
Aboleth Curse Evil Glare Shivering Touch 9th Level
Blood Lightning Necrotic Curse Skull Watch Hide Life
Ebon Ray of Doom Power Leech Skyrift
4th Level

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Dance of Ruin Icefane Corpse Fleshshiver
Wizard
Death Armor Manifest Desire Kyristan's Malevolent
Cantrips (0 Level) Dessicate Manifest Nightmare Tentacles
Arcane Mark Desiccating Bubble Night's Mantle Martyr's Death
Backbiter Disguise Undead Otiluke's Suppressing Field Necrotic Mist
Black Orb Exhume (ritual) Pain Necroticizing Claw of
Bone Dance Ghoul Glyph Rally of the Damned Falazure
Death Grimace Halt Undead Rebuking Breath Revive Undead
Disrupt Undead Kelgore's Grave Mist Shadow Curse Shadow Shield
Maggots Life Bolt Shadow Leech Soul Scour
Necrosurgery Possess Trapper Shadow Mastery Thunguul's Preservation
Preserve Organ Ray of Depletion Vecna's Malevolent Whisper Undeath to Death
Reaving Aura Shroud of Undeath Wrack Unfetter Undead
Vermin Spawn Screen (ritual)
Watchful Eye Spectral Hand 5th Level 7th Level
Sticks and Stones Beltyn's Burning Blood Avasulate
1st Level Stolen Breath Blood of Fire Awaken Undead
Bestow Wound Wracking Touch Choking Sands Barghest's Feast (ritual)
Blade of Pain and Fear Cryptwarden's Grasp Cheat Death
Cloak of Dark Power 3rd Level Door of Decay Control Undead
Commune with Shade (ritual) Armor of Undeath Elemental Shroud Evil Glare
Detect Return (ritual) Bestow Eternal Curse Gelid Blood Necrotic Curse
Disanimate (ritual) Boneblade Ghost Storm Power Leech
Ghoul Light Cloak of Blood Ghoul Gauntlet Raise Death Hulk
Ghoul Touch Control Temperature (ritual) Grimwald's Graymantle Retributive Enervation
Glimpse of Fear Crown of the Grave Kiss of the Vampire Undeath after Death
Hapless Soul Curse Tablet Necrotic Skull Bomb Waves of Exhaustion
Identify Undead (ritual) Feign Life (ritual) Nethergaze
Necrotic Awareness (ritual) Infallible Servant (ritual) Oath of Blood 8th Level
Parching Touch Invigoration of Undeath Sepulchral Gaze of Avascular Mass
Renew the Tide of Unlife Junglerazer Chronepsis Blackfire
(ritual) Rain of Terror Shrieking Missile Bodak's Glare
Retch Rejuvenative Corpse Soul Shackles (ritual) Darkstaff
Restful Slumber (ritual) Shivering Touch Spirit Wall Devastate Undead
Rotted Warning (ritual) Skull Watch Skull Eyes Eternal Repose
Shade's Sight Undead Conduit Touch of Vecna Heart of Stone
Shield of Bones Undead Lieutenant Sterilize Water
Slow Consumption Unliving Weapon 6th Level Touch of the Graveborn
Suspend Disease (ritual) Vision of Fear Animate Dread Warrior
Arrow of Bone 9th Level
2nd Level 4th Level Ashen Union Dragon's Teeth
Animate Skeletal Butler Animate Infectious Zombie Aura of Terror Familial Geas
(Ritual) Create Karrnathi Undead Blackwater Taint Hide Life
Ashstar Create Necropolitan (Ritual) Brainkill Plague of Undead
Bone Chill Dream Walk Breath of Pestilence Raise City
Bonestaff Ebon Ray of Doom Corpsefire Wail of the Banshee
Curse of Impending Blades Feast of Flesh Ectoplasmic Enhancement

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Casting Time: 1 action
Spell Descriptions Range: Touch
Almost all of the spells listed below are learnable through a Components: V, S, M (a shard of obsidian)
dread necromancer's Advanced Learning feature. Some Duration: 1 hour
cannot, and are instead included for another subclass, or You touch one object that is no larger than 10 feet in any
simply fit with the overarching theme of dark magic. A few dimension. Until the spell ends, no nonmagical light can
(such as Life Bolt and Sheltered Vitality) would be of penetrate within 10 feet of the object. Although this is a spell,
immense interest to an undead-hunter. the darkness created in this way is considered nonmagical
darkness. Completely covering the object with something
Cantrips opaque blocks the shadow. The spell ends if you cast it again
or dismiss it as an action. Any magical light dispels black orb,
Arcane Mark and darkvision can see through it.
Transmutation cantrip If you target an object held or worn by a hostile creature,
(Bard, Sorcerer, Warlock, Wizard) that creature must succeed on a Dexterity saving throw to
avoid the spell.
Casting Time: 1 action
Range: Touch Blood Transfusion
Components: V, S Necromancy cantrip
Duration: Permanent (Dread Necromancer, Warlock)
This spell allows you to inscribe your personal rune or
mark on an object not larger than one cubic foot. The writing Casting Time: 1 action
can be visible or invisible. Range: Touch
An arcane mark spell enables you to etch the rune upon Components: V, S
any substance (even stone or metal) without harm to the Duration: Instantaneous
material upon which it is placed. If an invisible mark is made, You touch one willing, living creature and either transfer hit
a detect magic spell causes it to glow and be visible. points to it or away from it. You can give up any number of
See invisibility and true seeing likewise allow the user to your own hit points to the creature, or siphon away however
see an invisible arcane mark. many it is willing to give to yourself.
The mark cannot be dispelled, but it can be removed by the Alternatively, you can act as a middleman between two
caster. If an arcane mark is placed on a living being, normal willing, living creatures, transferring hit points between them
wear gradually causes the effect to fade in about a month. as they wish.
No two casters can have the same arcane mark, though Blood transfusion cannot be used to transfer hit points to
very similar ones are possible. After you decide on an or from undead or constructs.
appearance for your mark, you cannot change it without a
wish spell. Bone Dance
Necromancy cantrip
Backbiter
Necromancy cantrip (Cleric, Dread Necromancer, Wizard)
(Dread Necromancer, Sorcerer, Warlock, Wizard) Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: S, M (a crude puppet)
Range: 60 feet Duration: 1 minute
Components: V, S, M (a wickedly curved dagger)
Duration: 1 minute or until discharged You create a minor necromantic effect that lasts for the
duration. The spell also ends if you dismiss it as an action or
The weapon you indicate during the spell's casting briefly cast this spell again. You can create one of the following
shimmers with a black aura that disappears in an eyeblink. effects in one target corpse or pile of bones:
You cast this spell on any melee weapon within range. The
next time that weapon is used to make a melee attack, its An intact corpse moans or a skeletal corpse’s teeth chatter.
shaft or hilt twists around so that the weapon strikes the A skeletal or fleshy arm or hand grabs something or
wielder instead, with the attack roll applied against the someone (harmless, but disturbing).
attacker's own AC. Sentient magic items may make a An intact corpse or skeleton stands, and can move at a
Wisdom saving throw, negating the spell on a success. This rate of 10 feet.
spell has no effect on natural weapons such as claws. Your voice issues forth from a corpse (you cannot cast
The wielder gets no warning or knowledge of the spell’s verbal spells while this option is in effect).
effect on its weapon. An intact corpse or skeleton sits up.
A head with eyes opens them.
Black Orb
Evocation cantrip
(Bard, Cleric, Dread Necromancer, Sorcerer, Warlock,
Wizard)

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Death Grimace You touch one willing creature, killing off the infected cells
Necromancy cantrip already within and vaccinating the others. The creature takes
1 point of necrotic damage, but gains advantage on its next
(Wizard) save against a disease, as long as that save is made within 24
hours.
Casting Time: 1 action
Range: Touch Preserve Organ
Components: S Necromancy cantrip
Duration: Instantaneous
You mark a corpse with a particular magical "signature", (Warlock, Wizard)
thus identifying yourself (truthfully or falsely) as the Casting Time: 1 action
murderer. Some assassins use this signature as a sort of Range: Touch
calling card, while others use it as a way to prove that they Components: V, S, M (a pinch of natron)
earned their pay. Duration: Permanent
The signature can take many forms: a specific expression
on the face of the corpse (hence the name of the spell), an This spell is most commonly used by priests in cultures
actual rune, a word written on the corpse's flesh, a that revere the dead, mummifying their rulers and encasing
discoloration of one eye, and so on. them in grand sarcophagi. It preserves the organ touched
from decaying while the spell lasts.
Disrupt Undead
Necromancy cantrip Reaving Aura
Necromancy cantrip
(Dread Necromancer, Sorcerer, Wizard)
(Cleric, Dread Necromancer, Druid, Sorcerer, Warlock,
Casting Time: 1 actoin Wizard)
Range: 120 feet Casting Time: 1 action
Components: V, S Range: Self (10 foot radius)
Duration: Instantaneous Components: V
You direct a ray of gold-white energy at one creature with in Duration: Instantaneous
range. Make a ranged spell attack. On a hit, the target takes All creatures of your choice within range take 1 necrotic
1d8 radiant damage. damage. Many a rat has met its death in a wizard's tower to
If you hit an undead target, it must succeed on a this spell.
Constitution saving throw or be incapacitated until the end of The spell’s radius increases by 10 feet when you reach 5th
its next turn. level (20 feet), 11th level (30 feet), and 17th level (40 feet).
This spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Scarecrow
Maggots Necromancy cantrip
Necromancy cantrip (Druid)
(Druid, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 10 feet Components: V
Components: V, M (a dead maggot) Duration: Concentration, up to 1 minute
Duration: 1 hour You awaken the sense of mortality in one beast you can see
You create a swarm of maggots from any dead flesh—even within range. The target must succeed on a Wisdom saving
cooked meat is subject to this spell. These maggots cause no throw or become frightened of you until the spell ends. The
damage but immediately begin to devour any dead matter frightened target can repeat the saving throw at the end of
they come in contact with. Most often used to strip bones for each of its turns, ending the effect on itself on a success.
skeletons, to destroy remains so that they cannot be raised
from the dead, or to terrify guests at the dinner table. The
maggots disappear when the spell ends. The spell ends if you
cast it again or dismiss it as an action.
Necrosurgery
Necromancy cantrip
(Cleric, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sharp razor or blade)
Duration: Instantaneous

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Sickening Grasp You can pick up the eye at any point during the spell's
Necromancy cantrip duration, in which case the spell ends and you see all that the
eye has seen if it is still intact. If the eye has been shuttered
(Dread Necromancer, Sorcerer, Warlock, Wizard) or destroyed, you see nothing. If the eye has been magically
blinded, you must make a saving throw against the spell as if
Casting Time: 1 action you had been its intended target. The eye does not continue
Range: Touch to record information past 1 hour, though it can be picked up
Components: S, M (a drop of ipecac syrup) at any point thereafter.
Duration: Concentration, up to 1 minute This spell is an exception to the usual ruling that allows a
Make a melee spell attack against a creature within your component pouch or spellcasting focus to replace the
reach. On a hit, you wreak havoc on its organs, dealing 1d6 material component. You must have an actual, preserved eye
poison damage, and it must make a Constitution saving to cast this spell, though it can be from any creature.
throw. On a failure, it is poisoned for the duration. It can
make a Constitution saving throw against your spell save DC 1st Level
at the end of each of its turns, ending the effect on a success. Angry Ache
The spell’s damage increases by 1d6 when you reach 5th 1st-level necromancy
level (2d6), 11th level (3d6), and 17th level (4d6).
(Bard, Cleric)
Vermin
Necromancy cantrip Casting Time: 1 action
Range: 30 feet
(Druid, Sorcerer, Warlock, Wizard) Components: V, S
Duration: 10 minutes
Casting Time: 1 action
Range: 150 feet One creature within range must make a Constitution
Components: V, S saving throw. On a failure, its muscles are strained in a very
Duration: Concentration, up to 1 minute specific way. For the duration, whenever it makes an attack, it
suffers 1 necrotic damage.
You call roaches, flies, spiders, centipedes, or other vermin At Higher Levels. When you cast this spell using a spell
to you. They deal no damage and are not under your control, slot of 2nd level or higher, you can target one additional
but they may startle animals, ruin food, and drive humanoids creature for each slot level above 1st.
out of the area in disgust.
Bestow Wound
Virulence 1st-level necromancy
Necromancy cantrip
(Dread Necromancer, Druid, Sorcerer, Warlock, Wizard) (Dread Necromancer, Sorcerer, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a bit of flesh from someone who died Components: V, S, M (a small eye agate worth at least 10 gp)
from poison or disease) Duration: Instantaneous
Duration: 1 minute or until discharged You transfer your wounds to another creature. Make a
You weaken one creature's immune system. The creature melee spell attack against a creature within your reach. On a
must make a Constitution saving throw. On a failure, it takes hit, the target takes 2d12 necrotic damage. This damage can
disadvantage on its next save against a poison or disease only ever reduce a creature to 0 HP. You regain HP equal to
made while the spell lasts. After this save is made, or if you the damage dealt. Consequently, this spell cannot deal
cast the spell again, the spell ends. damage over the amount of hp that you are missing (you can't
transfer wounds you don't have). Resistance to necrotic also
reduces the heal, since it reduces the damage done.
Watchful Eye For example, if you roll 9 but only have 5 hit points
Necromancy cantrip missing, the target only takes 5 necrotic damage. If the
(Dread Necromancer, Warlock, Wizard) creature only had 4 hit points remaining, it only takes 4
necrotic damage, and you are only healed by 4.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 2nd level or higher, the damage increases by 1d12 for
Components: V, S, M (a preserved eyeball) each slot level above 1st.
Duration: 1 hour
You enchant an eyeball to watch over all it sees and
magically remember what passes before it. The eyeball
cannot move, cannot see anything beyond 30 feet, and the eye
does not gain darkvision or other special sight unless further
enchanted (eyes from creatures with such vision retain that
when cast—a balor's eye, for instance, still has truesight).

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Blade of Pain and Fear Bless These Hands, Curse Those Claws
1st-level evocation 1st-level necromancy (ritual)
(Cleric, Sorcerer, Wizard) (Cleric, Warlock)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, M (a scalpel)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
A three-foot-long column of disembodied gnashing teeth You target one creature within range, sapping its healing
springs forth from your hand, screaming and chanting with talent to bolster your own. For the duration, it loses the
unholy vigor. It counts as a simple melee weapon with which benefit of its proficiency or expertise in Wisdom (Medicine).
you are proficient. It deals 1d8 psychic damage on a hit and You gain an equivalent bonus to your own Medicine checks.
has the finesse and light properties. When you hit a creature This spell has no effect if the creature lacks any proficiency
with this blade, the creature must make a Wisdom saving in Wisdom (Medicine).
throw or be frightened of you until the end of your next turn.
At Higher Levels. When you cast this spell using a 3rd- or Call Undead
4th-level spell slot, the damage increases to 2d8. When you 1st-level necromancy (ritual)
cast it using a 5th- or 6th-level spell slot, the damage (Dread Necromancer)
increases to 3d8. When you cast it using a spell slot of 7th
level or higher, the damage increases to 4d8. Casting Time: 1 hour
Range: 1 mile
Bleeding Disease Components: V, S, M (a funerary bell)
1st-level necromancy Duration: Concentration, up to 8 hours
(Cleric) You create an invisible magical beacon that attracts undead
like months to a flame. Once the ritual is properly performed,
Casting Time: 1 action all zombies and skeletons within range must make a Wisdom
Range: 120 feet saving throw. On a failure, they feel drawn to the site where
Components: V, S, M you cast the spell. On a success, they are still aware of the
Duration: Varies (see text) beacon, and may choose to investigate or not. Once the
Generally cast only by evil priests of the gods of pestilence, undead arrive, they remain in the area for the remainder of
bleeding disease afflicts a random creature within range who the spell's duration. There is no guarantee that the undead
has not prayed at a shrine or temple dedicated to your god in are friendly, but you may attempt to awe, control, or persuade
over a week. If there are no such targets within range, the the undead through normal means.
spell fails. Uncontrolled mindless undead attack you, returning to
The chosen creature must make a Constitution saving their lairs if they succeed in killing you. Sentient undead may
throw. On a failure, it suffers bloodskin (see the sidebar), or may not attack you, but they are likely to be displeased at
which lasts for 24 hours or until the creature prays at a being summoned (starting relation unfriendly or hostile). If
shrine or temple to your god or receives magic that cures you leave the site, the undead go first to the site and then
diseases. follow after you for the remainder of the spell duration,
Whether or not the chosen creature succeeded on its save, unerringly sensing your current location. Should any undead
the next time the chosen creature touches another creature fail to reach you before the spell ends, each returns to its own
that does not worship your god, that creature must make a lair.
Constitution saving throw. On a success, the new creature At Higher Levels. When cast with a 3rd level slot, all
does not gain the disease, and the spell ends. On a failure, it undead of CR 1 or less are affected by the summoning, and
gains the disease, and it will likewise carry the disease. the range increases to 5 miles. When cast with a 5th level
If you do not worship a god, instead choose a group, ideal, slot, all undead of CR 3 or less are affected by the
or belief you value. This spell afflicts those in opposition to summoning, and the range increases to 10 miles. With a 7th
your choice, and they can remove it by speaking in favor of level slot, all undead of CR 8 or less answer the call, and the
the group you choose. range increases to 15 miles. When cast with a 9th level slot,
all undead of CR 20 or less are called, and the range
increases to 20 miles.
Bloodskin
This sickness causes its victims to lightly bleed
from many small sores. The overall loss of blood is
minimal but sufficiently spread out so as to create
the appearance that a victim is bleeding from every
pore in its skin.
This sickness deals 1 point of piercing damage
12 hours in and every 24 hours following.

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Claw of Mellifleur (Velsharoon) You attempt to contact the spirit of a specific dead entity by
1st-level necromancy name. The spell contacts the spirit and lets it know that you
want to meet; it doesn’t compel the spirit to appear before
(Dread Necromancer) you. This spell is most useful in the plane of the dead or
another realm where finding one shade among countless
Casting Time: 1 minute hosts of the dead can be nigh impossible. The spell conveys
Range: 10 feet your call to the shade you desire, along with your location
Components: V, S, M (a fingernail) and a sense of urgency. The shade is under no obligation to
Duration: Instantaneous respond, but most do simply to break the eternal tedium of
This spell creates an undead servant. You must have the death. If the shade chooses to answer your call in the
disembodied hand of a Medium or Small humanoid within Underworld, it arrives within ten minutes. If you are
range. Your spell imbues the target with a foul mimicry of life, somewhere else, the shade arrives within 24 hours.
raising it as an undead creature. The target becomes a If cast within the plane of the dead, the spell can pull a
crawling claw (the DM has the creature’s game statistics). spirit from any distance. If cast from the material world or
On each of your turns, you can use a bonus action to any other plane, the site of the spirit’s death must be on the
mentally command any creature you made with this spell if same plane and within 1 mile of your. Note that the range
the creature is within 60 feet of you (if you control multiple refers to the site of the creature’s death, not its current
creatures, you can command any or all of them at the same location. This spell can also be used to contact an intelligent
time, issuing the same command to each one). You decide undead creature within range; for example, it could contact
what action the creature will take and where it will move the spirit of a drowned sailor if cast within a mile of the site
during its next turn, or you can issue a general command, of the drowning.
such as to guard a particular chamber or corridor. If you issue Note that this spell does not alter the subject’s personality
no commands, the creature only defends itself against hostile or willingness to help you. Once the target spirit arrives, you
creatures. Once given an order, the creature continues to must persuade it to help through negotiation, payment, or
follow it until its task is complete. coercion of some sort. Family members, loved ones, friends,
The claw is under your control for 24 hours, after which it and slain companions are more inclined to help than are
stops obeying any command you’ve given it. To maintain strangers or someone who was killed by the caster. Another
control of the creature for another 24 hours, you must cast spell, such as speak with dead, might be needed to compel
this spell on the creature again before the current 24-hour answers from an uncooperative or unresponsive shade.
period ends. This use of the spell reasserts your control over
up to four creatures you have animated with this spell, rather Deathwatch
than animating a new one. 1st-level necromancy (ritual)
Cloak of Dark Power
(Cleric)
1st-level abjuration Casting Time: 1 action
(Wizard) Range: Self (30-foot cone)
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Touch You instantly know whether each creature within the area
Components: V, S is dead, fragile (alive and wounded, with 5 or fewer hit points
Duration: 1 minute left), fighting off death (alive with 6 or more hit points),
One willing creature you touch gains a crackling shield of undead, or neither alive nor dead (such as a construct).
darkness that protects it from all effects of sunlight. If cast on
a vampire or other creature that is normally harmed or
destroyed by exposure to sunlight, the spell allows that
creature to function in sunlight without hindrance. The spell
does not overcome any aversion the target creature may have
for sunlight, however.
Cloak of dark power is not countered or dispelled by any
light spell of equal or lower level (such as the cantrip light). It
can be dispelled by a light spell of greater level (such as the
3rd-level spell daylight, which dispels cloak of dark power).
Commune with Shade
1st-level necromancy
(Wizard)
Casting Time: 1 action
Range: Special
Components: V, S, M (a wineskin full of fresh blood)
Duration: See text

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Detect Return
1st-level divination (ritual)
(Cleric, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, you know if any creature within 30 feet of
you has ever been brought back from death by any means
(e.g., pact of return, raise dead, reincarnate, resurrection,
wish, etc.), as well as where the creature is located. You also
identify how many times they have been brought back from
the dead, and through what methods each time.
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.
Dirge
1st-level necromancy
(Bard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of obsidian)
Duration: 1 minute or until you stop singing or playing music
You imbue your music with negative energy, allowing it to
influence the undead. As long as you can continue to play an
instrument or sing, all undead lose their immunity to being
charmed against your spells. Their type continues to be
undead (so they cannot be affected by charm person), and
they keep their immunity against charms against all other
creatures–only you can penetrate it. However, this spell does
allow the command spell to target undead.
For example, this spell allows a wraith to be affected by
charm monster or suggestion. It makes its save as normal.
Disanimate
1st-level necromancy (ritual)
(Cleric, Wizard)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You release any number of undead under your control
within range from unlife, effectively putting them into
suspended animation. You can reanimate them with animate
dead or similar magic.
Many necromancers use this spell on their minions prior to
heading into town, so they don't have to dig up new corpses
when they leave.

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Ease of Breath While your familiar is within 100 feet of you, you can
1st-level necromancy (ritual) communicate with it telepathically. Additionally, as an action,
you can see through your familiar’s eyes and hear what it
(Druid, Ranger) hears until the start of your next turn, gaining the benefits of
any special senses that the familiar has. During this time, you
Casting Time: 1 action are deaf and blind with regard to your own senses.
Range: Touch As an action, you can temporarily dismiss your familiar. It
Components: V, S, M (an empty vial) disappears into a pocket dimension where it awaits your
Duration: 24 hours summons. Alternatively, you can dismiss it forever. As an
One creature you touch gains immunity to the adverse action while it is temporarily dismissed, you can cause it to
effects of high altitude (Dungeon Master's Guide p.110) up to reappear in any unoccupied space within 30 feet of you.
a height of 30,000 feet. This spell provides no benefit for a You can’t have more than one familiar at a time. If you cast
creature going above 30,000 feet. this spell while you already have a familiar, you instead cause
it to adopt a new form. Choose one of the forms from the
Feast on Life above list. Your familiar transforms into the chosen creature.
1st-level necromancy Finally, when you cast a spell with a range of touch, your
familiar can deliver the spell as if it had cast the spell. Your
(Warlock) familiar must be within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If the spell
Casting Time: 1 reaction, which you take in response to requires an attack roll, you use your action modifier for the
being damaged by a melee attack roll.
Range: Self
Components: V, S Frostburn
Duration: Instantaneous 1st-level necromancy
As your foe strikes you with her blade, you charge your (Cleric)
body with negative energy, healing your new wound at the
expense of her health. Casting Time: 1 action
The creature that damaged you is momentarily surrounded Range: Touch
by a black aura. The creature must make a Constitution Components: V, S, M (a snowflake)
saving throw. It takes 1d8 necrotic damage on a failed save, Duration: Instantaneous
or half as much damage on a successful one. You regain hit
points equal to the damage done. When laying your hand upon a creature, you channel cold
At Higher Levels. When you cast this spell using a spell energy. Make a melee spell attack. On a hit, the spell deals
slot of 2nd level or higher, the damage increases by 1d8 for 2d12 points of frostburn damage. Alternatively, you touch one
each slot level above 1st. willing creature immune to cold. The creature regains 2d12
hit points.
Find Undead Familiar At Higher Levels. When you cast this spell using a spell
1st-level conjuration slot of 2nd level or higher, the damage and the heal increase
by 1d12 for each slot level above 1st.
(Dread Necromancer)
Ghost Light
Casting Time: 1 hour 1st-level necromancy
Range: 10 feet
Components: V, S, M (10gp worth of charcoal, incense, and (Warlock)
herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous Casting Time: 1 action
Range: 120 feet
You gain the service of a familiar, a spirit that takes an Components: V, S, M (a bit of phosphorous)
animal form you choose: bat, cat, crab, frog (toad), hawk, Duration: Concentration, up to 1 minute
lizard, octopus, owl, poisonous snake, fish (quipper), rat,
raven, sea horse, spider, or weasel. Appearing in an You create a ghostly green radiance anywhere within range
unoccupied space within range, the familiar has the statistics that shines with the brightness of a torch and is imbued with
of the chosen form, though it is an undead instead of a beast. unearthly power. When you cast this spell, you force
The familiar is immune to poison damage and the creatures within 20 feet of the light to make a Wisdom saving
poisoned condition. throw or be frightened of you until the start of your next turn.
Your familiar acts independently of you, but it always obeys As an action while the spell lasts, you can move the light up
your commands. In combat, it rolls its own initiative and acts to 30 feet and force all creatures within 20 feet of it to make a
on its own turn. A familiar can’t attack, but it can take other Wisdom saving throw or be frightened of you until the start of
actions as normal. your next turn.
When the familiar drops to 0 hit points, it disappears, The light can be shaped to any Medium or smaller form.
leaving behind no physical form. It reappears after you cast When you move it, you can make it appear to walk or fly. The
this spell again. shape of a ghost light can be changed at any time during the
spell's duration (no action required).

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Ghoul Light You momentarily plunge the subject directly into a waking
1st-level necromancy nightmare, immersing it in a world of fear for a brief instant.
The change happens so fast that many creatures do not
(Cleric, Wizard) consciously sense it at all, but a failed Wisdom save means
the sudden shift in perception registers long enough to
Casting Time: 1 action render the subject more susceptible to being frightened. The
Range: Touch creature has disadvantage on saving throws against being
Components: V, S, M (a bit of rendered fat) frightened for the next minute, or until it saves successfully
Duration: 1 hour against being frightened.
A sickly green flame springs forth from an object that you Sightless creatures and creatures with truesight are not
touch. affected by this spell.
The effect looks like a regular flame, equivalent in
brightness to a torch, except for its green hue, but it creates Hapless Soul
no heat and doesn't use oxygen. Ghoul light can be covered 1st-level necromancy
and hidden, but not smothered or quenched. (Sorcerer, Warlock, Wizard)
To the undead, a ghoul light shines bright light for 60 feet
and dim light for an additional 60 feet. Casting Time: 1 action
Darkness can dispel ghoul light. Range: 60 feet
Components: V, S, M (a two-headed coin)
Ghoul Touch Duration: 1 minute
1st-level necromancy
One creature within range must make a Wisdom saving
(Dread Necromancer, Sorcerer, Warlock, Wizard) throw. On a failure, its luck ebbs, causing a natural 2 to be
treated as a natural 1 for the duration. If a natural 1 would
Casting Time: 1 action automatically fail, the natural 2 does. This does not actually
Range: Touch make the roll a 1, and if a natural 1 would not fail, it has no
Components: V, S, M (a small scrap of cloth taken from effect.
clothing worn by a ghoul, or a pinch of earth from a ghoul’s
lair) Hemorrhage
Duration: Concentration, up to 1 minute 1st-level necromancy
Make a melee spell attack against a humanoid within your (Cleric)
reach. On a hit, the target must succeed on a Constitution
saving throw or be paralyzed for the duration. At the end of Casting Time: 1 action
each of its turns, the target can make another Constitution Range: Touch
saving throw. On a success, the spell ends on the target. Elves Components: V, S, M (a small scalpel)
are immune to this spell. Duration: 1 minute
Additionally, the paralyzed subject exudes a carrion stench. Your touch inflicts a deep, painful wound that bleeds
Any living creature other than you that starts its turn within 5 profusely and refuses to heal. Make a melee spell attack. On a
feet of the subject must succeed on a Constitution saving hit, the target takes 1d6 piercing damage at the start of each
throw or be poisoned until the start of its next turn. On a of its turns from bleeding until the spell's duration expires.
successful saving throw, the creature is immune to this effect Neither mundane nor magical healing stops the bleeding. A
for the next 24 hours. styptic or heal spell does stop the bleeding.
At Higher Levels. When cast with a slot of 4th level or Creatures without blood are immune to this spell.
higher, the spell can affect creatures of any type, and works
on elves. This version is sometimes called ghast touch.
Identify Undead
Glimpse of Fear 1st-level divination (ritual)
1st-level illusion (Wizard)
(Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: Self (60-foot cone)
Range: 30 feet Components: V, S, M (a fingerbone)
Components: V, S Duration: Instantaneous
Duration: Instantaneous You immediately learn the type (such as zombie, ghoul,
vampire, or blood hulk) of all undead within range. Undead
with a CR above your level are immune to this spell.

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Missteps (Cleric, Wizard)


1st-level necromancy Casting Time: 1 action
(Bard) Range: Touch
Components: V, S, M (a fingerbone)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet As he moved down the hall where the battle took place,
Components: V, S Gorath the Cursed touched each fallen undead and, in turn,
Duration: Concentration, up to 1 minute each stood up as if the wounds of their latest downfall had
You bestow a minor curse of clumsiness on one creature never been landed.
within range. That creature must make a Wisdom saving Normally, destroyed undead cannot be animated again.
throw. On a failure, its speed is reduced by 10 and it has This spell makes the touched destroyed undead able to be
disadvantage on Dexterity (Acrobatics) checks for the animated once more.
duration of the spell.
Restful Slumber
Painless Death 1st-level enchantment (ritual)
1st-level necromancy (ritual)
(Wizard)
(Cleric)
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S
Components: V, S, M (an hourglass) Duration: 8 hours
Duration: Instantaneous You allow a willing creature you touch to gain a full night's
One willing creature you touch dies painlessly and sleep, uninterrupted by nightmares. If you attempt to cancel
instantly. the nightmares imposed by an outside source, such as a
curse or another spellcaster, you must make a spellcasting
Parching Touch ability check against a DC of the nightmare source's
1st-level necromancy spellcasting DC.
(Druid, Sorcerer, Wizard) Retch
1st-level necromancy
Casting Time: 1 action
Range: Touch (Sorcerer, Wizard)
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Make a melee spell attack against one creature. On a hit, it Range: 30 feet
takes 2d8 dessication damage and it is considered to not Components: S, M (rotted flesh)
have drunk any water today, regardless of how much it has Duration: 1 round
drunk. It must drink twice its normally daily amount the rest You pulp a piece of necrotic flesh between your teeth and
of the day to avoid exhaustion due to dehydration (see the spit the juices. The target must succeed on a Constitution
Player's Handbook). This spell also moves one gallon of water saving throw. On a failure, it is poisoned for 1 round, and
into your body, covering your daily needs. incapacitated while poisoned in this way.
This spell does 4d8 necrotic damage against elementals
composed mostly of water and plants. Rime
1st-level necromancy
Putrefy Food and Drink (Sorcerer)
1st-level necromancy (ritual)
(Cleric, Druid, Paladin) Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (a pinch of dirt from a grave dug during
Range: 10 feet the winter months)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous One creature within range must make a Constitution
All nonmagical food and drink within a 5-foot radius saving throw. On a failure, you infuse the target's body with
sphere centered on a point of your choice within range is the unwholesome chill of the grave. This chill dulls the
putrefied. Any creature that eats or drinks this putrid food creature's reactions and weakens its stamina. Creatures
must succeed on a Constitution saving throw against your immune to cold damage are immune to this spell.
spell save DC or be poisoned for 1 hour. An affected target’s speed is halved, it takes a -2 penalty to
Constitution saving throws, and it can’t use reactions. On its
Renew the Tide of Unlife turn, it can use either an action or a bonus action, not both.
1st-level necromancy (ritual)

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Rotted Warning 1st-level necromancy


1st-level necromancy (ritual) (Sorcerer, Wizard)
(Bard, Wizard) Casting Time: 1 reaction, which you take when you are hit
Casting Time: 1 minute by an attack
Range: Touch Range: Self
Components: V, S, M (a copper coin and a few drops of ink) Components: V, S, M (a chicken bone)
Duration: Until dispelled Duration: 1 round
You implant a message within a corpse you touch, a Imbuing the bone with a bit of your life force, a shield of
message that is uttered when a trigger condition is met. You bones encases you.
whisper the message to the corpse, which must be 25 words Until the start of your next turn, you have a +5 bonus to AC,
or less, though it can be delivered over as long as ten including against the triggering attack. Additionally, if you
minutes. Finally, determine the circumstance that will trigger wish, you can expend any amount of hit points, up to your
the spell to deliver your message. current value. You lose these hit points, and gain twice the
When that circumstance occurs, the corpse speaks in its amount expended as temporary hit points. These temporary
own voice, so the more degraded the body, the less hit points lasts until the start of your next turn.
intelligible the message will be when spoken. When you cast
this spell, you can have the spell end after it delivers its Slow Consumption
message or it can remain and repeat its message whenever 1st-level necromancy
the trigger occurs. (Cleric, Warlock, Wizard)
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual or Casting Time: 1 hour
audible conditions that occur within 30 feet of the object. For Range: Touch
example, you could instruct the mouth to speak when any Components: V, S, M (a burnt match)
creature moves within 30 feet of the object or when a silver Duration: Permanent
bell rings within 30 feet. You feed upon the life force of another. One creature you
Sacrificial Smite touch must make a Constitution saving throw. On a failure,
1st-level necromancy you can subsist on its life force. As long as the spell lasts, if
you can touch the creature once a day, you do not need to eat
(Paladin) or drink. Touching the subject in this way reduces its Con
score by 1. This reduction lasts until cured by greater
Casting Time: 1 bonus action restoration. If you do not touch the subject within 24 hours of
Range: Self the last time you touched them, the spell ends.
Components: V
Duration: Concentration, up to 1 minute
You can sacrifice life force to increase the damage you deal.
When you cast the spell, you can sacrifice up to 12 of your hit
points. For every 3 hp you sacrifice, on your next successful
attack you deal + 1d6 radiant or necrotic damage (your
choice), to a maximum of + 4d6 on that attack. Your ability to
deal this extra damage ends when you successfully attack or
when the spell duration ends.
At Higher Levels. For each slot above 1st level, the
maximum HP sacrificed increases by 6, and the maximum
damage gained increases by 2d6.
Shade's Sight
1st-level divination
(Ranger, Wizard)
Casting Time: 1 action
Range: Touch
Components: S, M (carrot juice dripped on the tongue)
Duration: Concentration, up to 1 hour
One willing creature you touch gains the ability to see from
shadows. The creature can peer into any shadow it can see
within 30 feet, and then see out of that shadow as if it were
there.
Shield of Bones

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Styptic 1st-level necromancy


1st-level necromancy (Cleric, Druid)
(Cleric) Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S
Components: S, M (a specially carved stick with a wax tip) Duration: 1 minute
Duration: Instantaneous The sounds of battle ring in your ears as you lay hands on
A creature you touch regains a number of hit points equal your fallen comrade. You can spare neither time nor magic to
to 1d4 + your spellcasting ability modifier. This heal has no do more right now, but the blood flow slows to a trickle and
effect on undead or constructs. her breathing becomes less labored, even as you are called to
Additionally, the target of this spell immediately stops the aid of another.
bleeding from any wounds it has suffered from slashing or A creature you touch regains 1 hit point at the start of each
piercing weapons or wounding effects, or a hemorrhage spell. of its turns if it has at least 1 hit point remaining. It also
becomes proficient in death saving throws while under this
Suspend Disease spell. This spell has no effect on undead or constructs.
1st-level abjuration (ritual) At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the healing per turn increases to 2. When
(Cleric, Druid, Wizard) you cast it using a 5th- or 6th-level spell slot, the healing per
turn increases to 4. When you cast it using a 7th- or 8th-level
Casting Time: 1 action spell slot, the healing per turn increases to 8. When you cast
Range: Touch it using a 9th-level spell slot, the healing per turn increases to
Components: V, S, M (a drop of bile) 16.
Duration: 24 hours
You touch a willing creature. This spell keeps a disease
already infecting the subject from affecting it for the duration
of the spell. The disease is in no way cured, and the subject
does not make a new save while the spell lasts.
This spell can also be used on unwilling targets, in which
case the spell requires a melee spell attack to hit, and allows
a Constitution save, with no effect on a success. The primary
use of this version of the spell is to weaken cancer mages.
Touch of Jorasco
1st-level necromancy
(Cleric, Druid)
Casting Time: 1 minute
Range: Self and touch; see text
Components: V, S, M (a bandage)
Duration: 8 hours
This spell imbues you with an ability to heal minor wounds
that lasts throughout the day. When you cast this spell, you
store healing energy within your own form. Roll 1d6 and add
your spellcasting ability modifier; this is the amount of
healing you store within your body. While the spell lasts, you
can touch a creature as an action and draw from this pool,
restoring hit points equal to the amount deducted from your
pool. You may choose to divide this healing among multiple
recipients, and you don't have to use it all at once.
The effects of multiple touch of Jorasco spells do not stack,
meaning that you can only store healing energy from one
such spell at a time. If you cast the spell again before
discharging all of the healing from a previous casting, the
new total simply replaces the earlier one, effectively ending
the previous spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the healing increases by 1d6 for
each slot level above 1st.
Vigor

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2nd Level Range: Self


Components: V, S, M (a zombified falcon's claw)
Animate Skeletal Butler Duration: Concentration, up to 1 minute
2nd-level necromancy (ritual) One of your arms transforms into a retractable, rubbery
(Dread Necromancer, Wizard) appendage ending in a taloned claw. For the duration, your
reach increases by 5 feet on your turn. For most humanoid
Casting Time: 1 minute casters, that brings your reach to 10 feet. This effect does not
Range: 10 feet apply when it is not your turn.
Components: V, S, M (a pinch of bone dust) Until the spell ends, you can make a melee spell attack
Duration: Instantaneous against a creature within your reach as an action. On a hit,
Choose a pile of bones of a Medium or Small humanoid the target takes 2d6 necrotic damage.
within range. Your spell imbues the target with a foul mimicry At Higher Levels. When you cast this spell using a spell
of life, raising it as an undead skeleton (the DM has the slot of 3rd level or higher, the damage increases by 1d6 for
creature's statistics). Your skeleton cannot deal damage, use each slot level above 2nd.
the Help action, or contribute in any other way during Blackrot
combat. It could, however, assist in erecting barriers or 2nd-level necromancy
placing caltrops in advance.
You can never have more than one skeleton made by this (Druid)
spell at a time, but the skeleton serves loyally until destroyed.
Casting Time: 1 action
Ashstar Range: Touch
2nd-level conjuration Components: V, S, M (a mushroom cap)
Duration: Concentration, up to 1 minute
(Sorcerer, Wizard) The plant-matter creaks and writhes beneath your hand as
Casting Time: 1 action you generate a malignant rot at its center.
Range: 120 feet This spell allows you to deliver a single touch that either
Components: V, S, M (a pinch of ash) damages a plant creature over a number of rounds or renders
Duration: Concentration, up to 1 minute a wooden weapon poisonous.
You create a magical construct called an ashstar. It shoots When used against a plant creature, you make a melee
from your hand and hovers in the air anywhere within the spell attack. On a hit, the spell deals 2d8 necrotic damage.
limit of the range. The ashstar gives off a reddish light, akin Until the spell ends, you can use a bonus action on each of
to the hazy light within a sandstorm, providing dim light in a your subsequent turns to cause this damage again.
20-foot radius. At the end of each of your turns, choose any Alternatively, you can touch a weapon with a wooden
number of creatures within 10 feet of the ashstar. All striking surface (such as a club or quarterstaff). Any creature
creatures you choose must make Constitution saving throws. damaged by the weapon is poisoned until the end of its next
On a failure, all damage they take until the end of your next turn unless it succeeds on a Constitution save.
turn is instead dessication damage. Bone Chill
As a bonus action, you can move the ashstar to any point 2nd-level necromancy
within range.
An ashstar can be attacked as if it were an object. It has AC (Sorcerer, Wizard)
17, 20 hit points, immunity to necrotic, fire, poison, and
psychic damage, and a damage threshold of 10. Casting Time: 1 action
Special: A dread necromancer can learn this spell through Range: 30 feet
the advanced learning class feature, even though it is not a Components: V, S, M (small piece of bone and a 1-inch cube
necromancy spell. of ice)
Duration: Concentration, up to 1 minute
“What lies at the end of a life well lived? Eons of Make a ranged spell attack against a corporeal undead
cold servitude, your flesh but a memory, your every within range. On a hit, the target must succeed on a
tortured thought focused on one thing only: to Constitution saving throw or be covered in a layer of ice,
feed on the living.” paralyzed for the duration. At the start of each of its turns, the
—Academician Drake, of the Bleak Academy target can make another Constitution saving throw. On a
“. . . uhhhnnsss . . .” success, the spell ends on the target.
—Nameless zombie This spell has no effect on undead with the Incorporeal
Movement trait, or on creatures that are not undead.
At Higher Levels. When cast with a slot of 3rd level or
higher, you create one additional beam for each level above
Black Talon 2nd. You must target each beam at a different creature.
2nd-level necromancy
(Cleric, Warlock)
Casting Time: 1 bonus action

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Bone Talisman Your ally falls from a crushing blow, but you don't have time
2nd-level necromancy to reach him. You quickly speak words of power, and the
worst of his injuries glow golden and begin to heal.
(Druid) A creature of your choice that you can see within range
regains hit points equal to your spellcasting ability modifier.
Casting Time: 1 minute This spell has no effect on undead or constructs.
Range: Touch At your option, you can choose to have this spell effectively
Components: V, S, M (a beast or humanoid bone) prevent the damage. Thus, if a creature receives enough
Duration: Concentration, up to 1 hour or until discharged damage to kill it outright, this spell can save that creature if
You channel divine power and life energy into a bone from the healing subtracts the damage low enough to prevent
an animal or humanoid, giving it limited power against death from massive damage.
undead. Once cast, it may be used for two purposes (decided At Higher Levels. When you cast this spell using a spell
at the time of casting). slot of 3rd level or higher, the healing increases by 1d4 for
Bone of Turning: You or another druid may present the each slot level above 2nd.
bone in the manner of a holy symbol and use it to turn
undead, as if you were a cleric. You never destroy undead.
After one turn attempt, the bone talisman loses its power (but
you can cast the spell on it again).
Bone Weapon: The bone is treated as a magic weapon
that deals +1d6 damage to undead creatures. The bone is
treated as a simple weapon appropriate to its shape, such as
dagger or dart (small and sharp), club (if large and blunt), or
spear (if small and sharp and fastened to a haft) and deals
normal damage for its type. The spell does not grant
proficiency in the weapon. The spell is not discharged when
the weapon hits and this aspect of the spell lasts until the full
duration (1 hour) expires.
The spell has no effect if you cast it on a bone taken from
an undead creature. The bone must be at least 8 inches long
and may be straight or curved; normally bones from the arm,
leg, or ribs are used. You may carve, drill, or otherwise shape
the bone before or after the spell is cast; the spell functions
as long as the bone remains bone (not turned to wood or
metal, for example).
Bonestaff
2nd-level necromancy
(Sorcerer, Warlock, Wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a fingerbone)
Duration: Concentration, up to 1 minute
You call up a staff of bone in your hand. This magic staff
lasts until the spell ends. It counts as a quarterstaff. It deals
2d6 bludgeoning damage on a hit and has the versatile (2d8)
property. It scores a critical hit on a roll or 19 or 20. You can
give the staff to a friend to wield if you so wish.
If the holder scores a critical hit against an undead with
this staff, the undead must make a Constitution saving throw
or be unable to attack the holder until the end of the holder's
next turn.
Close Wounds
2nd-level necromancy
(Cleric)
Casting Time: 1 reaction, which you take when you see a
creature within 30 feet of you take damage
Range: 30 feet
Components: V, S
Duration: Instantaneous

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Command Undead Desecrate. The area is charged with negative energy,


2nd-level necromancy becoming desecrated ground. All undead standing upon
consecrated ground have advantage on all saves. All
(Dread Necromancer) deathless standing upon consecrated ground have
disadvantage on all saves.
Casting Time: 1 action You can create a permanently consecrated or desecrated
Range: 30 feet region by casting this spell there every day for 1 year.
Components: V, S, M (a shred of raw meat and a splinter of At Higher Levels. When you cast this spell using a spell
bone) slot of 3rd level or higher, the radius increases by 10 feet for
Duration: 24 hours each slot level above 2nd.
One undead creature you target within range must make a
Wisdom saving throw. On a failure, you gain some degree of Curse of Impending Blades
control over it. Assuming the subject is intelligent 2nd-level necromancy
(intelligence of 7 or higher), it perceives your words and (Bard, Ranger, Sorcerer, Wizard)
actions in the most favorable way (treat its attitude as
friendly). It will not attack you while the spell lasts. You can Casting Time: 1 action
try to give the subject orders, but you must win a Charisma Range: 120 feet
(Persuasion) check opposed by its Wisdom (Insight) check to Components: V, S, M (a nail through a piece of leather)
convince it to do anything it wouldn't ordinarily do. (Retries Duration: Concentration, up to 10 minutes
are not allowed). An intelligent commanded undead never
obeys suicidal or obviously harmful orders, but it might be You grip the nail-pierced hunk of leather and cast the spell.
convinced that something very dangerous is worth doing (see A small black dagger jets from the tip of the nail and strikes
charm person). your opponent squarely in the chest.
An undead creature with an intelligence of 3 or less (such One target within range must make a Wisdom saving
as a zombie) automatically fails this save, while one with an throw. On a failure, it has a hard time avoiding attacks,
intelligence of 6 or less has disadvantage on the save. When sometimes even seeming to stumble into harm's way. It takes
you control a mindless being, you can communicate only a -3 penalty to AC and Dexterity saving throws for the
basic commands, such as "come here", "go there", "fight", duration.
"stand still", and so on. Nonintelligent undead won't resist The curse cannot be dispelled, but it can be removed with a
suicidal or obviously harmful orders. remove curse spell or similar magic.
Any act by you or your apparent allies that threatens the
commanded undead (regardless of its intelligence) breaks the Dance of Ruin
spell. 2nd-level necromancy
Your commands are not telepathic. The undead creature (Bard, Cleric, Sorcerer, Warlock, Wizard)
must be able to hear you.
An intelligent undead remembers it was controlled. Casting Time: Special
At Higher Levels. When you cast this spell using a spell Range: Self (30 foot radius)
slot of 2nd level or higher, you can target one additional Components: V, S
creature for each slot level above 1st. The creatures must be Duration: Instantaneous
within 30 feet of each other when you target them. To cast this spell, you dance wildly and chant. After you
Consecrate/Desecrate finish your dance, a wave of crackling energy flashes outward
2nd-level necromancy up to the extent of the range. All non-demons within range
(including you, unless you are a demon) take necrotic damage
(Cleric, Dread Necromancer) based on how long you cast this spell, or half with a
successful Dexterity saving throw.
Casting Time: 10 minutes
Range: Touch If you cast this spell as an action, it deals 1d20 damage.
Components: V, S, M (a vial of holy or unholy water: holy for If you take 2 rounds to cast this spell, it deals 2d20
consecrate, unholy for desecrate) damage.
Duration: 24 hours If you take 3 rounds to cast this spell, it deals 4d20
damage.
You touch a point and infuse an area around it with positive
or negative energy. The area can have a radius up to 20 feet. At Higher Levels. When you cast this spell using a spell
Choose which you want to imbue: slot of 4th level or higher, the damage increases by 1d20 for
Consecrate. The area is charged with positive energy, each two slot levels above 2nd.
becoming consecrated ground. All undead standing upon
consecrated ground have disadvantage on all saves. All
deathless standing upon consecrated ground have advantage
on all saves.

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Death Armor For example, a subject who takes 6 points of damage while
2nd-level necromancy within the area of a decomposition spell takes 1d8 points of
damage from the festering wound in the next round, and
(Sorcerer, Wizard) another 1d8 points in the round after that. In the following
round, that subject receives 7 points of healing from a cure
Casting Time: 1 action wounds spell, so the festering stops and the subject takes no
Range: Self festering damage that round. In the next round, the subject
Components: V, S, M (a paste made of ground bone, which remains within the emanation and takes another 3 points of
you apply to your body) damage in battle. The festering begins again, dealing 1d8
Duration: 1 minute points of damage in the following round.
You are surrounded with a crackling black aura that injures At Higher Levels. When cast as a 4th or 5th level spell, the
creatures that contact it. If a creature hits you with a melee necrotic damage increases to 2d8. When cast as a 6th or 7th,
attack while this spell is in effect, it immediately takes 1d4 it increases to 3d8. When cast as an 8th or 9th, it increases to
necrotic damage. 4d8.
While this spell is in effect, beasts with a CR of 1/4 or
lower are frightened of you.
Death Knell
2nd-level necromancy
(Cleric, Dread Necromancer, Warlock)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You draw forth the ebbing life force of a creature and use it
to fuel your own power. You touch one creature at 0 hit points
and force it to make a Constitution saving throw. If it fails this
saving throw, it dies, and you gain 1d10 temporary hit points
that last for 1 hour.
If a creature dies due to this spell, you regain the slot you
used to cast it.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you gain 1d10 additional temporary
hit points for each slot level above 2nd.
Decomposition
2nd-level necromancy
(Druid)
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a mushroom cap)
Duration: Concentration, up to 1 minute
Using your link to the natural world, you create an air of
decay that makes death come quicker to the wounded.
Whenever an enemy within the area takes bludgeoning,
piercing, or slashing damage, that wound festers for an
additional 1d8 points of necrotic damage at the beginning of
its turn each round thereafter for the duration of the spell. A
Medicine check against your spell save DC or the application
of any healing magic stops the festering. Only one wound
festers at a time; additional wounds are not subject to this
effect. Once festering has been stopped, however, any new
wound taken while the subject is within the area (before the
spell expires) begins the process anew.

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Dessicate You make one undead—including clothing, armor,


2nd-level necromancy weapons, and equipment—look different. You can make it
seem 1 foot shorter or taller, thin, fat, or in between. You
(Druid, Sorcerer, Wizard) cannot change the creature’s body type. For example, a wight
could look human, humanoid, or like any other generally
Casting Time: 1 action human-shaped bipedal creature. Otherwise, the extent of the
Range: 30 feet apparent change is up to you. You could add or obscure a
Components: V, S, M (a pinch of dust) minor feature, such as a mole or a beard, or make it look like
Duration: Instantaneous an entirely different creature.
You evaporate moisture from the body of a living creature, The spell does not provide the abilities or mannerisms of
which much make a Constitution saving throw. On a failure, it the chosen form. It does not alter the perceived tactile (touch)
takes 3d10 dessication damage and gains one level of or audible (sound) properties of the undead or its equipment.
exhaustion, unless it already has one or more levels of A battleaxe made to look like a dagger still functions as a
exhaustion. On a success it takes half damage and gains no battleaxe.
exhaustion. To discern that the creature is disguised, a creature can use
This spell deals 4d10 damage against elementals its action to inspect its appearance and must succeed on an
composed mostly of water and plants. Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d10 for Ease Pain
each level above 2nd. 2nd-level abjuration (ritual)
Desiccating Bubble
(Cleric, Paladin)
2nd-level necromancy Casting Time: 1 action
(Sorcerer, Wizard) Range: Touch
Components: S, M (a pinch of willow bark)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet Ease pain immediately removes any effects of pain,
Components: V, S, M (a tiny bag or bladder filled with air, including angry ache, pain, symbol (pain), power word pain,
and a sprinkle of dust) wave of pain, wrack and similar spells. It does not heal any
Duration: Concentration, up to 1 minute damage or other effects not directly related to pain.
A 3-foot-diameter bubble of supernaturally dry air appears
in an unoccupied space of your choice within range and lasts Execration
for the duration. Any creature that ends its turn within 5 feet 2nd-level necromancy
of the sphere must make a Dexterity saving throw. The (Cleric, Paladin)
creature takes 2d4 dessication damage on a failed save, or
half as much damage on a successful one. This spell deals Casting Time: 1 action
3d4 damage against elementals composed mostly of water Range: Touch
and plants. Components: V, S, M (a small bowl worth 10gp, with the
As a bonus action, you can move the sphere up to 30 feet. If name of your foe inscribed)
you ram the sphere into a creature, that creature must make Duration: Concentration, up to 1 hour
the saving throw against the sphere’s damage, and the sphere You place a dark curse upon your opponent. One creature
stops moving this turn. you touch must make a Charisma saving throw. On a failure,
The surface of the bubble has a spongy, yielding one of its abilities ebbs. Choose which one. For the duration,
consistency (similar to that of a soap bubble, but not fragile whenever it rolls an ability check or saving throw on the
and allowing objects to pass through it without affecting the ability score of your choice, you can use your reaction to give
spell) and so does not cause damage except by absorbing it disadvantage on that saving throw or ability check.
moisture. While this spell lasts, when you use your reaction in this
When you move the sphere, you can direct it over barriers way, you can amplify its power, forcing it to reroll (after
up to 30 feet tall and jump it across pits up to 30 feet wide. advantage and disadvantage are applied) and take the lower
At Higher Levels. When you cast this spell using a spell roll. Doing so immediately ends the spell.
slot of 3rd level or higher, the damage increases by 1d4 for
each slot level above 2nd.
Disguise Undead
2nd-level illusion
(Dread Necromancer, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a cocoon of a death’s head moth)
Duration: 1 hour

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Exhume The faint, green glow of the glyph flares to life. A sickly
2nd-level necromancy (ritual) green light fills the room, illuminating the paralyzed forms of
its victims, and bringing with it the stench of death.
(Wizard) You inscribe a glyph, approximately 1 foot across, that
paralyzes any living creature of Large or smaller size that
Casting Time: 1 action comes within 5 feet of the glyph. You can scribe the glyph to
Range: 30 feet be visible as faintly glowing lines, or invisible. You can
Components: V, S, M (a shard of bone) inscribe a ghoul glyph on a portable object, but if the object is
Duration: Instantaneous moved more than 5 feet, the glyph fades.
This handy spell pulls up to 20 corpses or piles of bones You decide what triggers the glyph when you cast the spell.
out of the ground within range, though it does not create For glyphs inscribed on a surface, the most typical triggers
bodies if there were none. It yields best results when cast in a include touching or standing on the glyph, removing another
graveyard or other burial place. object covering the glyph, approaching within a certain
distance of the glyph, or manipulating the object on which the
Find Skeletal Steed glyph is inscribed. For glyphs inscribed within an object, the
2nd-level conjuration most common triggers include opening that object,
approaching within a certain distance of the object, or seeing
(Paladin) or reading the glyph. Once a glyph is triggered, this spell
ends.
Casting Time: 10 minutes When triggered, all creatures within 5 feet of the glyph
Range: 30 feet must make a Constitution saving throw or be paralyzed for 1
Components: V, S minute. The target can repeat the saving throw at the end of
Duration: Instantaneous each of its turns, ending the effect on itself on a success.
You summon a spirit that assumes the form of an unusually
intelligent, strong, and loyal steed, creating a long-lasting Halt Undead
bond with it. Appearing in an unoccupied space within range, 2nd-level necromancy
the steed takes on a form that you choose: a warhorse, a (Dread Necromancer, Sorcerer, Wizard)
pony, a camel, an elk, or a mastiff. (Your DM might allow
other animals to be summoned as steeds.) The steed has the Casting Time: 1 action
statistics of the chosen form, though it is an undead instead Range: 120 feet
of its normal type. Additionally, if your steed has an Components: V, S, M (a pinch of sulfur and powdered garlic)
Intelligence of 5 or less, its Intelligence becomes 6, and it Duration: Concentration, up to 1 minute
gains the ability to understand one language of your choice
that you speak. Choose up to three undead creatures within range. All
The steed has immunity to poison damage and the creatures must be within 30 feet of each other when you
poisoned and exhaustion conditions, but vulnerability to target them. They must succeed on a Wisdom saving throw.
bludgeoning damage. It cannot be turned as long as you ride They have disadvantage on this save if they have an
it. Intelligence of 6 or lower. On a failure, the undead is
Your steed serves you as a mount, both in combat and out, incapacitated for the duration, and its speed is 0. This effect
and you have an instinctive bond with it that allows you to ends if it takes any damage.
fight as a seamless unit. While mounted on your steed, you At Higher Levels. When you cast this spell using a spell
can make any spell you cast that targets only you also target slot of 3rd level or higher, you can target one additional
your steed. undead for each slot level above 2nd.
When the steed drops to 0 hit points, it disappears, leaving
behind no physical form. You can also dismiss your steed at Holy Fire
any time as an action, causing it to disappear. In either case, 2nd-level necromancy
casting this spell again summons the same steed, restored to (Cleric, Paladin)
its hit point maximum.
While your steed is within 1 mile of you, you can Casting Time: 1 bonus action
communicate with it telepathically. Range: Self
You can’t have more than one steed bonded by this spell at Components: V, S, M (a match)
a time. As an action, you can release the steed from its bond Duration: 1 turn
at any time, causing it to disappear. Your holy symbol and your eyes erupt in a blaze of silver
Ghoul Glyph fire. If you use an ability that lets you turn undead before the
2nd-level necromancy spell ends, all undead that make a save against your turning
take 1d10 radiant damage and 1d10 fire damage. They take
(Cleric, Wizard) this damage whether or not the turning is successful.
This damage is dealt before the turning is applied, so it
Casting Time: 1 hour does not end the effect.
Range: Touch
Components: V, S, M (earth from a ghoul's lair)
Duration: Until dispelled or triggered

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Kelgore's Grave Mist You select your victim for punishment and invoke the
2nd-level necromancy ancient words of anathema. A dull purple splotch in the
shape of a skull manifests itself on your victim’s flesh, visible
(Sorcerer, Wizard) to all.
One creature within range must succeed on a Wisdom
Casting Time: 1 action saving throw. On a failure, this spell creates an indelible mark
Range: 150 feet on the subject’s face (or other upper body part, if the subject
Components: V, S, M (a handful of dirt taken from a doesn’t have a head). The mark is visible to normal vision and
graveyard or tomb) darkvision. The wearer of such a mark suffers disadvantage
Duration: 1 minute on Charisma (Deception) and Charisma (Persuasion) checks.
With a gesture, you create a cloud of clammy, thin mist. The mark cannot be dispelled, but it can be removed with a
The light in the area seems to dim as the mist appears, and a greater restoration or remove curse spell.
slight wind washes over the area, sending a chill down your
foes' spines. Phade's Fearsome Aspect
This spell creates a thin mist within a 20-foot-radius sphere 2nd-level illusion
centered on a point you choose. The mist spreads around (Bard, Warlock)
corners. It lasts for the duration or until strong wind
disperses the mist, ending the spell. The mist is too thin to Casting Time: 1 action
affect vision. Range: Touch
When a living creature enters the spell’s area for the first Components: V, S
time on a turn or starts its turn there, that creature takes 1d6 Duration: 1 hour
cold damage and its speed is reduced by 10 until the start of
its next turn. This spell has no effect on undead or You touch a willing creature, making its facial features take
constructs. on the aspect of a threatening creature seemingly birthed
At Higher Levels. When you cast this spell using a spell from the Abyss. The subject's eyes seem to change to glowing
slot of 3rd level or higher, the damage increases by 1d6 for slits, its skin darkens and grows scales, and horns and sharp
each slot level above 2nd. teeth appear to jut from its face. The change has no affect on
the target's physical abilities, but it does have a +5 bonus to
Life Bolt Charisma (Intimidation) checks, and can make such a check
2nd-level necromancy as a bonus action.
You can choose the specific features of the illusion, as long
(Sorcerer, Wizard) as they are based upon those of Abyssal creatures.
To discern that the subject is disguised, a creature can use
Casting Time: 1 action its action to inspect its appearance and must succeed on an
Range: 120 feet Intelligence (Investigation) check against your spell save DC.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 3rd level or higher, you can target one additional
Holding your palm outward, you intone the spell and creature for each slot level above 2nd.
empower it with a bit of your own life. A golden ray beams
forth from your hand, striking an undead creature where its Possess Trapper
heart should have been. 2nd-level necromancy
You create three rays of brilliant light and hurl them at (Warlock, Wizard)
targets within range. You can hurl them at one target or
several. Make a ranged spell attack for each ray. On a hit, the Casting Time: 1 action
target takes 1d12 radiant damage. Range: 90 feet
If you choose, you can expend some of your own life into Components: S, M (a small gear)
the bolts. For each bolt you empower in this way, you Duration: 8 hours
sacrifice 1 hit point. In return, you roll the damage for that A bane to kobolds and rogues, you call forth malevolent
bolt twice and use the higher value. spirits of dead pranksters that follow a potential trap setter. If
At Higher Levels. When you cast this spell using a spell the subject sets a trap during the duration of this spell, the
slot of 3rd level or higher, you create one additional ray for spirits will intervene and it will immediately backfire. The
each slot level above 2nd. victim might be pushed into the trap if trying to manipulate it
Mark of the Outcast from afar, or the spirits might flip a switch when the victim
2nd-level necromancy tries to set the final piece. The forces try their best to assure
success, wielding their knowledge of traps to increase the DC
(Cleric, Druid, Paladin) of the trap by 1d4.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small gong, which you beat once)
Duration: Permanent

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Ray of Depletion If you attack an undead creature while this spell is in effect,
2nd-level necromancy the spell immediately ends. You can also end this spell as an
action.
(Sorcerer, Wizard)
Casting Time: 1 action “There are those who say that life ends when the
Range: 60 feet body fails. When the blood ceases to flow and the
Components: V, S lungs no longer breathe, they admit the end of
Duration: Instantaneous their existence. Those men are fools. I, who have
not felt the beat of a heart within my breast for
Make a ranged spell attack. On a hit, the target must three centuries—I know that life is no more
succeed on a Constitution saving throw or lose 2d4 + your dedicated to the body than innocence is attached
spellcasting modifier psi points, or half as much on a to a soul. It is a simple task to cut it away and be
successful save. If you have a reservoir of at least 1 psi point, freed.”
you gain the amount of points drained as temporary points, —Havrøkr the Malignant, Lich King
which last for 1 hour and can go over your maximum. This
spell does not grant you any power to manifest psionics.
The ray of depletion affects only targets possessing psi
points. Non-psionic beings hit by a ray register some
momentary unpleasant sensory awareness, but not so much
as to disrupt an action or concentration.
At Higher Levels. The psi drain increases by 1d4 for each
slot level above 2nd.
Reveille
2nd-level necromancy
(Bard)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 5 rounds
You touch the body and intone a lament, calling out to the
living memory of the creature. Tendrils of mystical energy
sparkle around the creature's lips, and it begins to speak.
This spell is a weaker variation on speak with dead. You
cause a creature that has been dead for up to three days to
reveal information about events that led up to its death. The
corpse speaks tersely in its native language, using no more
than a dozen words or so in a round. In the first round, it
describes the last thing it saw. In the second, it describes its
dying wish. In the third, it describes the attack that killed it. In
the fourth, it tells who killed it. In the fifth, it tells why it
believes it was killed.
Shroud of Undeath
2nd-level necromancy
(Dread Necromancer, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (dust or bone fragments from any
destroyed undead creature.)
Duration: 1 hour
You shroud yourself with invisible negative energy so that
nonintelligent undead perceive you as a fellow undead
creature, ignoring you. Your appearance does not change,
and while intelligent undead do not immediately recognize
you as alive, they are likely to question whether you are
actually undead. If used in conjunction with a disguise or an
illusion to appear undead, this spell gives you advantage on
your Deception check.

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Spawn Screen You unleash a burst of energy, automatically stabilizing all


2nd-level necromancy (ritual) creatures within range.
(Cleric, Wizard) Sticks and Stones
2nd-level necromancy
Casting Time: 1 action
Range: Touch (Cleric, Sorcerer, Warlock, Wizard)
Components: V, S, M (a small sieve)
Duration: 8 hours Casting Time: 1 action
Range: 30 feet
Hoping that your friend will not have need of the spell, you Components: V, S
ensure that his death in the coming battle won't result in an Duration: Concentration, up to 1 minute
even greater abomination.
The subject cannot be turned into an undead by the Create You animate a pile of rocks, branches, limbs, and other
Spawn ability of undead creatures. This spell doesn't prevent debris within range into the crude shape of a Medium
the subject from perishing or provide anything other than skeleton. The skeleton follows your orders unquestioningly.
insurance that the subject's body and spirit cannot be This creature is a skeleton in all ways, except it has
hijacked by an acquisitive undead creature. resistance to necrotic damage and the following action
The protection applies if the duration is still in effect when option:
the subject first dies; the spell need not linger in its effect Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
during the period immediately prior to a spawn's rise. This creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
spell cannot be cast on the body of a creature that has succeed on a DC 13 Constitution saving throw or its hit point
already been killed by a spawn-creating undead. maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long
Spectral Hand rest. The target dies if this effect reduces its hit point
2nd-level necromancy maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
(Dread Necromancer, Sorcerer, Wizard) free-willed zombie, unless the humanoid is restored to life or
its body is destroyed.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: 120 feet slot of 3rd level or higher, you create one additional skeleton
Components: V, S for each slot level above 2nd. Each of the creatures must
Duration: 10 minutes come from a different pile of debris.
A ghostly, glowing hand shaped from your life force
materializes and moves as you desire, allowing you to deliver Stolen Breath
touch range spells at a distance. 2nd-level necromancy
You create a ghostly, floating, shimmering hand within (Sorcerer, Wizard)
range. You can move the hand up to 30 feet as a bonus action.
For as long as the spell lasts, any touch range spell of the Casting Time: 1 action
necromancy school that you cast can be delivered by the Range: 120 feet
spectral hand. If the spell requires an attack roll, you use your Components: V, S, M (a stoppered glass vial)
bonus as normal. Duration: 1 minute
If you are an undead with a melee attack that deals any With a clenched fist, you make a tugging motion toward
damage type other than (or in addition to) bludgeoning, your target. A transparent, barely perceptible hand appears to
piercing or slashing, or inflicts a condition, such as Rotting plunge into your target's mouth.
Fist, Paralyzing Touch, or Life Drain, you can deliver this With this spell, you steal all the air from the subject's lungs,
attack through your spectral hand, but it deals no causing it to suffer a momentary respiratory crisis. It can take
bludgeoning, piercing, or slashing damage. A dread shallow breaths and act normally but is considered poisoned
necromancer's Charnel Touch can likewise be delivered for 1 minute. At any time during this minute, the subject can
through the hand. take an action to get its wind back, ending the condition. This
At Higher Levels. When cast with a 3rd, 4th, or 5th level spell has no effect on creatures that don't need to breathe.
slot, the hand lasts for 1 hour. When cast with a 6th or 7th
level slot, the hand lasts for 8 hours. When cast with an 8th
or 9th level slot, the hand lasts for 24 hours.
Stabilize
2nd-level necromancy
(Cleric, Druid, Paladin)
Casting Time: 1 bonus action
Range: Self (60-foot radius)
Components: V, S, M (a bandage)
Duration: Instataneous

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Tvash-prull's Bonefiddle Your touch causes horrible agony in a creature’s vital area.
2nd-level necromancy Make a melee spell attack against a creature within your
reach. On a hit, the target takes 5d6 necrotic damage. If you
(Bard) have sneak attack, you can add the dice to this attack's
damage as necrotic, even if you would not normally be able to
Casting Time: 1 action (because you have disadvantage on the attack, for example).
Range: 60 feet At Higher Levels. When you cast this spell using a spell
Components: V, S, M (a miniature silver fiddle worth at least slot of 3rd level or higher, the damage increases by 1d6 for
30 gp) each slot level above 2nd.
Duration: Concentration, up to 1 minute
You call up a ghostly fiddle bow in the air above the 3rd Level
targeted creature. The creature must make a Constitution Armor of Undeath
saving throw. On a failure, this bow immediately descends 3rd-level necromancy
into the subject's body and begins to saw back and forth
against its skeleton. Although the music produced is eerily (Sorcerer, Wizard)
beautiful, it causes intense pain and anguish to the victim.
At the start of each of its turns, the victim takes 1d8 Casting Time: 1 action
thunder damage. While the spell lasts, it has disadvantage on Range: Touch
Stealth checks. It also has disadvantage on all Concentration Components: V, S, M (a band of steel)
checks made to avoid losing concentration on a spell. Duration: 8 hours
As a bonus action, you can move the bonefiddle to another You touch a humanoid skeleton or corpse, and a willing
creature in range, but the new target gains a saving throw to creature. The skeleton or corpse need not be complete, but
resist the spell. If the new target makes its saving throw, the enough must remain for an animate dead spell to work.
bonefiddle vanishes and the spell ends. The skeleton or corpse rises and spreads around the
The spell's effects continue even if the target moves so you willing creature, effectively becoming +1 half plate. The
no longer have line of sight to it, but you cannot shift the creature also gains 15 temporary hit points that last until the
bonefiddle to a new target unless you have line of sight to the spell ends.
current target and to the intended target. A creature that is not proficient with medium armor takes
the normal penalties for wearing armor of undeath.
Vertigo At Higher Levels. When you cast this spell using a spell
2nd-level illusion slot of 4th level or higher, the temporary hit points increase
(Bard) by 5 for each slot level above 3st.
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
A creature of your choice that you can see within range
becomes dizzy as the ground seems to drop away beneath its
feet. The target must succeed on an Intelligence saving throw
or lose its balance. On a failed save, for each 5 feet the
creature moves, it must make a Dexterity saving throw or fall
prone. Additionally, if it is within 10 feet of a cliff or hole with
at least a 10 foot drop, it is frightened of the cliff or hole.
At the end of each of its turns, the target can make a
Dexterity (Acrobatics) or an Intelligence (Investigation) check
against your spell save DC. If the check succeeds, the target
catches its balance and the spell ends.
Airborne creatures suffer no effect from this spell as long
as they continue to fly.
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.
Wracking Touch
2nd-level necromancy
(Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

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Bestow Eternal Curse Unnatural Aura: Animals refuse to be within 5 feet of the
3rd-level necromancy target and do not respond to the target’s commands or
requests.
(Bard, Cleric, Wizard) Unskill: The target loses proficiency with two skills of
your choice. If it previously had expertise in a skill, it
Casting Time: 1 action instead becomes regularly proficient.
Range: 30 feet Zzyczesiya's Spite: Each time the target meets someone
Components: V for the first time, there is a 50% chance that the new
Duration: Permanent person will confuse the target with a hated enemy, a well-
One creature within range must succeed on a Wisdom known criminal, or a raving lunatic.
saving throw or become cursed for the duration of the spell. A remove curse spell ends this spell's effects, but dispel
This curse can take any of the following forms: magic has no effect. At the DM’s option, you may choose an
Bad Luck: When the target rolls a 20 on the d20 for an alternative curse effect, but it should be no more powerful
attack roll, ability check, or saving throw, it must reroll the than those described above. The DM has final say on such a
die and use the new roll. If the new roll is a 20, it keeps the curse’s effect.
20. At Higher Levels. When cast with a slot of 6th level or
Burning Silver: The target takes 1d6 fire damage every higher, you may choose from the following options as well:
round is it in contact with silver. This could be replaced Burning Iron: The target takes 1d12 fire damage every
with another valuable metal, such as gold, platinum, round is it in contact with steel or iron.
adamantine, mithral, etc., but not common metals like Destitution: Valuable metals (such as platinum, gold,
steel or iron. silver, and copper) turn to lead in the target’s possession,
Dimensionally Bound: The target cannot enter even if they are in a bag of holding or stored away from the
extradimensional spaces such as a rope trick. target. The target’s touch transmutes valuable metals
Eldritch Hunger: The target must eat a pound of a (including coins) into lead as well.
strange substance once a day: raw meat, blood, gold, soil, Let the Blood Flow: The target cannot regain hit points
and so on. through resting or other nonmagical means.
Enfeeblement: Choose one ability score. While cursed, Lost Knowledge: All books and scrolls in the target's
the target has disadvantage on ability checks made with possession turn to ash.
that ability score. Myhriss's Spite: The character is doomed to be forever
Enmity: The next person introduced to the target for the unlucky in love and to have all of his or her romances end
first time will hate him or her uncontrollably forever. Even in heartbreaking tragegy.
if this curse is removed, the person still hates the victim of Putrid Husk: The target's body deforms into an undead
the curse, but the victim can improve the person’s attitude creature of your choice. It does not become undead.
normally after the curse is gone. Terrible Luck: When the target rolls a 20 on the d20 for
Gluttony: The target requires four times as much food an attack roll, ability check, or saving throw, it counts as a
and water. 1.
Grotesque Form: The target's appearance changes in a Unseen Doom: All creatures of a specific kind (such as
sinister butt purely cosmetic way. For example, the curse orcs, owlbears, or black dragons) are permanently
can place a scar on the target's face, turn the target's teeth invisible to the sight of the victim (faerie fire, see
into yellow fangs, give it a forked tongue, or give the target invisibility, true seeing, and similar spells still function
bad breath. normally). The spellcaster chooses the kind of creature.
Heart's Treasure Lost: One cherished, nonmagical item
vanishes from the target's possession. The object can't be When cast with a slot of 9th level, you may choose from the
found as long as the spell lasts. following options as well:
Illiteracy: The target becomes unable to read or write. Friendship's Pain (Richten's Curse): The character is
Infertility: The target becomes infertile. doomed to see all of his or her friends die and be helpless
Perfect Target: The target's enemies prioritize attacking to prevent it.
it over other opponents. Kas's Spite: All of the target’s loved ones and allies
Petty Failing: The target is unable to perform a certain suddenly despise him or her and will seek his or her ruin.
kind of act involving fine motor control, such as tying Some may attack the target immediately, while others
knots, writing, playing an instrument, or sewing. might carefully plot revenge.
Poverty: At some point within the next week (or whenever Love's Pain: 1d4+1 of the target’s loved ones or allies are
it is feasible), thieves are able to steal (6d10+40)% of the affected by a curse chosen by you from the two lists above.
monetary wealth the victim has. This wealth can be Pestilence: A random friend or family member of the
regained normally. target contracts a disease. If the disease is magically
Sloth: The target requires 12 hours of sleep every night to cured or runs its course (regardless of the outcome),
be rested, rather than 8. A creature that enters a trance another loved one contracts a new disease. This recurs
(such as an elf) only trances for 4 hours but must still rest until the curse is lifted.
for 8 more.
Sobriety: All alcohol the character tries to drink turns to
vinegar.

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Black Sand At Higher Levels. When you cast this spell using a spell
3rd-level necromancy slot of 4th level or higher, the reduction increases by 1 for
each slot level above 3rd.
(Druid)
Cloak of Blood
Casting Time: 1 action 3rd-level necromancy
Range: 90 feet
Components: V, S (Sorcerer, Wizard)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
This spell creates an area of black sand (see Sandstorm Range: Self
page 20), infused with shadowstuff and negative energy. Components: V, S, M (a vial of blood)
Choose a point within range. A 20-foot radius layer of black Duration: 1 minute
sand appears around that point (the black sand is an inch
thick). A region of black sand literally swallows light, emitting You can sacrifice your own lifeforce to avoid blows. When a
magical darkness rising to a height of 20 feet over the creature makes an attack against you, you can expend any
surface. Undead with darkvision can see through this number of hit points to raise your AC by half that amount
darkness as if it were nonmagical. When a living creature rounded down, no action required (so spending 6 hit points
enters the spell’s area for the first time on a turn or starts its raises your AC by 3). You can expend that number after
turn there, that creature takes 2d4 necrotic damage (no save). seeing the roll. The bonus only applies against that specific
Those reduced to 0 hit points crumble into black sand attack.
themselves. Undead are instead healed by 2d4 hit points at Losing hit points in this way never forces you to make a
the start of their turn. Concentration check, but in all other ways counts as damage.
Only the surface of the sand is affected by the spell, so At Higher Levels. When cast with a spell slot of 6th level
creatures burrowing beneath an area of black sand are or higher, you can also expend hit points to add a bonus to a
unaffected unless they break its surface. Creatures that do so saving throw.
immediately take damage from the spell.
Clutch of Orcus
Boneblade 3rd-level necromancy
3rd-level necromancy (Cleric, Warlock)
(Warlock, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: Touch Components: V, S
Components: V, S, M (a 6-inch-long bone) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour Choose a humanoid that you can see within range. The
You transform a bone at least 6 inches long into a target must succeed on a Constitution saving throw be
longsword, short sword, or greatsword (your choice choice). paralyzed for the duration as magical force crushes the
This weapon is a bloodfeeding, bodyfeeding weapon (see the subject's organs. At the start of each of its turns, the
Magic Items section, below). This spell confers no proficiency paralyzed target takes 1d12 bludgeoning damage. At the end
with the weapon, but you need not be the one to wield it. of each of its turns, the target can make another Constitution
Attuning to this weapon takes 1 minute, instead of 1 hour. saving throw. On a success, the spell ends on the target.
Only undead casters can cast this spell. If a creature dies while under this spell, you can choose to
have one of its organs appear in your hand.
Boneblast At Higher Levels. When you cast this spell using a spell
3rd-level necromancy slot of 4th level or higher, you can target one additional
humanoid for each slot level above 3rd. The humanoids must
(Warlock) be within 30 feet of each other when you target them.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a fractured human bone)
Duration: Instantaneous
You cause some bone within a touched creature to break or
crack. You cannot specify which bone. Make a melee spell
attack against a creature within your reach. On a hit, the
target must make a Constitution saving throw. On a failure,
the target's Constitution is reduced by 1d4 points. This
reduction lasts until the target finishes a long rest. A
Constitution save negates the reduction.
This spell has no effect on creatures that don't have
endoskeletons, exoskeletons, or hydrostatic skeletons.

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Control Temperature Every midnight for the duration, the victim must make a
3rd-level transmutation (ritual) Constitution saving throw. On a failure, it suffers horrible
dreams of its own death, gaining no benefit from rest and
(Druid, Sorcerer, Wizard) taking 1d8 necrotic damage. Its maximum hit points are
reduced by the same amount. On a success, it suffers no ill
Casting Time: 1 action effects. After three successful saving throws (which need not
Range: Self (120 foot radius) be consecutive), the spell ends.
Components: V, S, M (a drop of mercury) The spell can also be safely negated by finding the tablet (it
Duration: Concentration, up to 8 hours radiates necromantic magic) and casting a remove curse
You imbue an area with cold or fire energy, reducing or spell upon it. The tablet can also be melted or broken, but
raising the temperature by up to two temperature bands (see that deals 2d8 necrotic damage to the victim. Remove curse
below, under DM options). Effects of the new temperature on can also be cast upon the victim, though because the curse
creatures and the environment are incurred immediately. was not directly placed upon the victim, this only grants
Multiple castings of this spell do not stack. immunity to the spell's effect for 24 hours.
At Higher Levels. When cast with a 4th or 5th level slot, When the spell ends, the creature cannot be affected by
you can shift the temperature up to 3 bands. When cast with your curse tablet for another year.
a 6th or 7th slot, you can shift the temperature up to 4 bands.
When cast with an 8th or 9th slot, you can shift the Dread Blast
temperature up to 5 bands. 3rd-level necromancy
Crown of the Grave
(Warlock)
3rd-level necromancy Casting Time: 1 action
(Cleric, Wizard) Range: 150 feet
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch A lance of dark energy flies from your finger. Make a
Components: V, S, M (grave dirt) ranged spell attack against a creature within range. On a hit,
Duration: Concentration, up to 8 hours it takes 8d6 necrotic damage and must make an Intelligence
A ring of ghostly fog surrounds the target's head. With a saving throw. On a failure, it is incapacitated until the end of
swirl, the fog dissipates, leaving behind a crown made of its next turn, and its speed is 0 for the same duration.
human bones. At Higher Levels. When you cast this spell using a spell
This spell creates a magic crown that grants its wearer the slot of 4th level or higher, the damage increases by 2d6 for
power to command undead. While the spell lasts the crown's each slot level above 3rd.
wearer can take an action to issue a one-word order to an
undead creature, as per the command spell. The undead Feign Life
creature must make a Wisdom save against your spell save 3rd-level necromancy (ritual)
DC to resist this effect. (Wizard)
In addition, if the wearer has the Channel Divinity or
Channel Negative Energy features, it can expend a use of that Casting Time: 1 action
ability to give the the undead disadvantage on its save against Range: 30 feet
the command. Components: V, S, M (a vial of human blood)
If the wearer uses Channel Divinity or Channel Negative Duration: 1 hour
Energy in a way that affects undead, it can give all undead This spell gives the illusion of life to a willing undead
disadvantage on the save. Doing so immediately ends the creature within range.
spell. For the duration of the spell, the target looks, sounds,
Curse Tablet smells, and feels exactly as it did in life. The target regrows
3rd-level necromancy skin, blood, and organs. While under this spell's effect, the
target can eat, drink, breathe, and perform all other bodily
(Warlock, Wizard) functions, though it does not have to. It is identical to how it
looked before death. Incorporeal undead appear solid, but do
Casting Time: 1 minute not actually gain substance. This spell does not grant
Range: Touch sentience, so unintelligent undead act mindlessly as usual.
Components: V, S, M (a lead tablet and a nail)
Duration: 7 days
You write the name of your victim on a lead tablet, drive a
nail through it, invoke the spirits of the dead, and place the
tablet within an occupied tomb.

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Flesh Ripper When the target dissolves, all creatures within 30 feet
3rd-level necromancy must succeed on a Constitution save against your spell save
DC or become poisoned for 1 minute.
(Sorcerer)
Infestation of Maggots
Casting Time: 1 action 3rd-level necromancy
Range: 300 feet
Components: V, S, M (the claw of a wight) (Druid)
Duration: Instantaneous
Casting Time: 1 action
You evoke pure necromantic power in the form of a black Range: Touch
claw that flies at the target. Make a ranged spell attack. On a Components: V, S, M (a handful of dead, dried flies)
hit, the target takes 3d12 necrotic damage, and the wound Duration: Concentration, up to 1 minute
rots rapidly for 1d4 points of necrotic damage at the start of
each of the creature's turns until it is magically healed. You touch your foe with the dust of dead flies on your
At Higher Levels. When cast with a 4th-level slot or fingers, giving birth to hundreds of writhing maggots in its
higher, the spell deals an extra 1d12 points of necrotic flesh.
damage for each level above 3rd. Make a melee spell attack against one creature you can
touch. On a hit, the target creature takes 3d10 necrotic
Ghoul Gesture damage. At the start of its next turn, it must make a
3rd-level necromancy Constitution save. On a failure, it takes 3d10 necrotic damage
and the spell continues. After the creature saves successfully
(Sorcerer) against this spell once, the spell ends.
Creatures without organs take half damage from this spell.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small scrap of cloth taken from
clothing worn by a ghoul, or a pinch of earth from a ghoul's
lair)
Duration: Concentration, up to 1 minute
A green ray stabs from your pointing finger to strike the
belly of your enemy.
You must succeed on a ranged spell attack with the ray to
strike a humanoid target. A subject that is successfully hit
must make a Constitution save or be paralyzed for the
duration of the spell. A subject that succeeds on its saving
throw is instead poisoned for the duration. At the end of each
of its turns, the target can make another Constitution saving
throw. On a success, the spell is reduced to poisoning the
target
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you can fire one additional ray for
each slot level above 3rd. All rays must be directed at
different targets.
Infallible Servant
3rd-level necromancy (ritual)
(Cleric, Druid, Wizard)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (dung)
Duration: 8 hours
You rub dung onto your minion's brow, intoning dark words
to bind his life to your cause.
With a touch, you give a willing target a powerful
motivation to avoid failure. If the target is captured or slain,
its body dissolves into foul sludge. The target is utterly
destroyed and cannot be affected by any spell or effect that
restores life (such as true resurrection) or a semblance of life
(such as animate dead) short of wish.

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Invigoration of Undeath Mabar's Darkness


3rd-level necromancy 3rd-level necromancy
(Wizard) (Cleric)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S, M (a mouse toe) Components: V, S, M (a sliver of onyx)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Choose up to four undead under your control that you can You channel the darkness of Mabar, the Endless Night, into
see within range. Until the spell ends, the affected undeads' three umbral rays of negative energy that reave the living and
speed is doubled, they gain a +2 bonus to AC, they have heal the undead. You create three rays of darkness and hurl
advantage on Dexterity saving throws, and they gain an them at targets within range. You can hurl them at one target
additional action on each of their turns. That action can be or several.
used only to take the Attack (one weapon attack only), Dash, Rays that are aimed at constructs, living, or deathless
Disengage, Hide, or Use an Object action. require a ranged spell attack to hit. Rays that are aimed at
When the spell ends, the targets can’t move or take actions undead automatically hit.
until after their next turn, as a wave of lethargy sweeps over Any living or deathless creature struck by a ray takes 2d6
them. necrotic damage. Any undead creature struck by a ray regains
2d6 hit points. A construct struck by a ray suffers no effect.
Irian's Light Special: Bloodsail elf spellcasters, or those of the line of
3rd-level necromancy Vol, create one additional ray.
At Higher Levels. When cast as a 4th level spell or higher,
(Cleric) you create one additional ray for each level above 3rd.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sliver of quartz)
Duration: Instantaneous
You channel the light of Irian, the Eternal Day, into three
brilliant rays of positive energy that heal the living and reave
the undead. You create three rays of light and hurl them at
targets within range. You can hurl them at one target or
several.
Rays that are aimed at living or deathless automatically hit.
Rays that are aimed at undead or constructs require a ranged
spell attack to hit.
Any living or deathless creature struck by a ray regains 2d6
hit points. Any undead creature struck by a ray takes 2d6
radiant damage. A construct struck by a ray suffers no effect.
Special: Aerenal elf spellcasters create one additional ray.
At Higher Levels. When cast as a 4th level spell or higher,
you create one additional ray for each level above 3rd.
Junglerazer
3rd-level necromancy
(Druid, Wizard)
Casting Time: 1 action
Range: Self (150-foot line)
Components: V, S, M (a pinch of ash from a burnt plant)
Duration: Instantaneous
Invisible destructive energy springs silently forth from you,
instantly destroying all natural plant life in the area and
leaving a path of ash in its wake.
A wave of negative energy forming a line 150 feet long and
15 feet wide blasts out from you in a direction you choose.
Fey, plant creatures, and beasts caught in the area take 6d10
necrotic damage, or half with a successful Dexterity saving
throw. Nonmagical plants that aren't creatures, such as trees
and shrubs, simply wither and die.

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Plague Carrier You can attempt to possess any beast or ordinary animal
3rd-level necromancy within range that you can see (creatures warded by a
protection from evil and good or magic circle spell can’t be
(Druid) possessed). The target must make a Charisma saving throw.
On a failure, your soul moves into the target’s body. The
Casting Time: 1 action beast's soul remains in its body but has no control over it
Range: Touch while your spirit is there. The possessed creature retains no
Components: V, S memory of actions performed during the possession or
Duration: 7 days knowledge of who possessed it.
Your touch inflicts disease. Make a melee spell attack Once you possess a creature’s body, you control it. Your
against a creature within your reach. On a hit, the target must game statistics are replaced by the statistics of the creature,
make a Constitution saving throw. On a failure, you afflict the though you retain your alignment and your Intelligence,
creature with a disease of your choice from any of the ones Wisdom, and Charisma scores. You retain the benefit of your
described below. own class features. If the target has any class levels, you can’t
For the first 24 hours, the subject feels no ill effects use any of its class features. You can cast spells while you
(though it radiates necromantic magic). Any creature that possess the animal only if you have the Beast Spells ability or
comes in contact with the subject must make a Constitution an equivalent ability.
save against your spell save DC or be affected as if by this For every 2 points of damage taken by the animal body
spell, though it does gain advantage on this save. while you are possessing it, you take 1 point of damage as
After 24 hours, the disease begins to take effect. Once this well.
happens, at the end of each of the target’s turns, it must make If the animal body is killed while you are possessing it, you
a Constitution saving throw. After failing three of these saving must make a Charisma saving throw against your own spell
throws, the disease’s effects last for the duration, and the save DC. On a success, you return to your body if it is within
creature stops making these saves. After succeeding on three 120 feet of you. Otherwise, you die. If your body is destroyed
of these saving throws, the creature recovers from the while your spirit is in the animal's body, you die at the end of
disease, and the spell ends. the spell's duration.
Since this spell induces a natural disease in its target, any You can end this spell as an action.
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.
Possess Animal
3rd-level necromancy
(Druid)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bowl of incense and a morsel of food
appealing to the target animal)
Duration: 1 minute

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Rain of Terror You charge a body that has been dead for at most 1 week
3rd-level necromancy with negative energy, giving it the ability to heal an undead
creature that dines upon its flesh. The corpse remains
(Cleric, Druid, Sorcerer, Warlock, Wizard) charged with this energy for up to 24 hours. If an undead
creature eats a full meal of the corpse's flesh within this time
Casting Time: 1 action (a humanlike undead creature, such as a ghoul, generally
Range: Self (120-foot radius) taking 10 minutes), the undead regenerates 5 hit points at the
Components: V, S start of each of its turns for the next minute as long as it has
Duration: 10 minutes at least 1 hit point remaining, totaling 50 hit points. This
You cause a terrifying, unnatural rain to begin falling from effect does not stack with any regeneration the undead has
the sky. You must be outdoors to cast this spell. Moving to a from other sources. This spell does not allow the undead to
place where you don’t have a clear path to the sky ends the regrow or attach lost body parts. Eating the flesh discharges
spell early. All creatures other than you within the area of the spell from the corpse.
effect suffer disadvantage on saves against being frightened You can cast this spell multiple times on a corpse, allowing
(such as the spell fear). more than one undead to benefit from eating it, though a
In addition, you gain advantage on Intimidation checks single undead gorging itself on multiple "meals" does not
while the spell lasts. gain any extra benefit while the first meal is in effect (the fast
Rain of terror can manifest in a variety of grotesque and healing does not stack). A typical Medium corpse is usually
horrifying ways, from torrents of hot blood to a hail of enough for ten such meals, a Small corpse five, Tiny two,
writhing snakes. Regardless of its form, this gruesome rain Large 20, Huge 40, and Gargantuan 80 or more.
has all the effects of normal rain, making the area lightly A living creature that eats a charged corpse must succeed
obscured, extinguishing flames (automatically dousing on a Constitution saving throw against your spell DC or
unprotected flames). immediately contract filth fever (as if by the contagion spell).
The animals and effects of this spell are summoned, not Creatures that are neither alive nor undead and eat the
illusory, but you have no control over them. Living creatures charged corpse are unaffected.
that rain down are 50% likely to survive. Thus, after a rain of
toads, half are alive and hopping around and the other half Rigor Mortis
are dead, killed by the impact. None of these animals are 3rd-level necromancy
dangers or able to harm anyone, yet their presence is no less (Cleric)
unnerving. Roll on the following chart to see how rain of
terror manifests with each casting. If you wish, you can make Casting Time: 1 action
a DC 15 spellcasting ability check to choose the type of rain Range: Touch
(failure results in a random roll). Components: S, M (a pinch of ash from a cremated body of
1d8 Type of Rain any kind)
Duration: Concentration, up to 1 minute
1 Black, putrid water
This spell allows you to wrap a single target in death's
2 Ash embrace, making it both feel and appear dead for the
3 Steaming blood duration of the spell. You must succeed on a melee spell
4 Toads
attack to affect unwilling targets, and unwilling targets make
a Constitution saving throw. On a success, they suffer no ill
5 Dead bats effects. Willing targts, and unwilling targets who fail their
6 Snakes saving throws, immediately fall to the ground unconscious as
though dead.
7 Spiders All vital functions (if any) are suspended; subjects of this
8 Roll twice (this can stack, so you could have a spell do not breathe, pump blood, or otherwise indicate in any
complex mixture of many types if you keep rolling 8) way that they still live. They do not need these functions for
the duration of the spell.
Rejuvenative Corpse Each time it takes damage, the target can make a new
3rd-level necromancy Constitution saving throw. On a success, the spell ends.
(Cleric, Wizard)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a corpse that died in the past week)
Duration: 24 hours or until discharged
Hunger gnaws at your innards as you complete the spell.
Your hands glow with black crackling energy, which
discharges into the corpse you touch. For a moment, the
corpse glows with a similar blackness before fading.

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Shivering Touch (Cleric, Sorcerer, Wizard)


3rd-level necromancy Casting Time: 10 minutes
(Cleric, Sorcerer, Warlock, Wizard) Range: Touch
Components: V, S, M (a crystal worth at least 100gp)
Casting Time: 1 action Duration: 24 hours or until discharged
Range: Self One creature you touch must make a Constitution saving
Components: V, S throw. A creature can choose to fail this save if it wishes. On a
Duration: Concentration, up to 1 minute failure, you suck out a piece of a its soul, storing it in a special
The touch of your ice-cold hand can freeze the mobility and crystal. The creature takes 2d8 necrotic damage, and the
life of others. Make a melee spell attack against a creature crystal gains 1 charge, plus another charge for each 8 you
within your reach. On a hit, the target takes 3d6 frostburn roll. While the spell lasts, a creature holding the crystal can
damage, and suffers disadvantage on all Dexterity-based use it to provide one or more charges for a common,
checks, attack rolls, and saving throws until the start of your uncommon, rare, or very rare magic item, which expends
next turn. Until the spell ends, you can make the attack again charges normally. The spell can be cast again on the crystal
on each of your turns as an action. only after all charges are expended.
At Higher Levels. When you cast this spell using a spell At Higher Levels. For each level above 3rd, the spell deals
slot of 4th level or higher, the damage increases by 1d6 for an additional 2d8 necrotic damage, and the crystal stores an
each slot level above 3rd. additional charge.
Skull Watch Summon Undead Minions
3rd-level necromancy 3rd-level conjuration
(Cleric, Warlock, Wizard) (Dread Necromancer)
Casting Time: 1 minute Casting Time: 1 action
Range: 10 feet Range: 60 feet
Components: V, S, M (the humanoid skull upon which the Components: V, S, M
spell is cast) Duration: Concentration, up to 1 hour
Duration: Permanent You summon undead creatures that appear in unoccupied
You lift the skull into the air and it floats gently out of your spaces that you can see within range. Choose one of the
grasp, its eye sockets locked on a distant point. following options for what appears:
The skull affected by a skull watch spell floats gently 5 feet One undead of CR 2 or lower
off the ground, facing a direction you choose. It monitors an Two undead of CR 1 or lower
area 20 feet wide by 90 feet long, though walls and other Four undead of CR 1/2 or lower
opaque barriers can curtail this area. If any Tiny or larger Eight undead of CR 1/4 or lower
living creature enters the area guarded by the skull, it emits a
piercing shriek that can be heard up to a quarter mile away. A summoned creature disappears when it drops to 0 hit
Every creature within 60 feet of the skull when it shrieks points.
must make a Constitution save or be deafened for 1 minute. The summoned creatures are friendly to you and your
A creature can repeat the save at the end of its turn, ending companions. Roll initiative for the undead creatures as a
the effect on itself on a success. Whether or not you can hear group, which have their own turns. They obey any verbal
this audible alarm, you instantly become aware that the effect commands that you issue to them (no action required by you).
has been triggered, provided you are on the same plane as it If you don’t issue any commands to them, they defend
is. The alarm resets 1 minute later. themselves from hostile creatures, but otherwise take no
When you cast the spell, you can specify creatures that will actions.
not trigger the alarm. The skull can be moved from its If your concentration is broken, the undead don’t disappear.
original position by anyone who can get to it without entering Instead, you lose control of the undead, they become hostile
its monitored area. The skull has AC 12 and 10 hit points. toward you and your companions, and they might attack.
You are not magically made aware of the skull's destruction if Uncontrolled undead can’t be dismissed by you, and they
it has not been triggered. disappear 1 hour after you summoned them.
The DM has the creatures' statistics.
“When the thirst comes upon me so fiercely I can’t
At Higher Levels. When you cast this spell using certain
recall my own name, when the searing Eye of the
higher-level spell slots, you choose one of the summoning
Day scalds my flesh, or as loneliness shrouds the options above, and more creatures appear: twice as many
vacuum where my soul used to reside, I wonder if I with a 5th-level slot, three times as many with a 7th-level.
am as invincible as I pretend.”
—Blaesing, Dim Triad member

Soul Charge
3rd-level necromancy

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Undead Conduit Casting Time: 1 action


3rd-level necromancy Range: 60 ft.
Components: V, S
(Wizard) Duration: Instantaneous
Casting Time: 1 minute One creature within range must make a Wisdom saving
Range: 120 feet throw. On a failure, you get a sudden vision of either the
Components: V, S, M (a pinch of bone dust) target's greatest fear or its most recent source of fear, be it a
Duration: Concentration, up to 10 minutes situation, location, item, type of creature, or individual. You
choose which fear to gain knowledge of, either greatest or
By strengthening the bondings of negative energy between most recent.
yourself and a willing undead creature or an undead creature The image is drawn directly from the subject's
you control, you can cast spells or use Charnel Touch through subconscious and is accompanied by a burst of vivid details.
its space. For the duration of the spell, you may cast spells of The intensity of the sensations connected to the vision and
the necromancy school from an affected undead creature the clarity of the image is strong enough that you are treated
rather than yourself. In terms of range, touch attacks and as having firsthand knowledge of it for the purposes of
area of effect, the undead creature effectively becomes the scrying and having studied it carefully for the purposes of
caster of the spell, though all other variables, such as damage, teleporting.
bonus to hit, DC, and slots expended are yours. This memory is magically aided and remains vivid for 24
hours, after which all but the vaguest images fade from your
Undead Lieutenant memory. If you attempt to scry upon or teleport using this
3rd-level necromancy (ritual) memory after vision of fear has expired, you are treated as
having second-hand knowledge in the case of scry and as
(Wizard) having viewed the area once when using teleport.
Casting Time: 1 action If you choose to use this spell to gain knowledge of the
Range: 30 feet subject's greatest fear, you gain no immediate advantages--
Components: V, S however, the knowledge now remains with you, and you can
Duration: Instantaneous use it to craft illusions or place the creature in situations with
its fear, with an effect determined by the DM.
You cast your spell on the foul creature, and for a brief The spell has no effect on creatures immune to being
moment your own face appears atop its ruined body. frightened. Creatures with an Int of 3 or lower may have very
You empower the subject undead with the authority of primitive fears, such as predators.
command over undead in your control. The targeted undead If the creature's most recent fear was due to a fear effect
must have Intelligence 6 or higher. Undead under your from a spell or spell-like ability, you immediately identify the
control obey the target undead as if it were you. You can give fear as a magical compulsion (and not a true personal fear),
orders to the undead normally, superseding the orders of the although the spell does not also relate an earlier more private
subject of this spell. If the target undead creature is fear.
destroyed, the spell ends. Special: A dread necromancer can learn this spell through
You can have only one undead lieutenant at any time. the advanced learning class feature, even though it is not a
necromancy spell.
Unliving Weapon
3rd-level necromancy
(Wizard)
Casting Time: 1 action
Range: Touch
Components V, S, M (a bit of sulfur and a drop of bile)
Duration: 8 hours
This spell causes a willing corporeal undead creature to
explode in a burst of powerful energy when it takes at least 1
point of damage, or at a time you designate before the spell
ends, or when you speak a command word within 120 feet of
it. The explosion is a 10-foot-radius sphere that deals 4d10
points of force damage, or half on a successful Dexterity
saving throw.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd.
Vision of Fear
3rd-level divination
(Bard, Wizard)

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4th Level A creature that dies as a result of zombie plague is not


under your control.
Aboleth Curse At Higher Levels. When you cast this spell using a spell
4th-level necromancy slot of 4th level or higher, you animate or reassert control
over two additional zombies for each slot level above 3rd.
(Bard, Sorcerer, Warlock) Each of the creatures must come from a different corpse.
Casting Time: 1 action Blood Lightning
Range: Touch 4th-level necromancy
Components: V, S, M (a drop of seawater)
Duration: Permanent (Sorcerer)
You bestow a dreadful affliction on the creature you touch, Casting Time: 1 minute
similar to the effect of an aboleth's foul contact. Make a melee Range: Touch
spell attack against one creature within range. On a hit, the Components: V, S, M (a drop of lemon juice and a bit of
creature must make a Constitution saving throw. copper)
On a failure, the skin of the target creature transforms into Duration: 24 hours
a transparent, glistening membrane. A creature so
transformed must keep this membrane moistened with cool, You charge one creature's blood with electric force. The
fresh water or take 1d12 points of necrotic damage every 10 next turn the creature's blood is drawn while the spell lasts (it
minutes. Creatures that don't need to breathe are immune to takes piercing or slashing damage), it must choose to either
this spell. discharge the magic or not discharge the magic.
This curse cannot be dispelled, but it can be removed with Discharging the magic is a reaction that forces all
a remove curse spell if cast within 24 hours. Afterward, only a creatures within a 30-foot cone to make a Dexterity saving
heal or stronger magic can remove the affliction. throw or take 8d6 lightning damage, or half on a successful
saving throw. If it chooses not to discharge the magic, it
Animate Infectious Zombie instead gains 2d6 hit points.
4th-level necromancy At Higher Levels. For each level above 4th, the damage or
heal increases by 1d6.
(Wizard)
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 an undead servant. Choose 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 zombie (the DM 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.
The zombie also carries a disease. Any creature the zombie
hits with its slam attack must make a DC 13 Constitution
saving throw or contract zombie plague. Success means the
creature is immune to zombie plague for 24 hours. See the
Disease section later for details on zombie plague.

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Create Karrnathi Undead


4th-level necromancy
(Cleric, Dread Necromancer, Wizard)
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
Choose a pile of bones or a corpse of a Medium or Small
humanoid within range. The target becomes a Karrnathi
skeleton if you chose bones or a Karrnathi zombie if you
chose a corpse. (See the bestiary below for their statistics).
The undead created in this way is intelligent and free-
willed. It is not under your control, though its starting attitude
is friendly. It continues to hold whatever beliefs and
allegiances it had in life, and if you order it to attack its old
friends it will refuse the order and may become hostile
towards you. Barring such incidents, however, it will
generally assist and aid you.
After 24 hours, the undead ceases to be automatically
friendly to you, and it does as it pleases. If you have treated it
well, it will likely bid you well and then depart for its own
quest, perhaps setting itself up as a protector of its
hometown; conversely, if you have treated it poorly, it may
attack or seek your ruin.
Generally speaking, it will only continue to adventure
beside you if you share a common goal, or if you can offer
some compelling reason for it to stay (such as promising to
take care of its family).
Note that a Karrnathi undead does not automatically have
the equipment listed under its statblock; you will have to
provide it with weapons and armor if it does not already
possess them. However, many soldiers (on whom this spell is
usually cast) will be outfitted in armor and weaponry similar
to the statblock's.
At Higher Levels. When cast as an 8th-level spell, you can
create a karrnathi dread marshal.
Create Necropolitan
4th-level necromancy (ritual)
(Cleric, Dread Necromancer, Wizard)
Casting Time: 24 hours
Range: 30 feet
Components: V, S, M (a black diamond worth at least 500
gold, consumed)
Duration: Instantaneous
You and 2 or 3 zombie servitors can turn a willing, living
creature other than yourself that is not a celestial, elemental,
fiend, ooze, or plant into a necropolitan (see the template
below.) The section Necromantic Rituals describes this ritual
in full.

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Create Spirit Idol The spell does not prevent the subject from being
4th-level necromancy (ritual) unconscious from dropping to 0 hit points. It merely prevents
death as a result of hit point loss. When the spell ends, if the
(Cleric) target creature has 3 failed death saves (and has not regained
any hit points), it dies.
Casting Time: 1 hour At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 5th level or higher, you can target one additional
Components: V, S, M (a clay pot filled with grave dirt, creature for each slot level above 4th.
another filled with pure water, and one 150 gp black onyx
stone) Dream Walk
Duration: Instantaneous 4th-level conjuration
Light seems to coalesce around the corpse before you, (Wizard)
gleaming in its eyes for a moment before it fades.
This ritual binds the subject’s soul to its physical remains, Casting Time: 1 action
preventing its passage to the afterlife. This is a voluntary Range: Touch
effect; the subject’s spirit must be willing (as if for a Components: V, S
resurrection), or the spell automatically fails. Once bound to Duration: Instantaneous
the body, the spirit remains in a state of torpor.
If a speak with dead spell is cast upon a spirit idol, the You and up to eight willing creatures who link hands in a
spirit is woken to consciousness for the duration of the speak circle are transported bodily into a dreamscape. You must
with dead effect. In this state, it can perceive its surroundings either be able to see the dreamer whose dreams you wish to
and communicate verbally in any languages it knew in life. enter or be within 30 feet of it.
(This effect occurs instead of the normal effect of speak with You can also use this spell to exit a dreamscape, appearing
dead.) The spirit idol’s communication is typically brief, within 10 feet of the dreamer.
cryptic, or repetitive, but it does not intentionally give false
answers. Ebon Ray of Doom
A spirit idol can be restored to life by raise dead or similar 4th-level necromancy
means. The spell preserves both the body and spirit perfectly, (Sorcerer, Wizard)
allowing such magic to be cast after the usual time limit has
expired. If the body is destroyed or dismembered, the spell Casting Time: 1 action
effect is broken and the soul passes to its afterlife. Range: 60 feet
This spell was invented by Aereni necromancers to Components: V, S
preserve those elves who aren't quite worthy enough to Duration: 1 minute
become deathless, but are too important to let pass on to You fire a ray of black energy that drastically slows down
Dolurrh and fade away. Outside of Eberron, it may have been the rate at which the subject can recover hit points. Make a
invented by any church with an emphasis on preserving ranged spell attack. On a hit, the target's healing is impeded.
ancestors. Anyone attempting to restore hit points to the subject by
Delay Death means of any sort of healing magic must make a check using
4th-level necromancy its spellcasting ability, with a DC equal to your spell save DC.
On a successful check, the healing functions normally.
(Cleric) Any creature with the Regeneration trait must make a
Constitution save against your spell DC at the start of each
Casting Time: 1 action or 1 reaction, which you take when a turn. On a failure, the creature does not regenerate this turn.
creature drops to 0 hit points
Range: 30 feet
Components: V, S, M (an hourglass)
Duration: 1 minute
You gesture toward your ally and call upon your power over
life and death. A soft, golden glow appears on your
companion's chest, around his heart.
Choose one willing creature within range. The subject of
this powerful spell is unable to die from hit point damage.
While under the protection of this spell, the normal limit of 3
failed death saves before a character dies is extended without
limit. Furthermore, the subject becomes immune to death
from massive damage.
A condition or spell that destroys enough of the subject's
body so as to not allow raise dead to work, such as a
disintegrate effect, still kills the creature, as does death
brought about by ability score reduction, or any instantly
killing effect (such as a will-o-wisp's Consume Life).

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Feast of Flesh You control the mount in combat. While the mount is
4th-level necromancy within 1 mile of you, you can communicate with it
te1epathically. While mounted on it, you can make any spell
(Sorcerer, Warlock, Wizard) you cast that targets only you also target the mount. The
mount disappears temporarily when it drops to 0 hit points or
Casting Time: 10 minutes when you dismiss it as an action. Casting this spell again
Range: Self resummons the bonded mount, with all its hit points restored
Components: V, S, M (at least 5 lb of raw flesh from your and any conditions removed.
own species, which you consume) You can’t have more than one mount bonded by this spell,
Duration: Concentration, up to 1 hour, and see text find steed, find skeletal steed, or find greater steed at the
Feast of Flesh has similarities with ghoul touch, although same time. As an action, you can release a mount from its
its effects are far more long-lasting and serious. Owing to the bond, causing it to disappear permanently.
gruesome material component required, few except the vilest Whenever the mount disappears, it leaves behind any
of necromancers will ever cast it. It opens up a channel not objects it was wearing or carrying.
just to the negative energy plane, but also to the primal
essence of ghoulishness on that plane. Finger of Agony
For the duration of the spell, you can paralyze your 4th-level necromancy
opponents with a touch. You can make a melee spell attack (Sorcerer, Warlock, Wizard)
against a humanoid within your reach as an action. On a hit
the target must succeed on a Constitution saving throw or be Casting Time: 1 action
paralyzed for 10 minutes. At the end of each of its turns, the Range: 60 feet
target can make another Constitution saving throw. On a Components: V, S
success, the spell ends on the target. Elves are immune to Duration: Concentration, up to 1 minute
this effect.
Additionally, a subject paralyzed in this way exudes a You disrupt the organs of a creature you can see within
carrion stench. Any creature that starts its turn within 5 feet range. At the start of each of its turns, it must succeed on a
of the subject must succeed on a Constitution saving throw Constitution saving throw or take 3d6 bludgeoning damage
or be poisoned until the start of its next turn. On a successful and be incapacitated until the start of its next turn, or half
saving throw, the creature is immune to all stench from your damage and no other effects on a successful save.
spell for the next 24 hours. Creatures without organs, such as elementals, oozes, and
If you kill a creature paralyzed in this way, you can spend 1 golems, are immune to this spell.
minute consuming its corpse. This extends the spell's At Higher Levels. When cast with a 5th-level or higher
duration by 1 hour. slot, the damage increases by 1d6t for each level above 4th.
At the DM's discretion, a caster who uses this spell too
often may become a ghoul upon death. Icefane Corpse
4th-level necromancy
Find Greater Skeletal Steed (Sorcerer, Wizard)
4th-level conjuration
(Paladin) Casting Time: 1 action
Range: 30 feet
Casting Time: 10 minutes Components: V, S, M (a wight's thumbnail)
Range: 30 feet Duration: 1 minute
Components: V, S You infuse one willing undead creature within range with a
Duration: Instantaneous powerful burst of necromantic cold. The affected undead
You summon a spirit that assumes the form of a loyal, gains several benefits:
majestic mount. Appearing in an unoccupied space within Resistance to fire damage
range, the spirit takes on a form you choose: a griffon, a Whenever it would take cold damage, it instead regains an
pegasus, a peryton, a dire wolf, a rhinoceros, or a saber— equal amount of hit points
toothed tiger. (Your DM might allow other animals to be Its melee attacks do an extra 1d6 cold damage
summoned as steeds.) The creature has the statistics
provided in the Monster Manual for the chosen form, though
it is an undead instead of its normal creature type.
Additionally, if it has an Intelligence score of 5 or lower, its
Intelligence becomes 6, and it gains the ability to understand
one language of your choice that you speak.
The steed has immunity to poison damage and the
poisoned and exhaustion conditions, but vulnerability to
bludgeoning damage. It cannot be turned as long as you ride
it.

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Manifest Desire For objects that are being worn or carried, the bearer must
4th-level illusion make a Constitution saving throw per affected object. All
failures mean the object in question is destroyed.
(Warlock, Wizard)
Night's Mantle
Casting Time: 1 action 4th-level abjuration
Range: 20 feet
Components: V, S, M (a circle of white cloth) (Dread Necromancer, Wizard)
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Choose one creature of your choice within range. The Range: Touch
target’s greatest desire appears before it in illusory form for Components: V,S, M (a drop of pitch, consumed, and an onyx
all to see. Interaction with the image allows an Investigation worth at least 250 gp)
check to disbelieve. Duration: 8 hours
Many casters use this spell simply to learn the subject’s
greatest desire, not caring whether the illusion deceives the You imbue a creature with an invisible shield that protects
subject. it from all effects of sunlight. If cast on a vampire or other
creature that is normally harmed or destroyed by exposure to
Manifest Nightmare sunlight, the spell allows that creature to function in sunlight
4th-level illusion without hindrance. The spell does not overcome any aversion
the target creature may have for sunlight, however.
(Warlock, Wizard) Night’s mantle is not countered or dispelled by any light
spell of equal or lower level (such as the 3rd-level spell
Casting Time: 1 action daylight). It can be dispelled by a light spell of greater level
Range: 20 feet (such as the 8th-level spell sunburst, which both dispels
Components: V, S, M (a circle of black cloth) night’s mantle and inflicts its normal damage).
Duration: Concentration, up to 1 hour
The target's greatest fear appears before him in illusory Otiluke's Suppressing Field
form for all to see. So long as the nightmare remains 4th-level abjuration
manifest and in the subject's proximity, the target must make (Sorcerer, Wizard)
a Wisdom save.
Whether the save succeeds or fails, the target is frightened Casting Time: 1 action
of the illusion; on a failure the creature must take the Dash Range: Self (20-foot radius)
action and move away from it by the safest available route. Components: V, S
This save is repeated every round for the spell's duration, Duration: Concentration, up to 1 hour
until and unless the subject makes a successful Investigation Your skin tingles as you radiate a field of powerful magic.
check to disbelieve the illusion or can no longer see it. When you cast this spell, designate a school of magic.
In order to disbelieve the illusion, the subject must first Spells of that type are suppressed within the area of your
force themself to interact with it, to determine that it might spell. Anyone attempting to cast such a spell in (or into) the
be false. area must succeed on spellcasting ability check against your
Many casters use this spell simply to learn the nature of spell save DC. Precast effects make this check when first
the subject's greatest fear, not caring whether the illusion exposed to your suppressing field.
actually causes the subject to panic. If they succeed, they remain unaffected for the duration. If
Miasma of Entropy they fail, they are suppressed for the duration, resuming
4th-level necromancy function (if their duration has not expired) when they leave
the area.
(Druid)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a circle of black cloth)
Duration: Instantaneous
A red mist rises from the ground as you intone this spell,
billowing outward from you. Within it you see leaves curl up,
scrolls rot from their spindles, and the leather armor of your
foes drip from their vulnerable forms.
Miasma of entropy causes accelerated decay in all wood,
leather, and other natural materials in the spell's area. It
destroys nonmagical objects of wood, leather, paper, and
other formerly living organic matter. All such objects within
the area rot into slimy, pulpy masses. Objects weighing more
than 15 pounds are not affected, but all other objects of the
appropriate composition are ruined.

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Pain Components: V, S, M (rare oils and unguents worth at least


4th-level necromancy 1,000 gp, which the spell consumes)
Duration: Instantaneous
(Sorcerer, Wizard) You touch a piece of a dead creature. The spell forms a new
Casting Time: 1 action adult body for it, identical to its previous body.
Range: 60 feet You can then cast raise dead on the newly created body as
Components: V, S, M (a live leech) normal. This does not extend the 10-day limit of raise dead,
Duration: Concentration, up to 1 minute but if that limit was extended through gentle repose or
similar spells, it continues to be extended for as long as the
Up to four creatures of your choice that you can see within gentle repose would have lasted.
range must make Constitution saving throws. A creature that This spell must be cast in a special place linked to the
fails this saving throw is wracked with intense pain. forces of life and death, as determined by the DM.
Whenever a target that fails this saving throw makes an
attack roll, ability check, or a saving throw before the spell
ends, the target must roll a d8 and subtract the number rolled Reconstitute Body
from the attack roll, ability check, or saving throw. This spell allows players to bring back heroes who
So potent is the pain that even on a successful saving have been dismembered before access to the
throw, whenever a target makes an attack roll, ability check, resurrection spell. If you would rather
or a saving throw while the spell lasts, the target must roll a dismemberment be a more final fate, feel free to
d4 and subtract the number rolled from the attack roll, ability ban this spell.
check, or saving throw.
Creatures that do not feel pain are immune to this spell.
At Higher Levels. When you cast this spell with a 6th- or Shadow Curse
7th-level slot, the targets must roll a d10 on a failed saves. 4th-level necromancy
When you cast this spell with an 8th-level or higher slot, the
targets must roll a d12 on a failed save. (Sorcerer, Wizard)
Rally of the Damned Casting Time: 1 action
4th-level necromancy Range: Touch
Components: V, S
(Wizard) Duration: Permanent
Casting Time: 1 action One creature you touch must make a Constitution saving
Range: 60 feet throw. On a failure, its natural healing process is halted by an
Components: V, S, M (a small toy horn) infusion of shadow essence. Those so cursed suffer no
Duration: Instantaneous immediate noticeable effects from the spell but soon find they
no longer heal as normal.
You send negative energy into all undead of your choice Creatures affected by this spell can only heal naturally or
within range, bolstering their will. If an undead was turned or be affected by magic healing while in an area of bright light.
rebuked, it ceases to be. Spells that heal damage fail if cast upon the creature in an
area of shadowy illumination or darkness and natural healing
Rebuking Breath does not occur while in such areas. This curse can be
4th-level necromancy removed by the remove curse spell, but dispel magic has no
(Sorcerer, Wizard) effect.
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 round
For this spell to function, you must have a breath weapon,
either innately or as the result of a spell such as dragon
breath. When you cast this spell, you imbue your breath
weapon with negative energy that rebukes undead in its area.
Undead within the area of your breath weapon that fail their
saving throws against it cower as if in awe for 1 round.
Reconstitute Body
4th-level necromancy
(Cleric)
Casting Time: 24 hours
Range: Touch

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Shadow Leech Pressing your hand to the creature's chest, you utter a low
4th-level necromancy chant, and a warm glow passes from your hand into the
subject.
(Sorcerer, Warlock, Wizard) One willing creature you touch gains immunity to having
its ability scores and max hit points reduced for the duration
Casting Time: 1 action of the spell.
Range: 120 feet
Components: V, S Vecna's Malevolent Whisper
Duration: Instantaneous 4th-level enchantment
Make a ranged spell attack against one creature within (Warlock, Wizard)
range. On a hit, it takes 6d10 necrotic damage and all its
color is drained from its body, becoming black, grey, and Casting time: 1 action
white. This discoloration lasts for 1d6 hours. If this damage Range: 30 feet
reduces the target to 0 hit points, you gain temporary hit Components: V
points equal to half its hit point maximum. These temporary Duration: Instantaneous
hit points last for 1 hour.
At Higher Levels. When you cast this spell using a spell Believed to be an early attempt at the rediscovery of power
slot of 5th level or higher, the damage increases by 1d10 for word kill by the Whispered One himself, this dark spell rends
each slot level above 4th. the body and soul of its target. If the target has 15 hit points
or less, it dies immediately. Otherwise, the spell has no effect.
Shadow Mastery Special: A dread necromancer can learn this spell through
4th-level necromancy the advanced learning class feature, even though it is not a
necromancy spell.
(Sorcerer, Warlock, Wizard)
Wither Limb
Casting Time: 1 bonus action 4th-level necromancy
Range: 30 feet
Components: V, S, M (a small sundial) (Warlock)
Duration: Concentration, up to 1 hour Casting Time: 1 action
Calling upon dark powers, you are able to cause an Range: 60 feet
enemy's own shadow to rise up against it. The target must Components: V, S
make a Wisdom saving throw. On a failure, this manifestation Duration: Concentration, up to 1 minute
causes the shadow to cloak itself around its owner, making Uttering a rumbling phrase, you point at your foe and
them very susceptible to attacks formed from negative watch with delight as its limbs wither and twist, becoming
energy. useless.
The subject must be casting a shadow for this spell to have One humanoid within range must make a Constitution
any effect and thus will not work in pitch blackness. For the saving throw. On a failure, either its arms or legs (your
duration of the spell, however, the subject will cast no shadow choice) are withered. Withered legs force a subject to fall
at all as it envelopes the subject's body. While this spell is in prone while at the same time reducing the subject's land
effect, the subject suffers the following penalties: speed to 5 feet. Withered arms make it impossible for the
Whenever the subject takes necrotic damage, roll damage subject to use objects or cast spells with somatic
twice and use the higher roll. components.
The subject has disadvantage on Perception checks and A withered limb can be restored to normal by dispel magic
attack rolls, unless it has blindsight or can see in magical or greater restoration.
darkness. If you maintain your concentration on this spell for the
The subject has disadvantage on saves against being entire possible duration, the creature's limbs are withered
frightened. until the effect is removed.
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. The new target makes a Wisdom save of its
own.
Sheltered Vitality
4th-level abjuration
(Cleric, Druid)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a carved jade heart worth at least 200
gp)
Duration: 1 hour

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Wrack Your magic thins the blood of your target, causing it to spill
4th-level necromancy with unnatural ease. One creature of your choice within
range must make a Constitution saving throw. On a failure, it
(Cleric, Sorcerer, Wizard) gains vulnerability to piercing and slashing damage.
Additionally, the creature suffers disadvantage against spells
Casting Time: 1 action and effects that inflict the poisoned condition. It can repeat
Range: 30 feet the saving throw at the end of each of its turns, ending the
Components: V, S, M (a tear) effect on a success.
Duration: Concentration, up to 1 minute + 3d10 minutes; see Creatures without blood are immune to this spell.
text
Choose a humanoid that you can see within range. The Blood of Fire
target must succeed on a Constitution saving throw or be 5th-level necromancy
wracked with unimaginable pain and stuck blind. The target (Druid, Sorcerer, Wizard)
falls prone and is incapacitated and blinded. Its speed is 0
while incapacitated in this way, and it cannot benefit from Casting Time: 1 action
bonuses to its speed. Range: 120 feet
Even when the spell ends, the subject is still frightened of Components: V, S, M (your blood)
you for 3d10 minutes. Ease pain can end both effects. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you can target one additional When you cast this spell, you cut a mystic pattern into one
humanoid for each slot level above 4th. palm with a knife and enchant your own blood. The spell
creates four missiles. You can then send these missiles of
5th Level blood streaking from the upturned palm, which explode on
impact. You can hurl them at one target or several.
Beltyn's Burning Blood Make a ranged spell attack for each ray. On a hit, the target
5th-level necromancy takes 2d10 fire damage, and each creature within 5 feet of it
must make a Dexterity saving throw or take the same
(Sorcerer, Wizard) damage.
Casting Time: 1 action Casting this spell deals 4 damage to you.
Range: 120 feet At Higher Levels. For each level above 5th, you create one
Components: V, S, M (a drop of blood and a pinch of additional missile, and take one additional damage upon
saltpeter) casting.
Duration: Concentration, up to 1 minute Charnel Fire
You ignite the blood of one creature within range. At the 5th-level necromancy (ritual)
start of each of its turns, it must make a Constitution saving
throw. On a failure, it takes 1d12 fire damage and 1d12 acid (Cleric)
damage, or half as much on a success. Casting Time: 1 minute
Also on a failure, the pain slows the creature for that round. Range: Touch
An affected target’s speed is halved, it takes a -2 penalty to AC Components: V, S, M (a pinch of brimstone)
and Dexterity saving throws, and it can’t use reactions. On its Duration: Instantaneous
turn, it can use either an action or a bonus action, not both.
Regardless of the creature’s abilities or magic items, it can’t With sinister black flame and brimstone, you completely
make more than one melee or ranged attack during its turn. consume one dead body so that absolutely nothing remains.
If the creature attempts to cast a spell with a casting time A creature whose body is destroyed by a charnel fire spell can
of 1 action, roll a d20. On an 11 or higher, the spell doesn’t only be brought back to life through a true resurrection or
take effect until the creature’s next turn, and the creature wish spell.
must use its action on that turn to complete the spell. If it This spell can also affect animate corporeal undead. Such
can’t, the spell is wasted. creatures must make a Wisdom saving throw or be destroyed
Creatures without blood are immune to this spell. and reduced to nothing.
Bleed
5th-level necromancy
(Cleric, Druid)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

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Choking Sands Spirits retain the knowledge they had in life, but do not
5th-level necromancy possess any abilities they did (with exceptions; see below).
Most spirits are willing to answer your questions to break the
(Druid, Sorcerer, Wizard) tedium of death. Some may request that their final wishes be
met first. Any that recognize you as an enemy are very
Casting Time: 1 action unlikely to be helpful, and may deliberately mislead you.
Range: Touch If someone you try to summon is currently a sentient
Components: V, S, M (a tiny stuffed animal filled with sand) undead, the spell establishes telepathic contact with it. It is
Duration: Concentration, up to 1 minute under no obligation to be helpful, and may be irritated at the
Your touch coats the target's lungs with dust and sand. intrusion.
Make a melee spell attack against a creature within your If the spirit you call back was a powerful spellcaster
reach. On a hit, the creature must make a Constitution saving (capable of casting at least 5th-level spells), it appears as an
throw. On a failure, it begins suffocating. It can repeat the incorporeal undead of the DM's choice, except it retains it
save at the end of each of its turns, ending the effect on itself spellcasting and class features from life. It acts as it would
with a success. normally, and it retains its alignment from life. Its starting
If the creature spends its turn doing nothing but trying to attitude is indifferent, but it may see you as a host body and
cough up, it gains advantage on its save at the end of the turn. try to possess you. Consequently, summoning powerful
spellcasters is highly risky and is typically done in a magic
Consumptive Field circle spell. Destroying this undead manifestation deals no
5th-level necromancy permanent harm to the spirit, who can be resummoned
immediately. Otherwise, it vanishes when the spell ends,
(Cleric, Warlock) unless it has successfully possessed a host, in which case it
remains until exorcised.
Casting Time: 1 action
Range: Self (30-foot radius) Cryptwarden's Grasp
Components: V, S 5th-level necromancy
Duration: Concentration, up to 1 minute
Sweeping your arm about and clutching it to your chest, (Sorcerer, Wizard)
you draw the last breaths of fallen foes from their choking Casting Time: 1 action
mouths and inhale them to fuel your own power. Range: Touch
All creatures in the area with 0 hit points that fail their Components: V, S, M (a mummified finger)
Constitution saving throws die, and you gain 1d10 temporary Duration: Until removed
hit points until the spell's duration expires. The temporary hit
points stack with themselves, but not with any other source. Your hand shrivels like the limb of a corpse as dark energy
Additionally, after a creature dies due to this spell, the next flows through your veins.
spell you cast before this spell ends is treated as if it were You inflict mummy rot on one creature you touch. Make a
cast at 1 level higher. melee spell attack. On a hit, the creature takes 6d6 necrotic
Creatures that fall to 0 hit points in the area after the spell damage and must succeed on a Constitution saving throw or
is cast are likewise subject to its effect. be cursed with mummy rot. The cursed target can't regain hit
No creature can be affected by this spell more than once points, and its hit point maximum decreases by 10 (3d6) for
per casting, regardless of the number of times that the area of every 24 hours that elapse. If the curse reduces the target's
the spell passes over them. hit point maximum to 0, the target dies, and its body turns to
At Higher Levels. At 8th level or higher, this spell affects dust. Dispel magic does not work against this spell, but
creatures with 9 or fewer HP. remove curse does.
Contact Ancient Spirits
5th-level necromancy (ritual)
(Dread Necromancer)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a meal, and incense. Both are
consumed by the spell)
Duration: 1 hour
You summon forth the spirit of someone dead. You specify
what spirit you summon, either naming one (such as
"Noanar") or describing one (such as "a victim of the plague
of 1374 in the town of Highfolk"). If no spirit meets your
requirements, the spell summons the most similar one that
does. The spirit remains for the duration, or until it chooses
to leave.

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Door of Decay Creatures who don’t sleep (such as elves, but not half-
5th-level conjuration elves), don’t dream, or are otherwise immune to being
charmed are immune to this spell.
(Wizard) You are unaware of your own surroundings or of the
activities around you while in the trance. You are defenseless
Casting Time: 1 action both physically and mentally (you automatically fail all saving
Range: Touch throws) while in the trance.
Components: V, S Dreaming puppet carries an element of risk for you as well
Duration: 1 round as for the subject. If the target exceeds the required Wisdom
You feel yourself pulled forward, into the undead creature save by 5 or more, or rolls a natural 20, not only are you
you have touched. Your flesh and soul grow cold, and after an barred from controlling it but your soul becomes lost in the
instant of maddening emptiness, you reappear elsewhere. dreamscape, unable to easily return to your own body. In
You can use the Negative Energy Plane as a conduit in the order to return to your body, you must either find your way
same fashion that most teleportation magic uses the Astral through the realm of dreams (and possibly other planes as
Plane. Upon casting this spell, you can literally step into an well), cast a planar traveling spell such as dream walk, or be
undead creature and emerge from another designated rescued.
undead creature on the same plane.
If you do not know the precise location of the destination Elemental Shroud
undead, you can select the undead creature you control 5th-level necromancy
nearest your desired exit point. Both undead creatures must (Wizard)
be your size category or larger and either willing or under
your control. (Mindless undead are considered willing only if Casting Time: 1 action
you control them). Range: 120 feet
You can bring along objects as long as their weight doesn't Components: V, S, M (a prism)
exceed your maximum load, but you cannot bring other Duration: Concentration, up to 10 minutes
creatures with you.
Special: A dread necromancer can learn this spell through While the spell lasts, all undead of your choice within
the advanced learning class feature, even though it is not a range gain resistance to one damage type of your choice, and
necromancy spell. their weapon attacks do an extra 1d6 of that damage type.
Dreaming Puppet Favor of the Martyr
5th-level enchantment 5th-level necromancy
(Bard) (Paladin)
Casting Time: 1 minute Casting Time: 1 action
Range: Unlimited Range: 60 feet
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: 1 minute
You attempt to take control of the physical body of a Calling upon the saints of your order, you imbue the person
sleeping creature. At the beginning of the spell, you must in need with the power to resist the dire forces arrayed
name the subject or identify it by some title that leaves no against you.
doubt as to its identity. You then enter a trance, and the target You choose one willing creature within range, and grant it a
must make a Wisdom saving throw. On a failure, you appear strong protection against the vulnerabilities of the living. The
in the subject’s dream. So long as you remain in its dream, subject gains immunity to being charmed and frightened, and
you see the world through the eyes of its physical form, and to attacks that function specifically by causing pain, such as
you control its body as per the spell dominate monster. The the wrack and waves of pain spells. It is further immune to
subject is aware of you in its dream, and can identify you if it effects that would cause it to be exhausted, incapacitated,
knows you personally. Once the spell ends, or if the subject paralyzed, poisoned, stunned, or unconscious. A creature at 0
shakes off the effect due to another save (see dominate hit points remains conscious but must make death saving
monster), it remembers what it has done while under the throws as normal. If any of the above conditions were in effect
effects of dreaming puppet. These memories are dreamlike on the subject at the time of casting, they are suspended for
and not entirely clear, but the subject recalls the gist of all the spell's duration. (Thus, an unconscious subject becomes
that happened. conscious and functional.)
If the recipient is awake when the spell begins, you can When the spell ends, any effects suspended by the spell
choose to wake up (ending the spell) or remain in the trance. that have not expired in the interim (such as levels of
You can remain in the trance until the recipient goes to sleep exhaustion) return. Effects that expired during the duration
(assuming the spell’s duration lasts that long), then enter the of this spell do not resume when it ends.
recipient’s dream and force it to make a Wisdom save as
normal. If you are disturbed and awaken during the trance,
the spell ends.

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Fire in the Blood At Higher Levels. When cast with a spell slot of 6th level
5th-level necromancy or higher, you can target one additional creature for each
level above 5th.
(Dread Necromancer, Sorcerer)
Ghost Storm
Casting Time: 1 action 5th-level necromancy
Range: Self
Components: V, S, M (a drop of your own blood) (Bard, Warlock, Wizard)
Duration: 10 minutes
Casting Time: 1 action
You ignite your blood making deadly weapons of your own Range: 120 feet
arteries and veins. Once the spell is cast, your blood takes on Components: V, S
a mystical potency that makes it more corrosive than the Duration: Concentration, up to 1 minute
strongest acid to anyone who draws it from you. From then
on, until the spell's duration has elapsed, anyone who deals One thing the lost cities share, despite their diverse
slashing or piercing damage to you with a melee weapon locations, is a history of loss and despair. Had no tragedy
attack or melee spell attack is sprayed with your blood in occurred, the city would have remained vibrant. Yet
retribution. The blood deals a cumulative 1d6 points of acid something—some terrible fate, be it plague, disaster, war,
damage per attack upon your attacker, with no save madness, or worse—befell the ancient citizens of the now
applicable, up to a maximum of 5d6. Thus, the first time a foe empty city, and an echo or remnant of their final hours is
hits you with a slashing or piercing weapon, it instantly takes firmly imprinted in what ruined stones still remain in their
1d6 points of damage from the sanguinary backlash. The one-time homes.
second time that same foe strikes you, it takes 2d6 points of Ghost storm calls upon the residual energies of anguish,
damage. As soon as any single foe has taken 5d6 points of fear, terror, and despair embedded in the stones of the region
damage in a single spray from your corrosive blood, the spell and magnifies them to a terrifying degree. A 30-foot-radius
ends. sphere centered on a point within range is engulfed in
Opponents striking you with magical attacks that do not ancient power. As the spell is cast, dozens of wrathful,
manifest in a slashing or piercing manner, or those striking shrieking spirits rise out of the ground in and ruined walls of
you with only bludgeoning weapons, do not trigger the the surroundings, filling the area with a whirling storm of
retributive blood spray. wretchedness and agony. As the spirits move around and
The arc and direction of the blood spray is magical in through any creatures caught in the area, their anguish and
nature, and the spray does not splatter adjacent squares or pain is transferred to any living creatures in the area.
parties, no matter how close together they might be. Each The affected area becomes difficult terrain, as the ghosts
spray strikes only the one responsible for the wound. clutch at anything moving within. Additionally, a living
At Higher Levels. When cast as a spell of 6th level or creature that starts its turn in the ghost storm takes 2d8
higher, the maximum retributive damage increases by 1d6 necrotic damage.
per level above 5th. So a 7th-level fire in the blood would end All living creatures in a ghost storm must make a
after it dealt 7d6 to a creature in a single instance. At 7th Constitution save. On a success, they are frightened of you
level and higher, fire in the blood can be cast on a willing until the end of your next turn. A new saving throw is
creature. required each round the creature stays in the ghost storm.
On a failure, a creature is frightened for 1 minute, and is
Gelid Blood incapacitated while frightened in this way. After leaving the
5th-level necromancy ghost storm, the creature can make a new save, ending the
effect on itself on a success.
(Sorcerer, Wizard) Once created, a ghost storm remains stationary. A creature
that enters the area must immediately save against its effects,
Casting Time: 1 action even if he has already made a previous saving throw against
Range: 60 feet the same spell.
Components: V, S, M (a pinch of flour) This spell is far less effective in areas other than lost cities
Duration: Concentration, up to 1 minute (a "city" is a community with a population 5,000). If the spell
Cold energy surges through the target's body, congealing is cast in a location where a city never existed, the ghosts
the blood in the creature's extremities. Your target must make produced fill only a single 5-foot-radius sphere.
a Constitution saving throw. On a failure, the target has
disadvantage on attack rolls, all Strength and Dexterity-
related checks, and all attacks against the target have
advantage. Additionally, if the target casts a spell with a
somatic component, it must roll a d20. On a roll of 10 or
lower, the spell fails.
If the target makes its Constitution save, the creature only
takes disadvantage on all Strength-and Dexterity-related
checks. If it casts a spell with a somatic component, it must
roll a d20. On a roll of 5 or lower, the spell fails.
This spell has no effect on creatures immune to cold
damage.

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Ghoul Gauntlet Range: Self


5th-level necromancy Components: V, S, M (a black onyx worth at least 50 gp that
has been carved with the image of a fang-mouthed face)
(Sorcerer, Warlock, Wizard) Duration: Concentration, up to 1 minute
Casting Time: 1 action You draw upon the powers of unlife to give yourself abilities
Range: Touch similar to those of a vampire. You become gaunt and pale
Components: V, S with feral, red eyes. You can cast the following spells at will,
Duration: Permanent none of which require material components or concentration
when you cast them in this way and the spell lasts:
Your touch gradually transforms a living victim into a
ravening, flesh-eating ghoul. vampiric touch
Make a melee spell attack against a humanoid within your charm person
reach. On a hit, the subject must make a Constitution saving gaseous form (self only)
throw. On a failure, the subject takes 3d6 points of damage at You also gain resistance to bludgeoning, piercing, and
the start of each of its turns while its body slowly dies and its slashing damage from nonmagical weapons.
flesh is transformed into the cold, undying flesh of the While you are using this spell, Charnel Touch heals you.
undead. When the victim reaches 0 hit points, it gains the You are treated as if you were undead for the purpose of all
ghoulish template. spells and effects, rendering you unaffected by most healing.
If the target fails its initial saving throw, heal, remove curse, You can be turned or rebuked as as if you were an undead.
wish, dispel magic (of an appropriate level or with an If you would be destroyed, you are instead stunned for 1
appropriate check), or greater restoration negates the gradual minute. If you would be commanded, you are instead
change. Healing spells can temporarily prolong the process charmed for 1 minute.
by increasing the victim’s hit points, but the transformation All effects you create with this spell last for their normal
continues unabated. duration after this spell ends.
Ghouls created by this spell are free-willed.
Mass Inflict Wounds
Grimwald's Graymantle 5th-level necromancy
5th-level necromancy
(Sorcerer, Wizard) (Cleric, Dread Necromancer)
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: V, S
Components: V, S, M (a skull, consumed) Duration: Instantaneous
Duration: 1 minute
A wave of decaying energy washes out from a point of your
Crushing the skull in your hand, you create a cloud of sickly choice within range. Choose up to six creatures in a 30-foot-
gray energy that streaks toward a creature, wrapping it in the radius sphere centered on that point. Make a ranged spell
foul essence of unlife. attack against each creature you select. On a hit, the creature
A skull-shaped cloud of gray energy strikes your target. The takes 6d10 necrotic damage.
gray radiance is transferred to the creature, covering it At Higher Levels. When you cast this spell using a spell
entirely. The creature must make a Constitution saving throw. slot of 6th level or higher, the damage increases by 1d10 for
On a success, it suffers no ill effects. On a failure, it suffers each slot level above 5th.
the effects for the duration of the spell.
While the spell lasts, the subject cannot regain hit points or Necrotic Skull Bomb
ability score points by any means, nor can the creature's 5th-level necromancy
maximum hit point be raised. Regeneration abilities the
subject has from any source are suppressed for the duration (Cleric, Sorcerer, Wizard)
of the spell. Spells that heal damage do not work on that
individual. The subject can improve its current hit points by Casting Time: 1 action
boosting its Constitution score and can receive temporary hit Range: 30 feet
points (from a false life spell, for example). Components: V, S, M (a humanoid skull)
When the spell ends, automatic healing abilities, such as a Duration: Instantaneous
troll's regeneration, and items that restore hit points, such as You imbue a humanoid skull with negative energy and hurl
a ring of regeneration, begin to function again. it. The skull detonates on impact, releasing the negative
At Higher Levels. When you cast this spell using a spell energy contained within. All living creatures within a 20 foot
slot of 6th level or higher, you can target one additional radius of the explosion must make a Constitution saving
creature for each slot level above 5th. throw. On a failure, they take 4d12 necrotic damage and gain
1d3 levels of exhaustion, or half as much damage and no
Kiss of the Vampire exhaustion on a successful save. These levels of exhaustion
5th-level necromancy last for 1 minute.
(Sorcerer, Wizard)
Casting Time: 1 bonus action

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Nethergaze Incorporeal undead cannot hide from you by any means


5th-level necromancy while in the cone. You can see them while invisible, behind
walls of any thickness, and even while on the ethereal plane.
(Sorcerer, Warlock, Wizard) You also gain the ability to communicate with them even if
you do not share a language, through a form of telepathy that
Casting Time: 1 action only works with them.
Range: Self You also know can learn how close a living (non-construct,
Components: V, S, M (two jade eyeballs, each worth 100gp) non-undead) creature is to death, both in terms of years and
Duration: Concentration, up to 1 minute in terms of injury. As an action, you can gain knowledge of
Nethergaze causes your eyes to become cold orbs of purple how many years or months it has left if they maintain their
misty light. When an undead meets your eyes, the connection current condition of health, with the first digit guaranteed to
between the creature and the negative energy plane is be accurate.
impaired, causing damage and momentarily eliminating all Alternatively, you can use an action to find out if it has
abilities related to that connection. almost all (over 75%) of its health, most (over 50%), some
When an undead creature that can see your eyes starts its (over 25%), or almost none (over 0%) of its health.
turn within 60 feet of you, you can force it to make a At Higher Levels. At 6th level, this spell lasts 1 hour. At 7th
Constitution saving throw you aren't incapacitated and you level, 8 hours. At 8th level, it no longer requires concentration.
can see the creature. On a failure, the creature takes 3d10 At 9th level, 24 hours.
radiant damage and is unable to deal any necrotic damage
until the start of its next turn. On a success, the creature Shrieking Missile
takes half damage and suffers no other effects. 5th-level necromancy
Unless surprised, a creature can avert its eyes to avoid the (Ranger, Sorcerer, Wizard)
saving throw at the start of its turn. If the creature does so. it
has disadvantage on attack rolls against you until the start of Casting Time: 1 bonus action
its next turn. If the creature looks at you in the meantime, it Range: Touch
must immediately make the saving throw. Components: V, S, M (powdered chicken bone, sprinkled on
the weapon)
Oath of Blood Duration: Concentration, up to 1 hour
5th-level necromancy
You touch a ranged weapon, such as a bolt, arrow, javelin,
(Bard, Cleric, Druid, Paladin, Wizard) or rock. That missile becomes imbued with nearby spirits
who are irresistibly drawn in by the flood of negative energy.
Casting Time: 1 minute When fired, the missile screams the cries of a thousand
Range: 60 feet tortured souls as it flies through the air, unnerving any enemy.
Components: V, S, M (grave dirt) The holder of the ammunition makes the ranged attack roll
Duration: Special as normal. All within 10 feet of its path must make a Wisdom
Oath of blood functions only when cast on a creature that saving throw or be frightened of you for 1 minute. A creature
is currently under the effects of a geas or similar spell. It affected by this effect can repeat the save on the end of each
extends the reach of the geas beyond death. If the individual of its turns, ending the effect on itself on a success.
subject to the geas dies before completing the task, oath of Whether the missile hits or misses, when it lands it
blood animates it as an undead creature in order that it might releases the spirits. All creatures within 30 feet of where the
continue its quest. The undead creature is a corpse creature missile hits must make a Wisdom saving throw or drop
or bone creature, depending on how much flesh remains (see whatever it is holding and become frightened for 1 minute.
the templates below), except it is immune to turning and While frightened by this effect, a creature must take the
rebuking. Once the task is complete or the original geas (or Dash action and move away from the missile by the safest
similar spell) expires, the magic animating the subject ends available route on each of its turns, unless there is nowhere
and it returns to death. to move. If the creature ends its turn in a location where it
doesn’t have line of sight to the missile, the creature can
Sepulchral Gaze of Chronepsis make a Wisdom saving throw. On a successful save, the spell
5th-level necromancy ends for that creature.
(Cleric, Wizard)
Casting Time: 1 minute
Range: Self (60-foot cone)
Components: V, S, M (a bit of a gravestone and an hourglass)
Duration: Concentration, up to 10 minutes
You gain the ability to see spirits. This functions similarly
to speak with dead, but enables you talk with the fleeting
memories of anyone who has died and still has a mouth or
skull with which to speak. Only you can hear these voices.

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Skull Eyes A swirling wall of shrieking greenish-white forms springs


5th-level necromancy into existence at a point you choose within range. The wall
appears in any orientation you choose, as a horizontal or
(Bard, Sorcerer, Warlock, Wizard) vertical barrier or at an angle. It can be free floating or
resting on a solid surface. You can form it into a
Casting Time: 1 action hemispherical dome or a sphere with a radius of up to 10
Range: Self feet, or you can shape a flat surface made up of ten 10-foot-
Components: V, S by-10-foot panels. Each panel must be contiguous with
Duration: Concentration, up to 1 minute another panel. In any form, the wall is 1 foot thick. It lasts for
This spell is a less versatile version of eyebite. For the the duration.
spell’s duration, your eyes are black and have skull-shaped When the wall appears, each creature within its area must
irises. One creature of your choice within 60 feet of you that make a Constitution saving throw. On a failed save, a creature
you can see must succeed on a Wisdom saving throw or be takes 2d12 necrotic damage, or half as much damage on a
affected by the following effect for the duration. On each of successful save. On a failed saving throw, the creature's
your turns until the spell ends, you can use your action to maximum hit points are reduced by a like amount.
target another creature but can’t target a creature again if it One side of the wall, selected by you, emits a low groaning
has succeeded on a saving throw against this casting of skull that causes creatures within 60 feet of that side to make a
eyes. Wisdom saving throw. On a failure, creatures become
Panicked. The target is frightened of you. On each of its frightened for 1 minute. They can repeat the save at the end
turns, the frightened creature must take the Dash action and of each of their turns, ending the effect on a success. Any
move away from you by the safest and shortest available creature that merely touches the wall takes 1d12 points of
route, unless there is nowhere to move. If the target moves to necrotic damage as its life force is disrupted. A living creature
a place at least 60 feet away from you where it can no longer passing through the wall takes 2d12 necrotic points of
see you, this effect ends. damage, and must make a Constitution saving throw or have
its maximum hit points reduced by a like amount.
Soul Shackles The barrier is semimaterial and opaque, providing total
5th-level necromancy (ritual) cover and blocking line of sight.
(Wizard) Touch of Vecna
5th-level necromancy
Casting Time: 1 day
Range: Touch (Cleric, Sorcerer, Wizard)
Components: V, S, M (a specially prepared talisman)
Duration: Until dispelled Casting Time: 1 action
Range: Touch
You can only cast this spell on desecrated ground. You Components: V, S
chant a potent necromantic ritual into a talisman, making it Duration: Concentration, up to 1 minute
radiate a strong necromantic aura. You can then give it to
another creature. If that creature dies while the talisman is Your hand grows cold and darkens with the pulse of
on its person, its soul is drawn out of its body and into the negative energy. Your touch bestows negative energy on the
talisman. target, dealing 3d10 necrotic damage and rendering it
Henceforth, if you regain the talisman, you can call forth frightened of you until the end of your next turn. (Creatures
the soul of the subject and question it about what it knew in immune to fear aren't frightened but are still subject to the
life for up to 1 minute each day, asking one question per turn. spell's other effects).
The soul looks as it did in life, including the clothing and Additionally, the target must make a Constitution saving
equipment it had with it on the day it died. Answers are clear, throw. On a failed save, it is incapacitated and its speed is
complete, and precise. reduced to 0 as its muscles slow to a crawl. Creatures
If the subject is hostile, or if the answer to the question was immune to being paralyzed are immune to this effect. On a
an important secret to it in life, the subject gains a Wisdom successful save, the creature isn't affected. A creature
saving throw. A successful saving throw indicates that the incapacitated by this spell must make another constitution
spell ends and the soul departs to its afterlife. If the creature saving throw at the end of each of its turns. If it successfully
is the target of a raise dead or similar effect while its soul is saves against this spell three times, the spell ends. If it fails
trapped, the creature makes a Charisma save. If it succeeds, saves three times, it is paralyzed. The successes and failures
it can be raised if it wants to. Otherwise, it stays trapped. don't need to be consecutive, keep track of both until the
You can release the trapped soul as an action. target collects three of a kind.
If you maintain your concentration on this spell for the
Spirit Wall entire possible duration, the creature is paralyzed until the
5th-level necromancy effect is removed. Creatures paralyzed in this fashion appear
dead, though a DC 20 Perception or Medicine check reveals
(Sorcerer, Wizard) that they still live. Dispel magic doesn't help a creature
paralyzed by this spell, though lesser restoration or any effect
Casting Time: 1 action that can remove a curse can free the victim.
Range: 120 feet
Components: V, S, M (a clear gemstone)
Duration: Concentration, up to 10 minutes

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Undying Vigor of the Dragonlords You complete the long ritual needed to cast the spell,
5th-level necromancy scribing arcane runes into the item. It changes before your
eyes into an identical item made of bone. The runes glow
(Sorcerer) with dark magic and the weapon feels cold to the touch.
You scribe runes of dire power on a single missile or
Casting Time: 1 action thrown weapon (usually an arrow, bolt, dart, javelin, or spear),
Range: Self changing the weapon into a sinister missile of cold, enhanced
Components: V, S, M (a scale from a dracolich) bone. When the weapon is thrown or fired normally (as a
Duration: Instantaneous ranged weapon attack), if it hits, the target must make a
A golden ray of light erupts from the ground beneath you, Constitution saving throw. On a failure, it takes an additional
bathing you in a column of healing illumination that dances 7d10 necrotic damage, or half as much on a success.
with yellow flecks. This spell converts arcane spell energy This spell grants no proficiency with the weapon, but
into pure draconic life energy, guiding it to repair damage to anyone can fire it. Whether the projectile hits or misses, the
your body. You immediately heal 5d6 points of damage. As magic is discharged, and the projectile is destroyed.
part of the casting of this spell, you can sacrifice one sorcerer
spell slot of up to 9th level; doing this increases the healing Ashen Union
by 1d6 points per level of the sacrificed slot. For example, a 6th-level necromancy
10th-level sorcerer who spent two 5th-level spell slots (one to (Sorcerer, Warlock, Wizard)
cast the spell and another to enhance it) would heal 10d6
points of damage. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 6th level or higher, the healing increases by 1d6 for Components: V, S, M (a piece of dried fruit and a pinch of
each slot level above 5th. volcanic ash)
Duration: Instantaneous
6th Level You drain all the moisture from the body of a creature. One
Animate Dread Warrior creature within range must make a Constitution saving
6th-level necromancy throw. It takes 8d8 dessication damage on a failure, or half on
a success.
(Wizard) If the subject takes damage from this spell equal to more
Casting Time: 1 minute than half its current hit points (regardless of whether the
Range: 10 feet initial save was successful or not), it must immediately make
Components: V, S, M (a rusted fragment of a sword blade another Constitution saving throw. On a failure, it takes 8d8
broken in battle) more dessication damage, or half on a successful saving
Duration: Instantaneous throw.
If damage from any part of this spell reduces the target to 0
You transform the corpse of a skilled warrior into an hit points, it dies, and every drop of moisture is expelled from
undead monster under your command. its body and it is reduced to a fragile husk that crumbles to
The corpse in question must be that of a humanoid with at dust at the slightest touch. The creature can be restored to
least three levels in a martial class and no more Hit Dice than life only by means of a true resurrection or a wish spell. Its
your own. The body must be substantially whole, although equipment is unaffected.
any injury short of dismemberment does not interfere with No matter the outcome of the saving throw, the subject is
the spell. Upon completion of the spell, the subject corpse considered to not have drunk any water today, regardless of
reanimates as a dread warrior under your command (see the how much it has drunk. It must drink four times its normally
Dread Warrior template below). You cannot have more than daily amount the rest of the day to avoid exhaustion due to
one dread warrior under your control at a time. dehydration (see the Player's Handbook). This spell also
The creature serves loyally and obeys your orders to the moves four gallons of water into your body, covering your
best of its ability. Upon the caster's death or if its creator daily needs.
frees it, the dread warrior becomes a free-willed undead At Higher Levels. When you cast this spell using a spell
creature. slot of 7th level or higher, both the initial and the secondary
damage increase by 1d6 for each slot level above 6th.
Arrow of Bone
6th-level necromancy
“Look not into the eyes of the Tomb of Acererak.”
(Sorcerer, Wizard) —Legend lore spell

Casting Time: 10 minutes


Range: Touch
Components: V, S, M (a tiny sliver of bone and a vial of blood
mixed with powdered precious gems worth 50 gp, used to
paint the runes on the projectile. Both are consumed)
Duration: 8 hours

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Aura of Terror This area of blackwater remains in place for the spell's
6th-level enchantment duration, affecting creatures who enter the area in
subsequent rounds. A creature can only be affected once by
(Sorcerer, Warlock, Wizard) the spell, regardless of success or failure on the saving throw,
so creatures who leave and reenter the area take no
Casting Time: 1 action additional effect (although the desecrate effect remains
Range: Self (30-foot radius) throughout the spell's duration).
Components: V At Higher Levels. When cast with a slot of 7th level or
Duration: Concentration, up to 10 minutes higher, the necrotic damage and the undead-heal both
You speak a few curt words and your face is briefly overlaid increase by 1d12.
with the image of a violet-shaded skull. The skull fades, but
the nimbus of violet light remains around you. Blizzard
You become surrounded by an aura of fear, granting you a 6th-level transmutation
frightful presence not unlike that of a dragon. Each creature (Cleric, Druid)
of your choice that enters within 30 feet of you for the first
time on a turn or starts its turn there must succeed on a Casting Time: 1 action
Wisdom saving throw. On a failure, it is frightened for 1 Range: 1 mile
minute. A creature that ends its turn where it can no longer Components: V, S, M (a twig encrusted with rime)
see you can repeat the save, ending the spell on a success. A Duration: Concentration, up to 1 minute
successful save leaves that opponent immune to your frightful
presence for 24 hours. You must be outdoors to cast this spell. Choose a point
If you cast this spell when you already have the frightful within range. A cylindrical storm 600-foot-tall with a 1200-
presence ability or a fear aura, the spell becomes more foot radius erupts centered on that point, dropping the
effective where the auras overlap: temperature to 25 degrees Fahrenheit if it wasn't already
colder. Visibility is reduced to zero, making Perception
The spell uses the spell save or the frightful presence checks impossible. The furious snow and wind make all
save, whichever is higher ranged attacks impossible, even for creatures that possess
A creature that is frightened by this spell must drop blindsight.
whatever it is holding. While frightened in this way, a Unprotected flames are automatically extinguished. Even
creature must take the Dash action and move away from protected flames have a 75% chance of being doused. When a
you by the safest available route on each of its turns, creature without heavy winter clothing or magical protection
unless there is nowhere to move. If the creature ends its from cold enters the spell’s area for the first time on a turn or
turn in a location where it doesn’t have line of sight to you, starts its turn there, it must make a Constitution saving
the creature can make a Wisdom saving throw. On a throw. On a failed save, it takes 1d4 cold damage.
successful save, the spell ends for that creature. One foot of new snow falls each round. Movement within
the area is impeded, depending on the creature's size and
Blackwater Taint depth of snow (for movement in a snow field, see the DM
6th-level necromancy options section below). At the DM's discretion, a creature may
(Wizard) be buried in snow.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (bone or scale of a fish that dwells in
the deep, sunless parts of the ocean)
Duration: Concentration, up to 1 minute
In the dark, sunless abysses of the deep ocean, shadows
gather, the cold beckons, and the corpses of many things in
the oceans lie slowly rotting. These black waters are often
poisoned with the energies of undeath.
When this spell is cast, you call up the cold blackness of
those stygian depths, infusing the waters in the spell's area
with negative energy. All water within 20 feet of a point you
choose within range becomes charged with negative energy.
This spell has no effect out of water.
Those in or entering the area must make a Constitution
save to resist its terrible power. Those who fail the save are
chilled to the bone, taking 3d12 necrotic damage and 3d12
cold damage, and cannot regain hit points while the spell
lasts. A successful save halves the damage. Undead caught in
the area take no damage and are instead healed by 3d12.
Furthermore, the spell's area is treated as though there it
were desecrated ground.

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Brainkill Duration: Concentration, up to 1 hour


6th-level necromancy You summon an undead creature of challenge rating 6 or
lower. It appears in an unoccupied space that you can see
(Wizard) within range. The undead creature disappears when it drops
Casting Time: 10 minutes to 0 hit points or when the spell ends.
Range: Touch The undead creature is friendly to you and your
Components: V companions for the duration. Roll initiative for the creature,
Duration: Instantaneous which has its own turns. It obeys any verbal commands that
you issue to it (no action required by you). If you don’t issue
This spell is a far cruder yet far more brutal version of any commands to the undead creature, it defends itself from
modify memory. One creature you touch must make a hostile creatures but otherwise takes no actions.
Constitution saving throw. On a success, it suffers a painful If your concentration is broken, the undead creature
headache that lasts for 1d4 hours but otherwise has no effect. doesn’t disappear. Instead, you lose control of the undead
On a failure, you destroy part of its brain, causing 2d6 creature, it becomes hostile toward you and your
necrotic damage and a splitting headache that lasts for 2d4 companions, and it might attack. An uncontrolled undead
hours. You burn away the memory of a specific place, a creature can’t be dismissed by you, and it disappears 1 hour
person, or a time period of up to one year (your choice.) after you summoned it.
The brainkill spell affects only memory and the ability to The DM has the undead creature’s statistics.
recall factual information. For example, a person thus At Higher Levels. When you cast this spell using a spell
affected might be completely unable to remember details of a slot of 7th level or higher, the challenge rating increases by 1
place, the name, appearance, or any traits of a person, or for each slot level above 6th.
might have a one-year blank in its memory. The spell has no
effect on abilities or skills. For instance, an individual who Corpsefire
learnt how to swim ix months ago would no longer remember 6th-level necromancy
the swimming lessons, but still retains the ability (though it
might not become evident until the subject jumps into a large (Sorcerer, Warlock, Wizard)
body of water.) Aside from relearning lost knowledge as best
as one can, "killed" memories cannot be regained except by a Casting Time: 1 action
regenerate or wish spell. Range: 300 feet
This spell has no effect on creatures that do not have a Components: V, S
brain or a central nervous system. Duration: Instantaneous
When you cast this spell, a blue-grey cloud of sparks floats
Breath of Pestilence out from your hand to fill a 40-foot radius sphere. Any
6th-level necromancy corpses in this area immediately explode into blue flames
that fill a 20-foot radius sphere centered on their position.
(Cleric, Druid, Sorcerer, Wizard) Any corpses caught in this fire likewise ignite. Thus, a large
Casting Time: 1 action battlefield can quickly be set ablaze with this spell.
Range: Self (30-foot cone) All non-undead creatures caught in the corpsefire take 8d8
Components: S, M (a dead mosquito) cold damage, or half on a successful Dexterity saving throw. A
Duration: Instantaneous creature cannot be damaged by more than one explosion. Any
corpses destroyed by this spell require resurrection or
You exhale a cone of putrid breath that can infect creatures stronger magic to bring back.
with disease. All creatures within range must make a At Higher Levels. When you cast this spell using a spell
Constitution saving throw or suffer an effect that varies as slot of 7th level or higher, the damage increases by 1d8 for
follows: each slot level above 6th.
If you are currently suffering from a disease, creatures Curse of Lycanthropy
within the cone who fail their saving throws are infected 6th-level necromancy
with the same disease. If you are suffering from multiple
diseases, you pick one to spread. (Druid)
If you have a natural attack that causes disease (such as
mummy rot, corpse bloat, or gangrenous touch), creatures Casting Time: 1 action
within the cone who fail their saving throws are infected Range: Touch
with that disease. Components: V, S, M (a pint of animal blood of the type you
are infusing)
If you have neither, this spell has no effect. Duration: Instantaneous
Conjure Undead One creature you touch must make a Constitution saving
6th-level conjuration throw or be cursed with a type of lycanthropy of your choice.
This can be cured with remove curse as normal lycanthropy
(Dread Necromancer) can be, but dispel magic has no effect.
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (a copper coin)
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Ectoplasmic Enhancement A creature that starts its turn in the area and is already
6th-level necromancy restrained by the tentacles takes 3d6 bludgeoning damage
and 2d10 necrotic damage, and its maximum hit points are
(Sorcerer, Wizard) reduced by an amount equal to the necrotic damage taken.
A creature restrained by the tentacles can use its action to
Casting Time: 1 action make a Strength or Dexterity check (its choice) against your
Range: 30 feet spell save DC. On a success, it frees itself.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 24 hours slot of 7th level or higher, the necrotic damage increases by
You empower up to 12 incorporeal undead within range, 1d10 for each slot level above 6th.
granting them a variety of benefits. The base AC of an
affected undead becomes 13 + its Dexterity modifier. The Martyr's Death
undead gains advantage on attack rolls and on saving throws 6th-level necromancy
against being turned. If the undead has a trait that makes it (Wizard)
weaker in sunlight, that is suppressed for the duration. The
undead does not take damage from ending its turn inside an Casting Time: 1 action
object. Range: Self (30-foot radius)
At Higher Levels. When cast with a 7th level slot or Components: V, S, M (an edged weapon, which you plunge
higher, you empower 2 more undead for each level above 6th. into your own throat or similar vital region)
Duration: Instantaneous
Fleshshiver
6th-level necromancy This spell was created as a weapon of last resort, for its
consequences are dire. Every living creature of your choice
(Sorcerer, Warlock, Wizard) within 30 feet of you must make a Constitution saving throw
or drop to 0 hit points. Even on a success, a creature takes
Casting Time: 1 action 10d12 necrotic damage. Undead and constructs are immune
Range: Touch to these effects.
Components: V, S, M (a bone, which is snapped during the You are slain by completing this spell, and can never be
casting of the spell) resurrected by any magic whatsoever. Nor can clone or
Duration: Special similar spells give you a new body to inhabit—your very soul
Breaking the bone in the grip of your fist, you hear the is annihilated by this spell's fell power.
sickening but satisfying crunch of your foe's bones breaking
beneath its squeezing flesh. Necrotic Mist
One creature you touch must make a Constitution saving 6th-level necromancy
throw. On a failure, it is stunned until the start of your next (Sorcerer, Warlock, Wizard)
turn. At the start of your next turn, the target must make a
another Constitution save or take 4d10 points of bludgeoning Casting Time: 1 action
damage and have disadvantage on attack rolls because of the Range: 150 feet
pain for 1 minute, or half damage and no other effects on a Components: V, S, M (a small piece of a tombstone
success. It can repeat the saving throw at the end of each of dedicated to a creature that became undead after being
its turns, ending the effect on a success. buried for at least 1 month)
Duration: Concentration, up to 10 minutes
Kyristan's Malevolent Tentacles You create a 20-foot-radius sphere of poisonous, yellow-
6th-level necromancy green fog centered on a point you choose within range. The
(Wizard) fog spreads around corners. It lasts for the duration or until
strong wind disperses the fog, ending the spell. Its area is
Casting Time: 1 action heavily obscured.
Range: 90 feet When a living creature enters the spell’s area for the first
Components: V, S, M (a piece of tentacle from a giant time on a turn or starts its turn there, that creature must
octopus or a giant squid) make a Constitution saving throw. The creature takes 2d8
Duration: Concentration, up to 1 minute cold damage regardless of the outcome of the save. Undead
Eerie, crackling ebony tentacles of pure blackness fill a 20- are instead healed for this amount. On a failed save, it is
foot square on ground that you can see within range. For the slowed as the spell. Creatures are affected even if they hold
duration, these tentacles turn the ground in the area into their breath or don’t need to breathe.
difficult terrain. At Higher Levels. When you cast this spell using a spell
When a creature enters the affected area for the first time slot of 7th level or higher, the damage increases by 1d8 for
on a turn or starts its turn there, the creature must succeed each slot level above 5th.
on a Dexterity saving throw or take 3d6 bludgeoning damage
and be restrained by the tentacles until the spell ends.

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Necroticizing Claw of Falazure If the body is killed while you are possessing it, you must
6th-level necromancy make a Charisma saving throw against your own spell save
DC. On a success, you return to your body if it is within 120
(Cleric, Sorcerer, Warlock, Wizard) feet of you. Otherwise, you die. If your body is destroyed
while your spirit is in the target's body, you die at the end of
Casting Time: 1 action the spell's duration.
Range: Touch You can end this spell as an action.
Components: V, S, M (a square of black silk and a shard of
dragon bone) Revive Undead
Duration: Concentration, up to 1 minute 6th-level necromancy
When you cast this spell, the target creature's body decays (Cleric, Dread Necromancer, Wizard)
from the inside as its lifeforce is siphoned out. The target
must make a Constitution saving throw. The target takes 8d8 Casting Time: 1 hour
necrotic damage on a failed save, or half as much damage on Range: Touch
a successful one. If it is neither undead nor a construct, it Components: V, S, M (a black pearl worth at least 500 gp,
also takes upon the appearance of an undead of the DM's which the spell consumes)
choosing for the duration of the spell (if it dies under the Duration: Instantaneous
effects of the spell, it retains that appearance in death).
If the affected creature saves successfully, their decaying Touching the corpse of the creature, you whisper to its
flesh inhibits regeneration. As long as you concentrate on this departed spirit, calling it back—but not to life.
spell, the healer must make a spellcasting check against your Your restore animation to a destroyed undead creature
DC or the healing is wasted and the slot is expended (any (even zombies and skeletons that can’t normally be
other effect of the healing spell works as normal). reanimated once destroyed). For sentient undead, if the
On a failed save, the decaying flesh turns healing to creature’s soul is both willing and at liberty to rejoin the body,
harming. As long as you concentrate on this spell, any healing the creature returns to life with 1 hit point. Non-sentient
magic applied to the creature harms it for the amount of undead need not have a free soul.
health the magic would have healed it for. This spell also neutralizes any positoxins and cures
At Higher Levels. At 7th level and higher, the spell heals nonmagical diseases that affected the creature at the time it
you equal to the damage you did. Additionally, for each level died. This spell doesn’t, however, remove magical diseases,
above 6th, the target also gains one level of exhaustion that curses, or similar effects; if these aren’t first removed prior to
last as long as you concentrate on the spell on a failed save, casting the spell, they take effect when the creature returns to
so a 9th level casting applies 3 levels. life.
This spell closes all mortal wounds, but it doesn’t restore
Possess missing body parts. If the creature is lacking body parts or
6th-level necromancy organs integral for its survival – its head, for a vampire – the
spell automatically fails.
(Druid, Warlock) Coming back from the dead is an ordeal, even for the
undead. The target takes a -4 penalty to all attack rolls, saving
Casting Time: 1 action throws, and ability checks. Every time the target finishes a
Range: 120 feet long rest, the penalty is reduced by 1 until it disappears.
Components: V, S, M (a bowl of incense)
Duration: 1 minute
You can attempt to possess any creature within range that
you can see (creatures warded by a protection from evil and
good or magic circle spell can’t be possessed). The target
must make a Charisma saving throw. On a failure, your soul
moves into the target’s body. The target's soul remains in its
body but has no control over it while your spirit is there. The
possessed creature retains no memory of actions performed
during the possession or knowledge of who possessed it.
Once you possess a creature’s body, you control it. Your
game statistics are replaced by the statistics of the creature,
though you retain your alignment and your Intelligence,
Wisdom, and Charisma scores. You retain the benefit of your
own class features. If the target has any class levels, you can’t
use any of its class features.
For every 2 points of damage taken by the target body
while you are possessing it, you take 1 point of damage as
well.

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Shadow Shield Undeath to Death


6th-level necromancy 6th-level necromancy
(Sorcerer, Warlock, Wizard) (Dread Necromancer, Sorcerer, Warlock, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 150 feet
Components: V, S, M (a piece of black paper) Components: V, S, M (the powder of a crushed diamond
Duration: 1 minute worth at least 500 gp)
You are surrounded in a smoky wreathe of flickering Duration: Instantaneous
darkness. Any creature that strikes you with a melee attack This spell is the inverse of circle of death. A sphere of
deals normal damage, but must make a Constitution save or positive energy ripples out in a 60-foot-radius sphere from a
be blinded for 1 minute. point within range. Each undead creature in that area must
make a Constitution saving throw. A target takes 8d6 radiant
Soul Scour damage on a failed save, or half as much damage on a
6th-level necromancy successful one.
At Higher Levels. When you cast this spell using a spell
(Warlock, Wizard) slot of 7th level or higher, the damage increases by 2d6 for
each slot level above 6th.
Casting Time: 1 action
Range: Touch Unfetter Undead
Components: V, S, M (a pinch of dust from the bones of a 6th-level necromancy
lich)
Duration: Instantaneous (see text) (Cleric, Wizard)
Your touch corrupts your victim's very soul, withering away Casting Time: 1 action
its willpower and force of personality. You must make a Range: 150 feet
successful melee spell attack to deliver the spell. On a hit, the Components: V, S, M (three drops of blood from a corpse
target must make a Charisma saving throw at the start of that died of cold)
each of its turns for the next minute. Whenever the target Duration: Instantaneous
fails this saving throw, its Charisma is reduced by 1d4. On a
success, the target suffers no ill effect that turn. By manipulating the threads of necromantic energy that
These reductions last until the target finishes a long rest. If bind undead to their masters, you release them from control.
the target's Charisma is reduced to 0 from this spell, it is All controlled undead within 50 feet of a point you choose
stunned until it regains at least one point of Charisma, and it within range become uncontrolled unless their master makes
automatically fails all Charisma saving throws while stunned a successful Charisma saving throw.
in this way. Undead released from control by this spell are harder to
At Higher Levels. When cast with a spell slot of 8th level control for some time afterwards, so they have advantage
or higher, the spell reduces Charisma by 1d6 per turn instead against being turned or rebuked for 1 hour.
of 1d4.
Wail of Doom
Thunguul's Preservation 6th-level necromancy
6th-level necromancy (Bard)
(Warlock, Wizard) Casting Time: 1 action
Casting Time: 1 minute Range: Self (30-foot-cone)
Range: Self Components: V
Components: V, S, M (a candle of exceptional value worth at Duration: Instantaneous
least 100 gp, consumed) You unleash a terrible cry of malice and anger. The very air
Duration: 24 hours darkens with black energy as your cry echoes away from you.
You draw 3d6 of your hit points away into a special candle, Each creature in a 30-foot cone must succeed on a
which is lit when the spell is cast. For the duration of the Wisdom saving throw. On a failed save, it takes 10d4 psychic
spell, your maximum hit points are reduced by a like amount. damage and is frightened for 1 minute and must drop
This reduction cannot bring either your current nor your whatever it is holding. On a successful save, it takes half
maximum hit points by 1. damage and is instead frightened until the end of its next turn
If you are killed while this spell lasts, once its duration While frightened by this spell, a creature must take the
ends you return to life with a number of hit points equal to Dash action and move away from you by the safest available
the amount invested. If the spell ends before then, you regain route on each of its turns, unless there is nowhere to move. If
those hit points. the creature ends its turn in a location where it doesn’t have
However, if the candle is extinguished or destroyed line of sight to you, the creature can make a Wisdom saving
prematurely, the hit points are lost, and must be healed as if throw. On a successful save, the spell ends for that creature.
by a normal wound.

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7th Level Black flames flicker over a corpse, utterly consuming it.
You destroy the remains of a dead person or creature,
Avasculate preventing any form of raising or resurrection that requires
7th-level necromancy part of the corpse. There is a 50% chance that a wish, true
resurrection, or divine intervention cannot restore to life a
(Sorcerer, Warlock, Wizard) victim consumed by a barghest's feast spell. Check once for
Casting Time: 1 action each destroyed creature. If the d100% roll fails, the creature
Range: 60 feet cannot be brought back to life by mortal magic.
Components: V, S At Higher Levels. When cast with a 9th-level slot, no
Duration: Instantaneous magic can restore the victim to life.
You shoot a black ray of necromantic energy from your Blood to Water
outstretched hand, causing your foe to violently purge blood 7th-level necromancy
or other vital fluids through its skin.
Make a ranged spell attack against a single creature you (Druid, Sorcerer, Warlock)
can see. If the attack is successful, the subject must make a Casting Time: 1 action
Constitution saving throw. On a success, it loses one-quarter Range: 30 feet
of its current hit points (rounded down) and is not stunned. Components: V, S, M (a drop of water and a drop of blood)
On a failure, it loses half its current hit points (rounded Duration: Instantaneous
down) and it is stunned until the start of your next turn.
Oozes, plants, and any organisms without blood (such as You forcefully spit, ending your spellcasting. From where
most undead and elementals) are not affected by this spell. you spat arises a sea-green orb of energy for each creature
you intend as a subject of the spell. The orbs fly to their
Awaken Undead designated targets and turn blood red as they impact.
7th-level necromancy You create five orbs of water and hurl them at targets
within range. You can hurl them at one target or several.
(Wizard) Make a ranged spell attack for each ray. On a hit, the target
Casting Time: 10 minutes takes 2d10 necrotic damage as its blood turns to water, and
Range: Self (30 foot radius) must make a Constitution saving throw. On a failure, it has
Components: V, S, M (a humanoid fingerbone and a black disadvantage on Constitution saving throws until it finishes a
opal worth at least 200 gold) long rest.
Duration: Instantaneous Oozes, plants, and any organisms without blood (such as
most undead and elementals) are not affected by this spell.
This spell grants intelligence to undead with Intelligence At Higher Levels. When you cast this spell using a spell
scores of 6 or below such as skeletons and zombies. Undead slot of 8th level or higher, you create one additional orb for
with Intelligence scores over 6 are unaffected. Mindless each slot level above 7nd.
undead within the radius acquire an Intelligence of 6+1d6.
Undead do not regain any skills or feats they had in life.
Undead do, however, regain any special abilities they had in
life, such as poison or scent.
Awakened undead gain advantage against being turned.
Barghest's Feast
7th-level necromancy (ritual)
(Cleric, Wizard)
Casting Time 1 action
Range: Touch
Components: V, S, M (a diamond worth at least 5,000 gp,
consumed)
Duration: Instantaneous
The diamond in your hand turns to coal, and then to dust,
which sprinkles down upon the corpse. Where it strikes,
ebon flames spring up, and when the flames pass nothing
remains, not even grave dust. "Return from that one," you
mutter.

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Cheat Death Death Dragon


7th-level necromancy 7th-level necromancy
(Sorcerer, Warlock, Wizard) (Sorcerer)
Casting Time: 1 hour Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (a diamond worth at least 1,000 gp, Components: V, S, M (a dragon's bone)
which the spell consumes) Duration: Concentration, up to 10 minutes
Duration: Permanent until triggered You summon unholy power to gird yourself in a dragon-
Developed by mighty dragon mages, cheat death is in many shaped cocoon of bones and negative energy.
ways a lesser version of death pact, though it does not rely on The cocoon created by this spell makes your AC equal to
any divinity's will. The next time you fail a death saving throw, 15 + your Dexterity modifier, unless it was already higher.
roll 1d12. On a roll of 1-3, the magic of the spell fails, and you The cocoon prevents you from casting spells with somatic or
must live or die on your own (though resurrection and other material components, but does not otherwise hinder your
magic works normally). actions or movement.
On a roll of 4-12, you die, but your soul is safeguarded in a As an action, you can cast the fear spell (no concentration
magical receptacle on the Astral Plane. The soul remains in required) or cast the inflict wounds spell as a 4th-level spell.
the receptacle for 1d100 days, minus your level (or CR if you You need not provide any somatic or material components
don't have a level), minimum 1 day. when casting these spells in this way.
When the duration passes, you are restored to life at 1 hit For the duration, you also gain a flying speed of 60 feet and
point as if resurrection had been cast upon you. Your body can hover.
could be damaged, in which case all wounds are closed and
necessary vital organs are restored. However, disintegrate Dream Sight
and similar magic can block your return to life as normal. 7th-level divination
This spell can be dispelled before it takes effect, in which (Warlock)
case you suffer no ill effects.
Casting Time: 1 action
Control Undead Range: Self
7th-level necromancy Components: S
(Bard, Sorcerer, Warlock, Wizard) Duration: Concentration, up to 10 minutes
You fall into a deep sleep while your spirit leaves your body
Casting Time: 1 action in incorporeal form and travels to distant locations. Your
Range: 60 feet spirit has a fly speed of 100 feet and can hover. It can see and
Components: V, S hear anything you could if you were in the same location. The
Duration: Concentration, up to 1 minute spirit can be blocked by any spell that wards incorporeal
You use negative energy to control an undead creature that creatures, and it can be detected and attacked in the same
you can see within range. It must succeed on a Wisdom way as incorporeal creatures can. Your spirit can do nothing
saving throw or be influenced by you for the duration. If you but move and observe—it cannot speak, attack, cast spells, or
or creatures that are friendly to you are fighting it, it has perform any other action.
advantage on the saving throw. At the end of the spell, your spirit instantaneously returns
A creature that fails its save against this spell can't attack to your body and you wake up. If your body is disturbed while
you or target you with harmful abilities or magical effects. your spirit is wandering, the spell ends immediately.
While the creature is under the spell's influence, you have a
telepathic link with it as long as the two of you are on the
same plane of existence. You can use this telepathic link to
issue commands to the creature while you are conscious (no
action required), which it does its best to obey. You can
specify a simple and general course of action, such as “Attack
that creature,” “Run over there,” or “Fetch that object.” If the
creature completes the order and doesn’t receive further
direction from you, it defends and preserves itself to the best
of its ability.
You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes
only the actions you choose, and doesn’t do anything that you
don’t allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving throw
succeeds, the spell ends.

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Evil Glare Pact of Return


7th-level necromancy 7th-level necromancy
(Cleric, Sorcerer, Warlock, Wizard) (Cleric, Warlock)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 8 hours
You cast this spell and your eyes begin to tingle, brimming This spell allows you to establish the conditions whereby
with dark energy. You shoot a glance at your rival, and she you will be brought back to life upon your death.
freezes in her tracks from your malignant glare. When you cast pact of return, you must state either a
This spell, inspired by the malevolent gaze of the shadowy specific creature or a set of specific circumstances that you
nightwalkers, causes your eyes to glow with dark energy. One expect will be responsible for your death at some point within
creature of your choice within 60 feet of you that you can see the spell's duration. If you name a creature, that creature
must succeed on a Wisdom saving throw or be frightened of does not have to deal the deathblow to trigger the release of
you for the duration of the spell. The frightened creature is the spell, but it must play an active part in your demise. If you
paralyzed. On each of your turns until the spell ends, you can name a set of circumstances, those circumstances must be
use your action to target another creature but can’t target a reasonably specific or the spell will fail, leaving you well and
creature again if it has succeeded on a saving throw against truly dead.
this casting of evil glare. An acceptable set of circumstances would be, "I expect
energy draining to play a pivotal role in my demise", whereas
Greater Harm an unacceptable set would be, "I expect to die from loss of hit
7th-level necromancy points". The DM decides whether the terms are acceptable.
Whether the subject of your demise is a specific person or
(Cleric, Dread Necromancer) a specific source, you must die for the spell to take effect. If
you do, and the circumstances of your demise are similar
Casting Time: 1 action enough to those described when you cast the spell (DM's
Range: Touch discretion), you are instantly resurrected (see the spell) with
Components: V, S, no penalties.
Duration: Instantaneous You can have more than one pact of return active at the
You unleash a virulent disease on a creature that you touch. same time, each one to be triggered by a different foe or set
The target must make a Constitution saving throw. On a of circumstances, but you must keep track of the total time
failed save, it takes 10d12 necrotic damage, or half as much that has elapsed for each. A pact of return that has not yet
damage on a successful save. The damage can’t reduce the taken effect is still a magical effect (and a powerful
target’s hit points below 1. If the target fails the saving throw, necromantic one, at that), which can be dispelled by one who
its hit point maximum is reduced for 1 hour by an amount detects its presence.
equal to the necrotic damage it took. Any effect that removes At Higher Levels. When cast with an 8th-level slot, the
a disease allows a creature’s hit point maximum to return to duration increases to 24 hours. Its range changes to "touch",
normal before that time passes. and can be cast upon a willing target.
Necrotic Curse Panacea
7th-level necromancy 7th-level abjuration
(Cleric, Sorcerer, Wizard) (Cleric, Druid)
Casting Time: 1 action Casting Time: 1 action
Range: Self (30 foot radius) Range: Touch
Components: V, S, M (grave dust) Components: V, S, M (red sap of the elephant tree)
Duration: 8 hours Duration: Instantaneous
You feel a wave of cold pass through you as it seeps into the This powerful spell removes almost all afflictions. You
land, the air, and even the souls of those nearby. touch a willing target and end any or all of the following
You imbue the area with negative energy so powerful it conditions on it: blinded, charmed, deafened, exhaustion,
transforms positive energy into its opposite. Anyone in the frightened, incapacitated, paralyzed, petrified, poisoned,
area who casts a healing spell that does not work on undead stunned, and unconscious. It cures all diseases and
must succeed on a spellcasting ability check; if the check neutralizes all poisons afflicting the target. Any effect that
fails, the healing spell deals damage to each of its subjects reduced the target's ability scores or its hit point maximum
equal to the amount of health it would normally restore. ends, as does any effect that functions by causing pain. Any
Additionally, all natural regeneration is cancelled. spell or effect that is cured by greater restoration, heal, or
Healing that works on undead, such as goodberry and aura remove curse (such as feeblemind) is also ended by this spell.
of vitality, functions normally.
You can end this spell as an action.

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Phoenix Fire With this mighty spell, you raise an entire ship and its crew
7th-level necromancy from beyond the grave. It rises to the surface from the sea
floor, complete with undead crew, under your total control.
(Cleric) Such death hulks are the stuff of legend, kept afloat through
powerful magicks, despite the great holes in their hulls
Casting Time: 1 action through which the sea flows freely. Animated skeletons and
Range: Self zombies patrol the deck, performing all the tasks they did in
Components: V, S, M (a tail from a phoenix, worth 40gp, that life and forming a frightening boarding party when the ship
is consumed in the casting) goes into battle. Outside of battle, they are an expert crew,
Duration: Instantaneous capable of navigating through dire storms and whirlpools.
You immolate yourself, consuming your flesh and creating A sunken ship must be in range of the spellcaster for this
a cylinder of flame 20 feet high and 30 feet in diameter spell to have any effect. Raise death hulk will cause the ship
centered on you. You die (no saving throw). to rise to the surface of the sea, where it will be magically
All creatures of your choice within range take 10d6 fire seaworthy and under the full control of the necromancer. A
damage and 10d6 radiant damage, or half on a successful destroyed death hulk cannot be raised from the sea again.
Dexterity saving throw. Other creatures take no damage. Regardless of the amount of times this spell is cast, only a
After 10 minutes, you rise from the ashes as if restored to single death hulk may be controlled at any one time by a
life by a resurrection spell. single caster.
Any type of ship may be raised this way and it will have a
Power Leech full complement of crew, usually zombies, though skeletons
7th-level necromancy may also appear if the ship has lain at the bottom of the sea
for more than a year. The number of undead raised by this
(Sorcerer, Warlock, Wizard) spell depends upon the size of the ship. The Games Master is
the final arbitrator of the ship type and the nature of its crew.
Casting Time: 1 action Zombies and skeletons animated by this spell cannot go
Range: 60 feet further than 1 mile from the ship they were raised from.
Components: V, S, M (a live leech)
Duration: Concentration, 1 minute, then concentration, up to
1 hour; see text
You siphon off another creature's power to fuel your own.
One creature within range must make a Charisma saving
throw. On a failure, the spell takes effect. The creature can
choose to fail if it wants.
When you cast this spell, and at the start of each of your
subsequent turns while the first part of the spell lasts, you
can remove one point from the target's ability score. You gain
that as a bonus to your own same score. You choose what
ability score, and can choose different scores from turn to
turn.
Reductions to scores last until the target receives a greater
restoration spell or similar magic. If the target's Strength or
Dexterity is reduced to 0, it is paralyzed until it regains at
least 1 point. If the target's Intelligence, Wisdom, or Charism
a is reduced to 0, it is stunned until it gains at least 1 point. If
the target's Constitution is reduced to 0, it dies.
The conduit lasts concentration, up to 1 minute. The
bonuses last for concentration, up to 1 hour.
Raise Death Hulk
7th-level necromancy
(Warlock, Wizard)
Casting Time: 1 hour
Range: 600 feet
Components: V, S, M (a sunken ship and the corpse of a sea
captain. The corpse is consumed, while the ship rises)
Duration: Instantaneous

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Ravage You tear off a piece of a creature's life force, corrupt it with
7th-level necromancy negative energy and the power of undeath, then bind it back
to the same creature's body. This process initiates a necrotic
(Cleric) transformation when the creature dies. The subject of this
spell loses 2 points of Constitution upon casting. The lost
Casting Time: 1 action Constitution cannot be regained until the spell is discharged
Range: 120 feet or dispelled, at which point greater restoration works.
Components: V, S, M (a broken divine symbol of an enemy When it dies, the corrupted life force initiates a slow
faith) change in its body, causing it to animate as a crypt spawn at
Duration: Instantaneous the next sunset. If the creature's remains are destroyed, the
A terrible column of swirling black or white energy engulfs undeath after death spell cannot bring it back as an undead.
creatures and rips at their bodies and souls in a location you
specify. Each creature in a 10-foot radius, 40-foot-high Waves of Exhaustion
cylinder centered on a point within range must make a 7th-level necromancy
Constitution saving throw. A creature takes 7d10 radiant or (Dread Necromancer, Wizard)
necrotic damage (your choice) on a failed save, or half as
much damage on a successful one. This damage is vile Casting Time: 1 action
damage. Range: Self (60-foot cone)
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 8th level or higher, the damage increases by 1d10 for Duration: Concentration, up to 1 minute
each slot level above 7th.
Every creature within the spell effect must succeed on a
Retributive Enervation Constitution saving throw. It gains 1d4 levels of exhaustion
7th-level necromancy on a failure, or 1 level on a success. These levels last for the
duration, at which time they expire.
(Sorcerer, Warlock, Wizard)
Withering Palm
Casting Time: 1 action 7th-level necromancy
Range: Self
Components: V, S (Cleric, Druid, Warlock)
Duration: Concentration, up to 1 minute. Casting Time: 1 action
The world around you takes on a dim and muted tone as Range: Touch
you are encased in a tight-fitting sheath of crackling negative Components: V, S
energy. Whenever a creature hits you with a melee attack, it Duration: Instantaneous
takes 4d8 necrotic damage, and until the spell ends, you can You touch one creature and force it to make a Constitution
use your action on each of your turns to automatically deal saving throw. It takes 10d10 necrotic damage on a failure, or
6d8 necrotic damage to any target that has hit you with a half on a success. Also on a failure, it has disadvantage on
melee attack during the duration. The spell ends if you use any saving throw that uses Strength or Constitution until it
your action to do anything else. finishes a long rest.
Whenever the spell deals damage to a target, you regain hit
points equal to half the amount of necrotic damage the target
takes.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.
Undeath after Death
7th-level necromancy
(Cleric, Wizard)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a piece of obsidian shaped like a
heart, which is placed on the subject's chest, and a black
onyx gem worth at 500 gp. This gem must be placed in the
subject's mouth. Both are consumed by the spell)
Duration: Permanent until discharged

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8th Level Duration: Concentration, up to 1 minute


With the dark words still on your tongue, a ray of black
Avascular Mass energy springs from your hand to wrap the indicated target in
8th-level necromancy black flames that absorb heat rather than create it. The black
(Sorcerer, Warlock, Wizard) fire crackles and hisses, emanating the smells of hot metal
and sulfur.
Casting Time: 1 action You must succeed on a ranged spell attack to strike a
Range: 60 feet target. On a successful attack, a target is engulfed in chill
Components: V, S black flames that feed on the fuel of their victim's life force. A
Duration: Concentration, up to 1 minute creature engulfed in blackfire must make a successful
You shoot a black ray of necromantic energy from your Constitution save each round that the spell is in effect or have
outstretched hand, causing your foe to violently purge blood its Constitution score reduced by 1d4 points and become
vessels through its skin. The purged blood vessels spread poisoned until the start of its next turn. While poisoned in
outward, creating a many-layered mass of bloody, adhesive this way, it is incapacitated. A creature that makes its
tissue that traps nearby creatures in a gory horror. Constitution save takes no Constitution reduction for that
Make a ranged spell attack against a single creature you round and is poisoned until the start of its next turn instead.
can see. If the attack is successful, the subject must make a In addition to its effects on the subject, blackfire can spread
Constitution saving throw. On a success, it loses one-quarter rapidly. Whenever a creature starts its turn within 5 feet of a
of its current hit points (rounded down) and is not stunned. creature engulfed in blackfire, it must succeed on a Dexterity
On a failure, it loses half its current hit points (rounded save or become engulfed itself.
down) it is stunned until the start of your next turn. Oozes, Any creature that has its Constitution reduced to 0 or
plants, and any organisms without blood (such as most lower by the spell is turned into a pile of black ash and can be
undead) are not affected by this spell. returned to life only by true resurrection or wish. If a creature
In either case, the avascular mass instantaneously erupts succeeds on its Constitution saving throw 3 times, the
from the subject and must be anchored to at least two blackfire affecting it gutters out. The black flames cannot
opposed points—such as floor and ceiling or opposite walls— otherwise be extinguished by normal means (such as
or else the mass collapses and has no effect. Creatures immersion in water or smothering), but antimagic field, a
caught within a 20-foot-radius avascular mass become successful dispel magic, remove curse, or greater restoration
entangled. The original target of the spell is automatically snuffs it out. As well, a creature protected by death ward has
restrained. Because the avascular mass is magically animate immunity to blackfire's effects.
and gradually tightens on those it holds, an entangled The ability reductions from this spell last until the target
character who attempts to cast a spell must make a finishes a long rest.
spellcasting ability check against your spell save DC or lose Bodak's Glare
the spell. 8th-level necromancy
Anyone within 20 feet of the primary target when the spell
is cast must make a Dexterity save. If this save succeeds, the (Sorcerer, Warlock, Wizard)
creature is not stuck in the avascular mass and is free to act,
though moving might be a problem (see below). If the save Casting Time: 1 action
fails, the creature is restrained. Each creature that starts its Range: 60 feet
turn in the mass or that enters it during its turn must make a Components: V, S, M (a black onyx gem worth at least 500
Dexterity saving throw. On a failed save, the creature is gp)
restrained as long as it remains in the mass or until it breaks Duration: Instantaneous
free. A creature restrained by the writhing blood vessels can You invoke the powers of deep darkness and your eyes
use its action to make a Strength cheek against your spell vanish, looking like holes in the universe itself.
save DC. If it succeeds, it is no longer restrained. Upon completion of the spell, you target a creature within
A free creature can progress through the writhing blood range that can see you. It must succeed on a Constitution
vessels very slowly. A creature moving through the area must saving throw. On a failure, it takes 18d10 necrotic damage. If
spend 10 feet of movement for every 1 foot it moves. this damage reduces the target to 0 hit points, it dies.
If you have at least 5 feet of avascular mass between you A humanoid killed by this spell rises in 24 hours as a free-
and an opponent, it provides half cover. If you have at least 20 willed bodak (if it was CR 3 or lower) unless it has been
feet of avascular mass between you, it provides total cover. resurrected in the meantime. A living, corporeal creature that
When the duration ends, it becomes so much limp, is not a construct, ooze, plant, or undead and is at least CR 4
decaying tissue. rises as a free-willed bodak creature (see the Templates
section) unless it has been resurrected in the meantime.
Blackfire
8th-level necromancy
(Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust from a vampire
destroyed by sunlight)

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Darkstaff If the spell is dispelled before the subject dies, it does not
8th-level necromancy regain its lost Constitution points. A wish spell can return the
lost Constitution, but only after the death pact has been
(Sorcerer, Wizard) activated or dispelled.
Casting Time: 1 action Detoxify
Range: Self 8th-level abjuration
Components: V, S, M (a small piece of dark wood)
Duration: Concentration, up to 1 minute (Cleric, Druid)
You create a shadowy staff composed of negative energy Casting Time: 1 action
with highly variable effects. Make a melee spell attack against Range: Self (60-foot radius)
a creature within your reach. On a hit, roll 1d100 on the Components: V, S, M (an antimony goblet worth at least 100
adjacent table. Until the spell ends, you can make the attack gp)
again on each of your turns as an action. Duration: Instantaneous
Roll Effect You detoxify any sort of venom within 60 feet of you.
1- 3d10 necrotic damage and you regain hit points A poisoned creature suffers no additional effects from the
25 equal to the amount of necrotic damage dealt poison, and any effects are ended, but the spell does not
reverse instantaneous effects, such as hit point damage. This
26- 4d10 necrotic damage and you regain hit points
50 equal to the amount of necrotic damage dealt
effect is instantaneous; no immunity to later poisoning is
conveyed by the spell.
51- 5d10 necrotic damage and you regain hit points Any venomous creature within range must make a
75 equal to the amount of necrotic damage dealt, and Constitution saving throw. On a failure, its poison is rendered
the target's maximum hit points is reduced by the
damage dealt
harmless for 1 hour.
Any poison in the air, in food, on weapons or traps, or
76- 7d10 necrotic damage and you regain hit points otherwise in the radius of the spell is instantaneously
90 equal to the amount of necrotic damage dealt, and
the target's maximum hit points is reduced by the
neutralized.
damage dealt
Devastate Undead
91- 9d10 necrotic damage and you regain hit points 8th-level necromancy
99 equal to the amount of necrotic damage dealt, and
the target's maximum hit points is reduced by the (Dread Necromancer, Wizard)
damage dealt
00 The target is reduced to 0 hit points and you regain Casting Time: 1 action
hit points equal to its maximum HP, gaining the Range: 30 feet
excess as temporary hit points. Components: V, S
Duration: Instantaneous
Special: You can spend 2 sorcery points when you hit to This spell was created by the lich Larloch to power himself
roll twice and take the higher roll. at the expense of his own undead minions. Choose any
number of undead under your control within range. All
Death Pact undead you choose are destroyed. You absorb the life force of
8th-level necromancy your minions, gaining hit points equal to all of the hit points
(Cleric) of the undead you destroyed combined.
Casting Time: 10 minutes Eternal Repose
Range: Touch 8th-level necromancy
Components: V, S, M (a diamond worth at least 1,000 gp, (Cleric, Wizard)
which the spell consumes)
Duration: Permanent until triggered Casting Time: 1 minute
With the last words of power, you make the convert's oath Range: Touch
binding and ensure your deity's aid when the worst befalls his Components: V, S, M (a chunk of amber with an insect)
new servant. Duration: Permanent
This spell allows one willing creature you touch to enter You touch a corpse, encasing it in translucent amber. This
into a binding agreement with your deity, or with another amber is supernaturally hard, and cannot be destroyed by
mighty power, that brings the target back to life if it is slain. hand. Dispel magic works only if cast as an 8th-level or higher
When this spell is caste, the subject's Constitution is spell. A creature encased in the amber is immune to decay. It
permanently lowered by 2 points. Greater restoration cannot cannot be resurrected while within the amber, nor can it
cure this loss. In exchange for this, if the subject should die, a become undead. If the amber is destroyed, the creature is
resurrection spell is immediately cast upon the subject. released and begins decaying again as normal.
However, the resurrected creature does not regain the 2
Constitution points when returned to life.

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General of Undeath By means of this spell, you wrap yourself in a pulsating


8th-level necromancy nimbus of netherlight—the mystical aggregate of all your
unresolved frustration and rage. Anyone foolish enough to
(Wizard) attack you while this nimbus is in effect is in for a most
unpleasant surprise.
Casting Time: 1 action Each time you are damaged, you gain mighty power over
Range: Self your attacker. First, this spell grants you advantage on all
Components: V, S attack rolls against that foe for the duration of the spell.
Duration: 24 hours Second, you gain the ability to overcome any damage
This mighty spell was created by an ancient lich. For the resistance your opponent might have.
duration, all undead with Int 6 or lower within 300 feet follow Last but not least, after you take damage from an
your commands automatically. opponent, you gain resistance against all damage that
If two casters both cast this spell and their auras overlap, opponent does for the duration of the spell.
they must each make a Charisma check. The orders of the If you are fighting multiple opponents, you must keep track
winner of this check supercede those of the loser. of who has struck you. A mantle of pure spite provides its
benefits even at range, so a wizard launching harmful spells
Heart of Stone at you from what it thinks is a safe distance will still kindle
8th-level necromancy the mantle of pure spite’s nimbus and experience its spiteful
reprisals.
(Wizard)
Mass Death Ward
Casting Time: 1 hour 8th-level abjuration
Range: Self
Components: V, S, M (a carved stone heart of exceptional (Cleric)
quality (jade, obsidian, or gold-veined marble) worth 5,000
gp) Casting Time: 1 action
Duration: 1 year Range: 30 feet
Components: V, S
You feel a hard shove from within your chest as you finally Duration: 8 hours
complete the complicated phrases and intricate motions of
this taxing spell. Sweat beads on your forehead and your You choose any number of creatures within range, and
breath comes shallow and fast. The rhythmic rush of sound grant them a measure of protection from death.
in your ears that usually accompanies such heavy physical The first time a target would drop to 0 hit points as a result
exertion is disquietingly absent. of taking damage, the target instead drops to 1 hit point, and
You exchange your own living heart for a finely crafted the spell ends on that creature.
heart of perfect, unblemished stone, altering the nature of If the spell is still in effect on a creature when the creature
your body. Your living heart can be stored or hidden is subjected to an effect that would kill it instantaneously
anywhere you like, where it continues to beat for the duration without dealing damage, that effect is instead negated against
of the spell. While under the effect of heart of stone, you gain the target, and the spell ends on that creature.
resistance to nonmagical attacks that aren't adamantine, and
resistance to cold, fire, and lightning damage. However, you
are subject to the following disadvantages:
Your rate of natural healing slows to only 1/4 your hit
points per long rest.
Magical healing works on you only if the caster succeeds
on a DC 15 spellcasting ability check
In addition, your own living heart is susceptible to attack;
if it is damaged or destroyed, you are instantly slain.
Heart of stone can be dispelled, in which case your living
heart instantly returns to its proper place while the stone
heart is transported to the place where you left your heart.
Your heart and the stone heart likewise switch places if you
enter an antimagic field (temporarily negating the spell's
effects), but the spell resumes when you leave it.
Mantle of Pure Spite
8th-level necromancy
(Warlock)
Casting Time: 1 action
Range: Self
Components: V, S, M (a smidgen of your spit)
Duration: 10 minutes

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Plague Casting Time: 1 action


8th-level necromancy Range: 30 feet
Components: V, M (a black diamond worth at least 5,000 gp,
(Druid) which the spell consumes)
Duration: Instantaneous
Casting Time: 1 action You shout a key phrase or scriptural passage, often "Go
Range: 30 feet back! Go back! Thou shalt steal no further hours of life!". All
Components: V, S creatures within range that have ever died and been returned
Duration: 7 days and see text to life (or unlife) by any means must make a Constitution
Choose any number of creatures within range. All saving throw. They take 10d8 radiant and 10d8 necrotic
creatures become afflicted with a disease of your choice (you damage on a failure, or half on a success.
must choose one disease for the whole spell). A creature killed by this damage can never be brought back
At the end of each of the target's turns, it makes a to life by any mortal magic.
Constitution save. If it fails three times, the disease's effects
last for the duration. If it succeeds three times, it recovers Soul Link
from the disease and the spell ends. A creature suffers no ill 8th-level necromancy
effects from the disease until it has failed 3 times.
Since this spell induces a natural disease, any effect that (Warlock)
deals with disease applies to this spell.
Casting Time: 1 minute
Blinding Sickness: The target has disadvantage on Range: Touch
Wisdom checks and saves, and is blinded. Components: V, S, M (a star of rare ink painted upon the
Filth Fever: The target has disadvantage on Strength ground, with as many points as members are linking hands
checks, saves, and attack rolls that use Strength. worth at least 250 gp, consumed)
Flesh Rot: The target has disadvantage on Charisma Duration: 1 hour
checks and is vulnerable to all damage. You and up to six willing creatures who link hands in a
Seizure: The target has disadvantage on Dexterity circle bind your lifeforce into one collective body. Add your
checks, saves, and attack rolls that use Dexterity. maximum hit points together; this is the collective's
Mindfire: The target has disadvantage on Intelligence maximum hit points. Add your current hit points together;
checks and saves, and during combat it acts as if it's under this is the collective's starting hit points. Temporary hit points
the effects of Confusion. are not added together, and remain attached to the owner.
Slimy Doom: The target has disadvantage on For the duration, as long as there is at least 1 hit point in
Constitution checks and saves. Additionally, when it takes the collective, none of you fall unconscious. However, as soon
damage, it is stunned until the end of its next turn. as the collective hits 0, all of you fall unconscious, and must
When a creature touches one of the afflicted creatures, it start making your respective saving throws.
must make a Constitution saving throw against your spell While the spell lasts, keep track of the hit point change
save DC or contract the disease as if the spell had been cast from the starting hit points. When the spell ends, each
upon it. It still has to fail 3 more times to become infected. member returns to their previous hit points, minus any loss
Each individual creature carries the disease for 7 days, but (shared collectively), plus any healing (also shared
the spell can continue to spread long after you cast it. collectively).
You can dismiss this spell as an action. Dispel magic can
Renewal Pact end the spell if it successfully affects anyone under this spell.
8th-level necromancy At Higher Levels. When cast as a 9th-level spell, the
duration is 8 hours.
(Cleric)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a topaz worth at least 500 gp, which
the spell consumes)
Duration: Permanent until triggered
Calling upon your deity to aid your ally, you bind a
protective spell to your friend, leaving a tattoolike mark of
your deity's holy symbol on his skin.
This spell remains dormant until the subject receives one
of the conditions cured by the panacea spell, at which time it
immediately activates. This spell grants the recipient the
benefit of a panacea spell upon activation.
Return
8th-level necromancy
(Cleric)

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Sterilize Water Your hand grows numb and pulses with a deep and sickly
8th-level necromancy radiance, the chill of the grave emanating from it. Make a
melee spell attack against a creature within your reach. On a
(Druid, Wizard) hit, the target takes 10d6 necrotic damage, and must succeed
on a Constitution saving throw. On a failure, its Strength
Casting Time: 10 minutes score is reduced by 1d6. This reduction lasts until the
Range: 60 feet creature finishes a long rest. If the reduction reduces the
Components: V, S creature's Strength to 0, it is paralyzed until it regains at least
Duration: Permanent 1 point of Strength. Until the spell ends, you can make the
With this spell, you cause a pond, water hole, or small lake attack again on each of your turns as an action.
to become poisoned and dead. The water appears unnaturally Undead do not suffer either of the above effects, but an
clear and pristine, as no plant life or animals of any kind can undead creature hit by this spell must make a Wisdom saving
grow or live in it. Creatures drinking from it will notice that it throw or be affected as if you had cast control undead upon it
tastes acrid, and that dead animals litter its banks. Anyone of until the spell ends. You can only control a single undead in
15 or fewer hit points who drinks at least a pint of water from this way; if you gain control of another, you must relinquish
the poisoned lake dies as if by Vecna's malevolent whisper. control of the first.
This spell cannot be dispelled with dispel magic, but
hallow or druid's grove end it. Wave of Pain
8th-level necromancy
Surelife (Bard)
8th-level abjuration
(Druid) Casting Time: 1 action
Range: Self (30-foot radius)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self Components: S, M (a needle)
Components: V, S, M (an ointment of peach syrup and Each creature within 30 feet must make a Constitution
cinnabar) saving throw. On a failure, it becomes incapacitated with
Duration: 10 minutes excruciating pain for the duration of the spell. Creatures with
This spell protects you against some condition—such as no discernible anatomy, or those that do not feel pain, are
being immersed in boiling oil or buried under an avalanche— immune to this spell.
that would ordinarily cause damage or even certain death.
You can protect yourself only against a natural occurrence or
nonmagical condition, not against a spell or the action of a
creature (such as the breath of a dragon or the swords of a
group of bandits). At the time of the casting, you must specify
the condition against which you wish to protect yourself, and
the spell is effective against only that condition. Should you
be subjected to that condition during the duration of the spell,
you feel no discomfort and take no damage from the
condition. The spell does not protect any items you carry. If
you are still subject to the condition at the end of the spell's
duration, you experience its full normal effects.
At Higher Levels. When cast as a 9th-level spell, the
duration is 1 hour.
Touch of the Graveborn
8th-level necromancy
(Sorcerer, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

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9th Level
Anathema
9th-level necromancy
(Cleric, Druid)
Casting Time: 1 hour
Range: Unlimited
Duration: Permanent
Components: V, S, M (a beautifully bound book worth at
least 10,000 gp, where the subject's name and crimes are
inscribed)
You can permanently break the divine link between your
deity and a lower-level cleric, druid, ranger or paladin of your
faith, or upon a common worshiper. Your target must make a
Wisdom saving throw. On a failure, it suffers the effects of
this spell.
The spell has no effect on spellcasters of a faith other than
your own. You can pronounce an anathema upon any
character of your faith, no matter where it is, even if on a
different plane. You cannot pronounce an anathema against
someone who is already dead. Some deities do not allow an
anathema to be pronounced against the innocent or against
their chosen, while others grant their high-level clerics free
use of this most terrible of divine curses.
An individual under anathema can no longer cast divine
spells or call upon the power of its god to turn or command
undead, heal, harm, smite, shape change, or use any other
divine power associated with its character class. An ordinary
worshiper placed under anathema is not allowed to take
advantage of any of the faith’s services, such as healing,
naming, marrying, or burial of the dead. Anyone who dies
while under anathema is barred from entry into its deity’s
plane and goes to the plane it would go to as if it were not a
worshipper. In many settings, that means the plane most in
line with its alignment.
On a more personal level, the anathema spell marks the
subject as accursed with regard to others of the faith. They
are not allowed to speak to it, look at it, or even acknowledge
its existence. The common members of the faith are only
aware that the subject is under anathema if so informed by
the church hierarchy; however, clerics, paladins, druids and
rangers of the faith can automatically detect an anathema
effect simply by looking at the subject.
The effect is permanent until lifted, either by the original
spellcaster, or by a cleric of the same faith, of an equal or
higher level than the caster, who casts a greater restoration
spell upon the subject. The subject of an anathema can also
remove its effect by changing the deity it worships. Dispel
magic is only effective if cast as a 9th-level spell.

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Dragon's Teeth Casting Time: 1 action


9th-level necromancy Range: Touch
Components: V, S, M (an onyx encased in a ruby, a rare find
(Sorcerer, Wizard) worth 100,000 gp, consumed)
Duration: Instantaneous
Casting Time: 1 action A spell so forbidden that even the most depraved souls
Range: 30 feet carefully consider its worth, forceful resurrection surpasses
Components: V, S, M (five dragon teeth) the will of gods and men, raising a creature from the dead,
Duration: Concentration, up to 1 hour even against that creature’s will. You chant over the creature’s
Tossing the dragon's teeth to the ground, they spring up as corpse (undead are unaffected; if cast on a slain undead, this
five fully-formed giant skeletons (Tales from the Yawning spell returns the creature to mortal life), and upon
Portal). These skeletons gain a bonus to their attack and completion, the creature returns to life no matter how long it
damage rolls equal to your spellcasting ability modifier. has been dead.
You can use a bonus action to mentally command the The creature’s hit points may be at 1 hp or full (your
creatures you make with this spell, issuing the same choice), but the target only has access to any equipment at
command to all of them. To receive the command, a creature hand. The creature is not inherently under any obligation to
must be within 60 feet of you. You decide what action the follow your commands.
creatures will take and where they will move during their At your option, this spell can close all wounds, neutralize
next turn, or you can issue a general command, such as to any poison, cure all diseases, and lift any curses affecting the
guard a chamber or passageway against your foes. If you creature when it died. The spell replaces damaged or missing
issue no commands, the creatures do nothing except defend organs and limbs.
themselves against hostile creatures. Once given an order, The spell can even provide a new body if the original no
the creatures continue to follow it until their task is complete. longer exists, in which case you must speak the creature’s
The creatures are under your control until the spell ends, name. The creature then appears in an unoccupied space you
after which they become inanimate once more. choose within 10 feet of you.
This spell comes with certain dangers. While interfering
Familial Geas with life and death is not an inherently evil action, this spell
9th-level enchantment defies the natural order and usurps the will of the gods of
death. The gods may send agents after the caster or target to
(Bard, Cleric, Druid, Wizard) ensure the universe lies in balance, and maruts are certain to
Casting Time: 1 minute take an interest in them both. Clerics are especially
Range: 60 feet victimized in the afterlife, should they inappropriately use this
Components: V spell.
Duration: Until removed
This spell is a far more potent version of geas. You place a
magical command on a creature that you can see within
range, forcing it to carry out some service or refrain from
some action or course of activity as you decide. If the creature
can understand you, it must succeed on a Wisdom saving
throw or become charmed by you for the duration. While the
creature is charmed by you, it takes 5d10 psychic damage
each time it acts in a manner directly counter to your
instructions, but no more than once each day. A creature that
can’t understand you is unaffected by the spell.
You can issue any command you choose, short of an activity
that would result in certain death. Should you issue a suicidal
command, the spell ends.
If the target dies before completing the obligation, the geas
transfers to their closest adult relative. This new subject is
entitled to a save; if the new target succeeds, the geas is
broken and the spell ends. If not, they labor under the geas
until they either complete the obligation, succeed in
dispelling the geas, or dies and potentially passes the geas to
their closest adult relative. Each new subject has an
instinctive understanding of the nature of the obligation.
You can end the spell early by using an action to dismiss it.
A wish spell also ends it.
Forceful Resurrection
9th-level necromancy
(Cleric)

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Hero's Blade Range: 30 feet


9th-level necromancy Components: V, S, M (a fingernail, hair, or other small
portion of the target's body, consumed; and a specially
(Cleric, Druid) prepared container to house the soul)
Duration: Permanent; see text
Casting Time: 1 bonus action By casting imprison soul, you force one creature within
Range: Touch range to make a Charisma saving throw. On a failure, you
Components: V, M (something dear to the soul you're place the subject's soul in a receptacle, such as a gem, ring,
summoning) or some other miniscule object, leaving its body lifeless.
Duration: Concentration, up to 10 minutes While trapped, the subject loses 1d4 points of Constitution
You channel the spirit of a mighty hero or villain of old into per day until it reaches 0 (at which point it dies) or it is freed.
a weapon. For the duration of the spell, the weapon gains the This Constitution can be restored by greater restoration.
following benefits to its wielder. You can suppress the The rituals to prepare the receptacle require three days.
benefits (no action required), which you may wish to do if it is Destroying or opening the receptacle ends the spell, releasing
taken from you: the soul. To cast the spell, you must know the name of the
The weapon becomes magical if it wasn't already. target. You must be touching the receptacle while casting the
The weapon deals 2d10 damage of a type of the wielder's spell.
choice on a hit. The wielder can change the type with a A dispel magic spell can end the spell only if it is cast as a
bonus action. 9th-level spell, targeting either the receptacle or the creature's
The wielder adds 1d8 to your initiative rolls as long as it body.
wields the weapon. Kissed by the Ages
The wielder has immunity to being charmed or frightened 9th-level necromancy
as long as it wields the weapon.
The wielder has truesight out to a range of 30 feet while it (Wizard)
wields the weapon.
The weapon scores a critical hit on a roll of 19 or 20. Casting Time: 1 hour
If the weapon scores a critical hit on a creature to a Range: Touch
different plane of existence than the one you’re on, that Components: V, S, M (a magic ring of Rare rarity or higher)
creature must make a Charisma saving throw against your Duration: Instantaneous
spell save DC. On a failure, the target is banished with a You create a magical connection between a willing, living
faint popping noise, returning to its home plane. creature other than yourself and a magic ring of Rare rarity
Hide Life or higher. This forever eliminates any of the item's existing
(Warlock, Wizard) magical properties and causes it to radiate a strong aura of
necromancy.
9th-level necromancy The recipient of the spell may draw upon the strange,
inanimate resilience of this object, gaining the endless trait
Casting Time: 1 day (see below) so long as they wear it. If they lose or otherwise
Range: Self remove this object, however, they begins to age again at the
Components: V, S, M (a small sickle made of the purest rate normal for their race. This continues until the bonded
silver, which you use to detach the body part to be stored, creature regains the ring. The connection the creature enjoys
and a black opal worth at least 5,000 gp. The opal is with this object makes it all but impossible to destroy while
consumed) they live, requiring the intervention of a deity, contact with an
Duration: Instantaneous artifact, or similarly unusual circumstances to smash it. Due
You isolate your life force in one single part of your body- to their special connection with it, the recipient of the spell
typically the little finger on the left hand. You can then remove always knows the approximate location of their object so long
this part and store it in some safe place. Once the spell takes as both are on the same plane.
effect, you can no longer be killed by ordinary means: If Endless. A creature with this trait ceases to age once it
damage or a spell effect would normally reduce you to 0 hit achieves a certain point in its life cycle, most often sometime
points, you ignore the usual effects. You still drop to 0 hit after reaching adulthood but prior to its equivalent of middle
points, but you do not fall unconscious. Instead, you are age. These creatures exist in a special kind of physiological
incapacitated until you receive hit points rise above 0. If you stasis, counteracting all the consequences of advancing years
would die, you are stunned until you receive magical healing. that usually lead to frailty and eventually death. While they
If the hidden body part is ever destroyed, the spell is broken must still perform all the necessary sustaining actions
and your life force returns to your body if you would not (eating, sleeping, breathing, and so on) normally demanded of
otherwise be dead. their type, they never suffer from any sort of physical
deterioration
Imprison Soul
9th-level necromancy
(Cleric, Dread Necromancer)
Casting Time: 1 action; see text

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Mass Harm There are few spells more powerful in the necromancer's
9th-level necromancy repertoire than the ability to raise an entire civilization from
death. From the ruins of an ancient town or city, you will
(Dread Necromancer) cause skeletons to claw their way out of the ground, to rise up
in perfect servitude to your every demand.
Casting Time: 1 action You must be upon the site of a ruined and deserted
Range: 60 feet settlement to cast this spell successfully. Complete skeletons
Components: V, S are not required for the use of this powerful spell (scattered
Duration: Instantaneous dust and bones are just fine) but no sentient creature must
Roll 70d12. This is your pool of necrotic damage. You can have lived within the settlement for at least 50 years.
distribute it as you wish within range, but cannot give more Once cast, a number of skeletons will animate in
than half to a single creature. accordance with the size of the settlement as it was when it
All creatures you give necrotic energy to must make was inhabited. See the table below. The skeletons are under
Constitution saving throws. On a failure, they take the your complete, permanent control, although effects such as
necrotic damage you allocated, or half of it on a successful Control undead can wrest them away from you.
Constitution saving throw. One you cast this spell, you can never cast it again in the
The damage can’t reduce any creature’s hit points below 1. same spot. The skeletons are unable to venture further than
If the target fails the saving throw, its hit point maximum is 25 miles from the settlement. Any ordered to do will instantly
reduced for 1 hour by an amount equal to the necrotic crumble to dust and be destroyed
damage it took. Any effect that removes a disease allows a Town Size Population
creature’s hit point maximum to return to normal before that
time passes. Thorp 20-80
Hamlet 81-400
Plague of Undead Village 401-900
9th-level necromancy
Small Town 901-2000
(Cleric, Dread Necromancer, Wizard) Large Town 2001-5000
Casting Time: 1 action Small City 5001-12000
Range: Self (60 foot radius) Large City 12001-25000
Components: V, S, M (a black sapphire worth 100 gp or
several black sapphires with total value of 100 gp.) Metropolis 25001+
Duration: Instantaneous
This spell unleashes great necromantic power, raising a
host of undead creatures. Plague of undead turns the bones
or bodies of dead creatures within the spell’s range into
undead skeletons or zombies with maximum hit points. The
undead remain animated until destroyed. (A destroyed
skeleton or zombie can’t be animated again.) These undead
remain under your control for 24 hours.
Raise City
9th-level necromancy
(Wizard)
Casting Time: 24 hours
Range: Special
Components: V, S, M (a collection of items from the ruined
settlement worth at least 5,000 gp, which the spell
consumes)
Duration: Instantaneous
In the ancient city of Mires Ford it is said he made his last
stand against the armies massed against him. The city had
fallen centuries before to a demonic plague during a great
siege, and since then none had travelled there until that final
battle. In the last hours of the war, it is said that all the dead
behind those ancient walls stood up and took arms in the
defense of Gar'Udok...

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Skyrift
9th-level illusion DM'ss Note: Undead Creation
DM
This is a powerful spell, even for a 9th level one.
(Warlock) You may wish to restrict it to not being cast more
than once a month, or only allow it to be cast on
Casting Time: 1 hour auspicious times of the year (such as the winter
Range: Touch solstice, or Mabar being coterminous).
Components: V, S, M (a scepter of onyx and obsidian worth
no less than 5,000 gp and an obsidian stele worth 2,500 gp.
The scepter is consumed)
Duration: Permanent Wail of the Banshee
Skyrift cloaks a large circular region with a radius of one 9th-level necromancy
mile in eternal night. The focal point of this region must be (Dread Necromancer, Sorcerer, Wizard)
an obsidian stele of at least 10 feet in height carved with
arcane runes by the caster. Once the spell is cast, the sun Casting Time: 1 action
never seems to rise in the region. The affected area is either Range: Self (30-foot radius)
dark or lit with shadowy light, depending on the conditions Components: V
outside. For example, the area has shadowy light when the Duration: Instantaneous
sun is up on a clear day. Artificial light sources work normally You let loose a terrible scream. All living creatures within
within the affected area. Creatures and magical effects that 30 feet of you except you that can hear you must make a
rely upon night to work can function at all times in an area Constitution saving throw. Those that fail drop to 0 hit points.
that a skyrift cloaks. Likewise, beings and objects that Those that succeed take 3d6 psychic damage.
sunlight harms can exist with comfort anywhere in a skyrift at You cannot cast this spell if you are in sunlight. Undead
any time of day. and constructs are immune to this spell.
This spell may be cast in outdoor areas only, although its
area can contain structures provided they are wholly within
the area affected. Viewed from outside, a region blanketed DM'ss Note: Wail of the Banshee
DM
under a skyrift seems to be dark and gloomy, as if on an This spell is based on the banshee's own ability.
overcast day late in the afternoon. However, if you find that too powerful, an
This spell can only be dispelled with dispel magic cast at alternative version is presented.
9th level.
Undead Creation
9th-level necromancy Wail of the Banshee V2
9th-level necromancy
(Dread Necromancer)
(Dread Necromancer, Sorcerer, Wizard)
Casting Time: 10 minutes
Range: Touch Casting Time: 1 action
Components: V, S, M (a black onyx worth at least 1000gp) Range: Self (30-foot radius)
Duration: Instantaneous Components: V
Duration: Instantaneous
You create one undead of CR 20 or less from an
appropriate corpse. The creature must immediately make a You let loose a terrible scream. All living creatures within
DC 20 Constitution saving throw or be destroyed, and be 30 feet of you except you that can hear you must make a
rendered unfit for further reanimation. So while you could Constitution saving throw. A creature takes 40d6 psychic
not create a skeletal dragon from a humanoid, you could damage on a failed save, or half as much damage on a
create it from a dragon's bones. If your casting is interrupted, successful one. A creature reduced to 0 hit points by this
you must make a 20 Constitution saving throw or be blasted effect dies instantly.
to dust and instantly destroyed, as if by a disintegrate spell. You cannot cast this spell if you are in sunlight. Undead
This undead is not under your control and acts as it and constructs are immune to this spell.
pleases.
Some undead cannot be created in this way, such as
necropolitans, death knights, and (vassa)liches. The DM is
the final arbiter of whether an undead creature can be
created by this spell.

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The internal cyst is noticeable as a slight bulge on the
Unusual Spells subject’s arm, abdomen, or face (wherever you chose to touch
the target) or it is buried deeply enough in the flesh of your
Cyst Spells target that it is not immediately obvious—the subject may not
The following spells all deal with necrotic cysts. All of them realize what was implanted within them.
besides Necrotic Awareness require the caster to have the From now on, undead foes and necromantic magic are
Mother Cyst feat in the next section; even abilities like the particularly debilitating to the subject—the cyst enables a
bard's Magical Secrets don't work without that feat. Aside sympathetic response between free-roaming external undead
from Necrotic Awareness, they are not on any spell lists by and itself. Whenever the subject is dealt damage by a
default. A caster who gains that feat treats them as if they necromancy spell, or by the attack of an undead (claw, bite, or
were on their list and always has them prepared. other attack form), it takes an additional die of damage.
You can take an action to know the direction of any cyst you
Necrotic Awareness have created, but you do not know the distance to it.
1st-level necromancy (ritual) Victims who possess necrotic cysts may elect to have some
well-meaning chirurgeon remove them surgically. The
(Cleric, Wizard) procedure is a bloody, painful process that incapacitates the
subject for 1 hour on a successful DC 20 Medicine check,
Casting Time: 1 action and deals 4d10 slashing damage with an unsuccessful
Range: Self Medicine check. The procedure takes 1 hour.
Components: V, S Protection from good and evil or a similar spell prevents
Duration: Concentration, up to 10 minutes the necrotic cyst from forming. Once a necrotic cyst is
For the duration, you know if there is a creature bearing a implanted, spells that manipulate the cyst and its bearer are
necrotic cyst or mother cyst within 30 feet of you, as well as no longer thwarted by protection from evil.
where it is. Creatures without flesh are immune to this spell.
The spell can penetrate most barriers, but it is blocked by 1 You can cause any cyst you have created to harmlessly
foot of stone, 1 inch of common metal, a thin sheet of lead, or wither to nothing as an action.
3 feet of wood or dirt.
Necrotic Domination
Necrotic Bloat 4th-level necromancy
3rd-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: V, S, M (caster must have a mother cyst)
Components: V, S, M (caster must have a mother cyst) Duration: Concentration, up to 1 hour
Duration: Instantaneous You attempt to beguile a humanoid that you can see within
You cause the cyst of a subject already harboring a necrotic range that has a necrotic cyst (see the necrotic cyst spell). It
cyst (see spell of the same name) to pulse and swell. This must succeed on a Wisdom saving throw or be charmed by
agitation of the necrotic cyst tears living tissue and expands you for the duration. If you or creatures that are friendly to
the size of the cyst, dealing massive internal damage to the you are fighting it, it has advantage on the saving throw.
subject. The subject takes 4d10 points of necrotic damage. While the target is charmed, you have a telepathic link with
This damage is considered vile damage because the cyst it as long as the two of you are on the same plane of
expands to envelop the newly necrotized tissue. The cyst is existence. You can use this telepathic link to issue commands
reduced to its original size when the vile damage is healed. to the creature while you are conscious (no action required),
A subject killed by this spell rises as a free-willed skulking which it does its best to obey. You can specify a simple and
cyst at the start of your next turn. general course of action, such as attack that creature, run
At Higher Levels. When you cast this spell using a spell over there, or fetch that object. If the creature completes the
slot of 4th level or higher, the damage increases by 1d10 for order and doesn't receive further direction from you, it
each slot level above 3rd. defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of
Necrotic Cyst the target. Until the end of your next turn, the creature takes
2nd-level necromancy only the actions you choose, and doesn't do anything that you
Casting Time: 1 action don't allow it to do. During this time you can also cause the
Range: Touch creature to use a reaction, but this requires you to use your
Components: V, S, M (caster must have a mother cyst) own reaction as well.
Duration: Instantaneous Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving throw
You touch a creature, forcing it to make a Constitution succeeds, the spell ends.
saving throw. A creature can choose to fail this save. On a At Higher Levels. When you cast this spell using a 6th-
successful save, the subject suffers no adverse affects. On a level spell slot, the duration is concentration, up to 8 hours.
failed save, the subject develops an internal spherical sac that When you use a 8th-level spell slot, the duration is
contains fluid or semisolid necrotic flesh. concentration, up to 24 hours.

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Necrotic Empowerment Range: Self


8th-level necromancy Components: V, S, M (caster must have a mother cyst)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: Self You can concentrate upon a specific individual who you
Components: V, S, M (caster must have a mother cyst) believe to bear a necrotic cyst (see spell of the same name),
Duration: Concentration, up to 1 minute and hear and see through the creature's eyes and ears. You
have access to all of its senses, experiencing things as it does.
You call upon the mother cyst that your body hosts, Distance is not a factor, but the spell fails if the individual no
drawing from it strength, vigor, speed, and vicious certainty. longer bears the cyst or if the cyst bearer is no longer on the
While the spell is in effect, you gain advantage on all checks plane of existence you are currently occupying. You gain the
and saves. If you are wearing no armor, your AC equals 15 + benefit of any senses the creature posses such as darkvision
your Dexterity bonus as your skin briefly crusts and hardens. or blindsight, but are not able to use any of your own. If the
You also gain 100 temporary hit points that vanish when the creature has senses that you have no equivalent for (such as a
spell ends. intellect devourer's mind sensing), you are able to use those
While the empowerment lasts, you are unable to cast any as well, though the feeling may be very alien.
other spell that requires a mother cyst. You are constrained to the creature's own senses and
cannot influence what it looks at. If the creature is asleep
Necrotic Eruption with its eyes closed, you probably will not be able to see
6th-level necromancy anything either, and if it is staring at a wall, you won't be able
Casting Time: 1 action to see anything behind it.
Range: 120 feet Lead sheeting or magical protection (such as antimagic
Components: V, S, M (caster must have a mother cyst) field, mind blank, or nondetection) blocks the spell, and you
Duration: Instantaneous sense that the spell is so blocked.
You cause the cyst of a subject already harboring a necrotic Necrotic Tumor
cyst (see spell of the same name) to explosively enlarge itself 7th-level necromancy
at the expense of the subject’s body tissue. This spell deals
7d10 necrotic damage. This damage is vile damage. Casting Time: 1 action
If this damage kills the target, all creatures within 20 feet Range: 60 feet
of it take 3d10 necrotic damage, or half on a failed Components: V, S, M (caster must have a mother cyst)
Constitution saving throw. Also on a failed saving throw, a Duration: Concentration, up to 1 hour
creature caught in the blast gains its own necrotic cyst. You cause the cyst of a subject already harboring a necrotic
A subject killed by this spell rises as a free-willed skulking cyst (see spell of the same name) to envelop a portion of the
cyst at the start of your next turn. victim's brain. The victim must make a Wisdom saving throw.
At Higher Levels. When you cast this spell using a spell On a failure, the victim is dominated, as if by dominate
slot of 7th level or higher, both the initial and the explosion monster.
damage increase by 1d10 for each slot level above 6th. If the victim fails its saving throw and you concentrate for
the entire duration, the victim becomes permanently
Necrotic Probe charmed by you, and it has disadvantage on Intelligence,
5th-level necromancy Wisdom, and Charisma saving throws made against your
Casting Time: 10 minutes spells and effects. You also constantly know its location, even
Range: Self if it is on another plane. Only a wish spell can reverse this
Components: V, S, M (caster must have a mother cyst) effect.
Duration: Concentration, up to 10 minutes
You can concentrate upon a specific individual who you Necrotic Termination
believe to bear a necrotic cyst (see spell of the same name), 9th-level necromancy
and listen in on its thoughts. Distance is not a factor, but the Casting Time: 1 action
spell fails if the individual no longer bears the cyst or if the Range: 120 feet
cyst bearer is no longer on the plane of existence you are Components: V, S, M (caster must have a mother cyst)
currently occupying. Duration: Instantaneous
While the spell lasts, you can hear everything the target You cause the cyst of a subject already harboring a necrotic
thinks, as if you were using a detect thoughts spell. As an cyst (see spell of the same name) to physically and spiritually
action while the spell lasts, you can also delve deep into the enlarge itself at the expense of the subject’s body and soul.
target's mind for specific facts, memories, or other The creature takes 25d10 necrotic damage. This damage is
information. You can ask one question and instantly receive a vile damage.
complete, honest, accurate answer. If this damage reduces the target to 0 hit points, it is
You can attempt to implant a suggestion into the target. It devoured, body and soul. Raise dead, reincarnate,
must make a Wisdom save. On a failure, the suggestion takes resurrection, clone, true resurrection, wish, and even divine
effect, and lasts for up to 8 hours (no concentration required). intervention cannot return life to the subject once its soul is
digested—it is gone forever.
Necrotic Scrying A subject killed by this spell rises as a free-willed skulking
2nd-level necromancy (ritual) cyst at the start of your next turn.
Casting Time: 10 minutes
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Wormbound Spells You eject the worm from your body, bathing it in
necromantic energy and flinging it to a point within range. It
The following spells all deal with worms of Kyuss. All of them grows into an ulgurstasta with the evolved undead
require either the Wormbound feat in the next section or to template that is under your control.
be of the wormspawn subtype; even abilities like the bard's If the spell ends, the wormspawn acts as it pleases. If you
Magical Secrets don't work without that feat or subtype. A are an undead servant of Kyuss, it is friendly to you. If you are
caster who gains that feat treats them as if they were on their a living servant of Kyuss, you must succeed at a Persuasion
list and always has them prepared, while a creature of that check contested by its Insight check. If you succeed, it is
subtype can learn and prepare them normally. friendly to you. If you fail, it becomes hostile to you. If you are
not a servant of Kyuss, it is automatically hostile.
Consume the Parasite Casting this spell consumes the Kyuss worm that you have
3rd-level necromancy bound to your soul, and you do not gain the effects of the
Casting Time: 1 bonus action Wormbound feat until you are able to find another Kyuss
Range: Self worm and complete the ritual of binding once again.
Components: V, S, M (a Kyuss worm hosted within your
body, consumed. Creatures with the wormspawn subtype Mindworms
merely require a live Kyuss worm, which is consumed) 4th-level necromancy
Duration: Concentration, up to 1 minute Casting Time: 1 action
You consume the Kyuss worm in your own body to grant Range: 60 feet
yourself a temporary boost in power. When you cast this spell, Components: V, S, M (a live Kyuss worm or the wormspawn
you 20 temporary hit points. These temporary hit points subtype)
expire when the spell's duration ends if they are not lost Duration: Instantaneous
sooner. In addition, you have advantage on Strength and This spell causes ghostly images of green worms to fly at
Dexterity checks and saving throws, and your weapons do an the target, assailing its body, mind, and soul. It must make a
extra 1d4 damage. Wisdom saving throw. It takes 6d10 necrotic damage on a
This spell also increases the power of your spells while it is failure, or half on a success.
in effect, causing all spells you cast for the duration to be cast Also on a failure, it loses 3 levels worth of spell slots (not
as if by a slot 1 level higher (so a 4th-level fireball acts like a including Innate Spellcasting). This could be three 1st-level
5th-level fireball). spells, one 2nd-level and one 1st-level, or one 3rd level. If it
However, casting this spell consumes the Kyuss worm that has fewer slots than these to lose, it loses what it can. It
you have bound to your soul, and you do not gain the effects chooses what types of slots to lose. If it does not have the
of the Wormbound feat until you are able to find another ability to cast spells, or it does not have any slots of 1st
Kyuss worm and complete the ritual of binding once again. through 3rd left, this effect does not apply.
Whenever you successfully drain 3 levels of spells with this
Extrude Wormswarm effect, you regain 3 levels worth of spell slots in an identical
6th-level conjuration way (you could regain one 3rd-level, or one 2nd-level and one
Casting Time: 1 action 1st-level, or three 1st-level).
Range: 10 feet At Higher Levels. When cast with a spell slot of 5th level
Components: V, S, M (a live Kyuss worm or the wormspawn or higher, the damage increases by 1d10, and both the
subtype) number of spell levels drained and the max level drainable
Duration: Concentration, up to 1 minute increase by 1.
You summon a swarm of Kyuss worms to attack your foes.
These writhing, twisting green worms swarm over your body The Wormspawn Subtype
briefly and then congregate in a 10-foot-square within range The wormspawn subtype refers to the creatures
of your choice as a wormspawn. created by Kyuss and his disciples. The following
If the spell ends, the wormspawn acts as it pleases. If you creatures belong to it:
are an undead servant of Kyuss, it automatically follows your
orders. If you are a living servant of Kyuss, you must succeed
at a Persuasion check contested by its Insight check. If you
succeed, it follows your orders. If you fail, it becomes hostile Avolakia Spawn of Kyuss
to you. If you are not a servant of Kyuss, it is automatically Broodfiend Sword of Kyuss
hostile.
Earthcancer centipede Ulgurstasta
Hunger of the Wormgod Eviscerator beetle Wormcaller
9th-level necromancy
Favored spawn of Kyuss Worm drake
Casting Time: 1 action
Range: 90 feet Kyuss knight Worm naga
Components: V, S, M (a Kyuss worm hosted within your Kyuss spawnling Worm that walks
body, consumed. Creatures with the wormspawn subtype Mindkiller scorpion Worm swarm
merely require a live Kyuss worm, which is consumed)
Duration: Concentration, up to 1 hour Overworm

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Path of Worms You create a lingering decay in the spirit and body of one
2nd-level divination creature you touch. When you cast this spell and on each of
your subsequent turns as an action, you can force the target
Casting Time: 1 minute to make a Constitution saving throw. The spell ends if you
Range: Self use your action to do anything else. On a failed saving throw,
Components: V, S, M (a live Kyuss worm or the wormspawn its Constitution score is reduced by 1. This reduction lasts
subtype) until it finishes a short or long rest. On a successful saving
Duration: 8 hours throw, it takes no Constitution reduction for that turn.
This spell infuses your own perceptions with a shard of At Higher Levels. When cast as a 5th-level spell or higher,
Kyuss' power, granting you a sixth sense. While the spell you do not need to take an action to force the target to make
lasts, you cannot be surprised. another Constitution saving throw. You still need to
Once during the spell's duration, you can grant yourself concentrate on the spell.
advantage on an attack roll, ability check, or saving throw.
Alternatively, you can impose disadvantage on one attack The Worm Within
targeting you. This immediately ends the spell. 3rd-level necromancy
When you trigger the advantage or disadvantage, every Casting Time: 1 action
creature within 20 feet is exposed to a glimpse of the Range: 30 feet
writhing madness of prophesied in the Age of Worms. For the Components: V, S, M (a live Kyuss worm or the wormspawn
merest second, they see within their minds the desolation subtype
and ever-increasing terror of what the world will one day Duration: Concentration, up to 1 minute
become. Every creature affected in this way that does not You create a worm of Kyuss inside a creature within range.
have the wormspawn subtype (including you, most likely) The creature must make a Constitution saving throw. On a
must make a Wisdom saving throw. On a failure, it is success, the worm dies with no ill effect. On a failure, the
frightened until the end of its next turn. While frightened in worm takes root and begins consuming the target. At the end
this way, it is incapacitated and its speed is 0. of each of its subsequent turns, it takes an additional 2d6
Servant of the Green Corruption necrotic damage per worm infesting it, stacking with worms
5th-level necromancy from the Spawn of Kyuss (max 10d6).
A worm-infested target dies if it drops to O hit points, then
Casting Time: 1 action rises 10 minutes later as a free-willed spawn of Kyuss. If a
Range: 30 feet worm-infested creature is targeted by an effect that cures
Components: V, S, M (a live Kyuss worm or the wormspawn disease or removes a curse, all the worms infesting it wither
subtype) away.
Duration: Concentration, up to 10 minutes If you concentrate for the entire duration, the worm
You select one willing creature within range. Until the spell remains until it is cured.
ends, the target’s speed is doubled, it gains a +4 bonus to AC, At Higher Levels. When cast as a 5th or 6th level spell,
and it has advantage on attack rolls. you create two worms. When cast as a 7th or 8th level spell,
Kyuss's power never comes at a price, however, as the you create 3 worms. When cast as a 9th level spell, you create
wormgod constantly seeks to bind mortals to his will and to 5 worms. Each worm requires a separate saving throw.
bring about the long foretold Age of Worms. Because of
Kyuss's corrupting influence, the affected creature becomes
more susceptible to the powers of Kyuss. The affected “Cost? Gold is a cost. Servitude is a cost. My soul is
not a cost—or it’s one I don’t mind paying.”
creature suffers disadvantage on saving throws against —Thavik of Donegan
wormbound spells and automatically fails saving throws
against the effects of wormspawn creatures.
The spell can also target an unwilling creature, which can
make a Wisdom saving throw to resist, negating both the
spell's benefits and drawbacks on a success.
Spirit Worm
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a live Kyuss worm or the wormspawn
subtype)
Duration: Concentration, up to 1 minute
You touch your foe and intone the spell. You leave a worm-
shaped bruise where you touched.

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Corrupt Spells Corruption cost: Your Wisdom score reduces by 2d6


points. If you drop to 0 Wisdom points, you are stunned until
Those who delve into black magic have learned of you regain at least 1 Wisdom point. The reduction lasts until
exceedingly evil spells that, in exchange for foul power, take a you finish a long rest.
terrible toll on the caster. These spells are known as corrupt
spells. Their numbers are few, but they are truly horrible Apocalypse from the Sky
applications of magic. 9th-level conjuration
These spells can be cast by any class by a caster who Casting Time: 24 hours
prepares spells. A character who does not prepare spells can Range: Self (200-mile radius)
still learn them upon gaining a level. Components: V, S, M (an artifact, ideally one of good
All of these spells are available to casters of all alignments. perverted to this use. Upon completion of the spell, the
However, even learning about them can be difficult, and the artifact vanishes, leaving your possession)
DM should feel free to impose whatever quests he or she Duration: Instantaneous
desires for a character to gain access to these. A spell like
apocalypse from the sky is a plot point, not a day-to-day spell. You call upon the darkest forces in all existence to rain
Even if your DM has approved this .pdf, please double-check destruction down upon the land. All creatures and objects in
with him or her before taking one of the spells in this section the spell's area take 10d10 points of damage of a type of your
choice. This damage is vile damage.
Absorb Mind This damage typically levels forests, sends mountains
3rd-level divination tumbling, and wipes out entire populations of living
Casting Time: 1 action creatures. You are subject to the damage as well as the
Range: Self corruption cost.
Components: V, S, M (an ounce of a sentient creature's fresh Corruption cost: Your Constitution reduces by 3d6 points,
or preserved brain, which the spell consumes) and you die if it is reduced to 0. Otherwise, you regain these
Duration: Concentration, up to 1 hour points when you finish a long rest. Furthermore, you lose 4d6
points of Wisdom, going insane if it is reduced to 0 until you
You eat part of the brain of another creature's corpse. By regain at least 1 point. This reduction can be removed by
doing so, you gain the creature's memories and knowledge to greater restoration, but does not vanish on its own. Even just
some degree, so that you have a 25% chance of recalling any having this spell prepared reduces your Wisdom by 1d3,
important fact known to the creature—family history, recent which cannot be cured until you no longer have it prepared.
events, the general layout of the creature's stomping grounds,
details about the creature's death, important plans, Call Forth the Beast
passwords, etc. Skills, feats, spells, and other such 4th-level enchantment
knowledge cannot be obtained in this fashion. You cannot roll Casting Time: 1 action
again after failing to recall a specific piece of information. Range: 30 feet
After the duration expires, you no longer have the ability to Components: V, S, M (the tongue of an executed murderer)
recall new facts. Duration: Permanent until discharged, then 2d4 hours
Corruption cost: Your Wisdom score reduces by 2d6
points. If you drop to 0 Wisdom points, you are stunned until You force one target within range to make a Wisdom
you regain at least 1 Wisdom point. The reduction lasts until saving throw. On a failure, you set up a dark curse within
you finish a long rest. their mind. The target of this spell experiences no immediate
At Higher Levels. When cast with a 5th-level slot, you have effect. The next time it falls asleep, however, they
a 50% chance. With 7th, you have 75%. With 9th, 90%. immediately reawakens with a chaotic evil alignment and a
bloodthirsty, temperamental, and even psychotic disposition.
Absorb Strength The subject has no particular goals during this time except to
4th-level necromancy shed blood and slaughter anyone who aggravates or irritates
Casting Time: 1 action them; even the most innocent action might result in violence.
Range: Self When the spell expires, the subject passes out
Components: V, S, M (an ounce of a creature's fresh or momentarily, and reawakens with no memory of anything
preserved flesh, consumed) they might have done while under the effect of the spell. So
Duration: Concentration, up to 1 hour far as they can tell, they simply fell asleep hours earlier, and
they have no idea what has happened since then. They have
You eat at least a portion of the flesh of another creature’s gained no rest, cannot prepare new spells, and might gain
corpse, thereby increasing your Strength score by one- one level of exhaustion (if appropriate).
quarter of the creature's Strength score for the duration, and Corruption cost: Your Constitution score reduces by 1d4
increasing your Constitution score by one-quarter of the points. If you drop to 0 Constitution points, you die.
creature's Constitution score. Otherwise, the reduction lasts until you finish a long rest.
For example, if you eat a bulette's flesh, your Strength
increases by 4 and your Constitution increases by 5 for the
duration.

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Chain of Sorrow You touch one creature and force it to make a Wisdom
7th-level necromancy saving throw. On a success, it suffers no ill effects. On a
failure, it is affected by the spell. This sinister spell imbues
Casting Time: 1 action the target's soul with a hidden taint of evil potentiality.
Range: 30 feet Additionally, it brands the creature with an invisible mark on
Components: V, S, M (the umbilical cord of a stillborn child) the forehead. Any fiend can see this mark. Other creatures
Duration: See text see it if they can see invisible objects. This mark denotes the
Make a ranged spell attack against one creature in range. creature bearing it as someone who bears in its soul a seed of
On a hit, the target must make a Charisma saving throw. On a evil that, with proper coaxing and opportunity, could blossom
failure, its Charisma is reduced by 2d10, or half as much on a into true depravity and cruelty. The recipient of this spell
successful save. On a failed saving throw, the effect becomes must be a living creature that is not a celestial. It has no effect
contagious. The next time the target creature touches a on unaligned creatures.
friend, loved one, or ally, that individual must make a When this spell is first cast on a creature, the creature
Charisma saving throw or have its Charisma reduced by becomes poisoned for 1 minute. Once a good or neutral
2d10, or half on a successful save. This spell continues target is affected by this spell, it begins to have strange and
spreading until a creature successfully saves against it. increasingly powerful urges to commit evil acts. Its dreams
All reductions caused by this spell last until cured by grow dark, sinister, and cruel, yet are disturbingly
greater restoration or similar magic. If a creature drops to 0 entertaining and soothing. The magic of the spell does not
Charisma points, it is stunned until it regains at least 1 force the victim to make evil acts, but it does encourage such
Charisma point. behavior through conditioning. Each time the victim willingly
Corruption cost: Your Charisma score reduces by 2d10 commits an evil act, this spell grants a +4 bonus to the
points. If you drop to 0 Charisma points, you are stunned character's Strength, Constitution, and Charisma scores; this
until you regain at least 1 Charisma point. The reduction bonus persists for 1 hour before fading. If the target
lasts until you finish a long rest. continues to perform evil acts, its alignment eventually
becomes evil as well, at which time the spell no longer grants
Consume Likeness this bonus.
6th-level necromancy If the creature subjected to this spell is evil, the fallen soul
Casting Time: 1 action punished the creature for good acts. If the target ever
Range: Self willingly performs a good act, the spell reduces the creature's
Components: V, S, M (an ounce of a creature's fresh or Strength, Constitution, and Charisma scores by 4.
preserved flesh, consumed) Dispel evil, wish, or greater restoration can remove the
Duration: Permanent spell, but remove curse cannot, and the fallen soul cannot be
dispelled.
You can take on the appearance and form—including Corruption Cost: Your Strength is reduced by 1d6 points.
clothing and equipment—of a corporeal humanoid that is You are paralyzed if this reduces your Strength to 0. The
freshly dead. You assume the form of the creature as it looked reduction lasts until you finish a long rest.
when it lived. You must eat the flesh of the corpse whose form
is to be assumed as you cast the spell.
Once the spell is complete, you can assume the new
likeness at will. By changing to this new form, your body can
undergo a limited physical transmutation, including adding or
subtracting one or two limbs, and your weight can be
changed up to one-half. If the form selected has wings, you
can fly at a speed of 30 feet. If the form has gills, you can
breathe underwater. You cannot assume the likeness of
something that is a different size than you
Except as listed above, your stats do not change. If you die,
you revert to your true form. You can also revert as an action.
Corruption cost: You lose 2d6 points of Wisdom, going
insane if it is reduced to 0 until you regain at least 1 point.
This reduction can be removed by greater restoration, but
does not vanish on its own.
Fallen Soul
5th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a feather from a fallen angel)
Duration: Permanent

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Forbidden Speech This spell is cast upon a beautiful piece of art worth at least
4th-level enchantment 1,000 gp. The artwork must depict acts of debauchery or evil
that are titillating and fascinating, not disturbing or revolting.
Casting Time: 1 minute When the art is revealed to a creature, that creature must
Range: Touch make a Wisdom saving throw. On a failure, the subject's
Components: V, S normal inhibitions are eliminated and the subject's
Duration: Permanent conscience is silenced. Under its effects, a good creature
One creature you touch must make a Wisdom saving might commit acts of extraordinary evil without any feelings
throw. On a failure, it is impossible for the creature to speak of remorse. For instance, a paladin who strives to never
about a single topic. The topic should be as narrow as destroy a foe that has surrendered might decide that she’s
possible for the spell to work properly. An appropriate topic better off meting out justice immediately and killing the
might be events that occurred while the creature was in enemy. This spell affects the target’s norms and expectations;
captivity, the whereabouts and names of enemies, the secret for example, once affected, a good-aligned target might be
location of a hidden treasure, the password into a guarded willing to attack his friends when urged to do so through a
compound, the command word of a magic item, or the suggestion. This would not eliminate his need to atone,
explanation behind some major occurrence. Invalid topics according to the tenets and punishments prescribed by his
include verbal components of spells, a creature's whole life faith or law. The compulsion is permanent until broken by a
history, or anything too broad for a reasonable definition of a greater restoration spell or similar magic, or until it is
single topic. Whether a topic is too broad is up the DM, who removed by the spellcaster.
can double the corruption cost and have the spell Corruption Cost: Your Wisdom is reduced by 2d6 until you
automatically fail if you persist in attempting an invalid topic. finish a long rest.
Thus, this can be a dangerous spell to attempt.
The affected creature cannot communicate regarding the
topic in any way. Speech becomes gibberish, writing is
reduced to an indecipherable scrawl, gestures are impossible,
and even telepathy (including detect thoughts) is scrambled.
The creature has not forgotten the information, however, and
it can be a maddening occurrence for the creature to be
unable to communicate information that might be of life-and-
death importance to friends and allies.
Corruption Cost: Your Strength is reduced by 1d6 points.
You are paralyzed if this reduces your Strength to 0. The
reduction lasts until you finish a long rest.
Master's Lament
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
This spell strengthens the bond between master and
familiar. Choose one humanoid creature with a familiar or
other empathically linked animal companion within range, or
alternatively choose a familiar or other empathetically linked
animal. Your target must make a Wisdom saving throw. On a
failure, for the duration of the spell, any damage or magical
effect (charm, exhaustion, etc.) taken by the master is also
taken by the familiar, and vice versa. If the effect allows a
save, both master and familiar roll their saves separately.
Corruption Cost: Your Charisma is reduced by 1d6 points.
You are stunned if this reduces your Charisma to 0. The
reduction lasts until you finish a long rest.
Remorseless Charm
6th-level enchantment
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (a work of art depicting worth at least
1,000 gp; see text)
Duration: Until dispelled or triggered

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Other Character Options


You grow an internal cyst of undead flesh called a mother
Feats cyst. The cyst may be noticeable as a discolored swelling
on your skin, if desired. The mother cyst is slightly painful,
Eclectic Learning but otherwise isn't harmful. The mother cyst grants you
Prerequisite: Spellcasting or Pact Magic feature access to a selection of cyst-related spells listed below
You learn two spells of a level you can cast from any class. (and described above). You cast these spells like any other
They are considered to be of your class (cleric, wizard, etc.) spell you can cast, once you host a mother cyst. You
when you cast them, you always have them prepared, and always have these spells prepared, and they don't count
they don't count against your maximum prepared or known. against your maximum spells prepared or known.
You can replace one of these spells with another when you Level Spells
level up.
1st necrotic awareness
Eviscerator 2nd necrotic cyst, necrotic scrying
Prerequisite: must be undead 3rd necrotic bloat
Your foes fear your critical hits. Whenever you score a 4th necrotic domination
critical hit against a target with a melee attack, the target is
frightened of you for 1 minute. All of its allies within 30 feet 5th necrotic probe
must succeed on a Wisdom saving throw with a DC equal to 6th necrotic eruption
8 + your proficieney bonus + your Strength or Dexterity
modifier (your choice) or be frightened of you for 1 minute. 7th necrotic tumor
The allies can repeat the saving throw at the end of each of 8th necrotic empowerment
their turns, ending the effect on a success. 9th necrotic termination
Ghost Scarred
Oneiromancy
Prerequisite: must have had maximum hit points or ability
score reduced by an undead with the Incorporeal Movement Prerequisite: The ability to cast at least one spell
trait You specialize in dream magic, gaining the following
Your encounters with the spirits that haunt the world have benefits:
given you unique capabilities to fight them, granting you the Increase your Intelligence, Wisdom, or Charisma score by
following benefits against undead with the Incorporeal 1, to a maximum of 20.
Movement trait: You can interpret dreams, analyzing their meaning and
You have resistance to damage done by these undead. what the dreamer was thinking and feeling. This requires
You have advantage on saving throws against the effects of an Intelligence check with a DC determined by the DM.
these undead. You are proficienct in this check. At the DM's discretion,
You have advantage on attack rolls against these undead. dreams may be used as prophetic warnings.
You gain access to a selection of dream-related spells
Lasting Life listed below (and described above). You cast these spells
like any other spell you can cast. You always have these
Prerequisite: Constitution 13 or higher spells prepared, and they don't count against your
Your lifeforce is unshakably strong, granting you the maximum spells prepared or known.
following benefits:
Level Spells
Increase your Constitution by 1, to a maximum of 20.
You can take an action to remove all reductions to one of 1st restful slumber
your ability scores. 4th dream walk, manifest desire, manifest nightmare
You can take an action to remove one effect reducing your 5th dream, dreaming puppet
hit point maximum.
You can take an action to turn all vile damage you have 7th dream sight
suffered into normal damage, allowing it to be healed
normally.
Mother Cyst
Prerequisite: The ability to cast at least one spell
You gain the ability to cast necrotic cyst spells by growing a
cyst of your own.
Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.

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Necropotent The worm can be removed by any magic that ends a


disease. You are entitled to a Constitution saving throw to
You are very, very good at killing the undead, gaining the negate the spell if you desire, even if it would not normally
following benefits: allow a saving throw.
Increase your Strength, Dexterity, Intelligence, Wisdom, If you die with a living Kyuss worm inside you, you rise as a
or Charisma by 1. spawn of Kyuss in 1 minute. As a spawn of Kyuss, you exist
You ignore the damage resistances (but not immunities) of only to spread the corrupting power of Kyuss and have no
the undead. free will of your own (meaning you become a monster under
If you roll the highest die possible when damaging an the DM's control).
undead creature, you can reroll that die and add the
damage again. This process can recur as long as you
continue to roll the maximum die.
Tomb-Tainted Soul
Your soul is imbued with some of the power of undeath,
giving you the following benefits:
You have resistance to necrotic and poison damage
Whenever you are subjected to an effect that harms the
living but has no effect or a beneficial effect on the undead
(such as negative energy flood), roll any die. On an even
roll, you count as undead for the purposes of that effect.
Vampire Hunter
Your knowledge of vampires has given you the following
benefits:
You can take a bonus action to unfailingly determine
whether any type of vampire is within 30 feet of you, as
well as learn its type and location.
You are immune to being charmed by vampires.
Wormbound
Prerequisite: The ability to cast at least one spell
You have bound your soul to Kyuss, granting you the
following benefits:
Increase your Intelligence, Wisdom, or Charisma score by
1, to a maximum of 20.
You can attempt to bind a Kyuss worm to yourself.
Successfully hosting a Kyuss worm requires a special
binding ritual. The ritual requires 4 hours of uninterrupted
meditation, 500 gp in special materials, and a living Kyuss
worm. At the end of the ceremony, you must succeed at a
DC 10 Constitution saving throw or drop to 0 hit points. If
you die as a result of this, you rise as a spawn of Kyuss in
1 minute.
If you successfully complete the ritual, you gain access to a
selection of worm-related spells listed below (and
described above). You cast these spells like any other spell
you can cast. You always have these spells prepared, and
they don't count against your maximum spells prepared or
known.
Level Spells
2nd path of worms, spirit worm
3rd consume the parasite, the worm within
4th mindworms
5th servant of the green corruption
6th extrude wormspawn
9th hunger of the Wormgod

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Ghostform. As an action, you become incorporeal until
Multiclassing your concentration ends (as if concentrating on a spell).
Allowing multiclassing for this class may be risky, as it is has While incorporeal, you cannot use material components or
a laundry list of powerful abilities mitigated by a bad spell list. arcane foci, nor make weapon attacks. You can, however,
However, if you choose to allow it, multiclassing with a dread move through other creatures and objects as if they were
necromancer requires a 13 in Charisma. Multiclassing into difficult terrain. You take 1d10 force damage if you end your
dread necromancer gives you proficiency with light armor, turn inside an object. You can't use this power again until you
simple weapons, and one martial weapon of your choice. finish a long rest.
Gheden
Races Ghedens are the result of fusing human essence with zombie
The necropolitan template is suitable for player characters. strength. Gheden are not a natural race; rather, they are
Becoming one requires a 24-hour ritual while still alive. The spawned by the experiments of necromancers or the
market price of having this ritual cast upon you is 3,000 gold. interventions of deities.
Be aware that while the necropolitan template is suitable Ability Score Adjustment. Your Strength score increases
for player characters in general, a necropolitan dread by 1, and your Constitution score increases by 2. Your
necromancer could heal themself at will via charnel touch. Intelligence and Charisma scores decrease by 2.
This can unbalance the game if you aren't careful. Undead Fortitude. If damage reduces you to 0 hit points,
The following other races are also deeply tied to the you must make a Constitution saving throw with a DC of 5 +
undead. the damage taken, unless the damage is radiant or from a
critical hit. On a success, you drop to 1 hit point instead.
Deathtouched Ghul
As tieflings are the distant descendants of fiends, Your ancestor was a ghoul, and you still possess some of that
deathtouched are the descendants of the undead. paralytic talent.
Age. Deathtouched mature at the same rate as humans but Ability Score Adjustment. Your Dexterity score increases
live about twice as long. by 2, and your Constitution score increases by 1.
Size. Deathtouched are about the same size as humans, Ghoulish Legacy. When you reach 3rd level, you can cast
but tend to be more gaunt. Your size is Medium. the ghoul touch spell once with this trait and regain the
Speed. Your base walking speed is 30 feet. ability to do so when you finish a short or long rest. Charisma
Darkvision. Thanks to your undead heritage, you have is your spellcasting ability for these spells.
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in Katane
darkness as if it were dim light. You can’t discern color in You are descended from a vampire or vampire spawn, or
darkness, only shades of gray. possibly another blood-drinking undead.
Call of Undeath. If you die, roll a d10. On a roll of 9-10, Ability Score Increase. Your Constitution score increases
you rise as an undead of your ancestor's type (the DM decides by 2, and your Charisma score increases by 1.
your type if you are a mortif). Vampiric Legacy. You know the black orb cantrip. When
Unliving Resistance. You have resistance to necrotic and you reach 3rd level, you can cast the charm person spell once
poison damage, and you have advantage on saving throws with this trait and regain the ability to do so when you finish a
against poison. long rest. When you reach 5th level, you can cast the vampiric
Languages. You can speak, read, and write Common and touch spell once with this trait and regain the ability to do so
one of your choice. when you finish a long rest. Charisma is your spellcasting
Turn Susceptibility. You can be turned or rebuked as if ability for these spells.
you were undead, though you gain advantage on the save. If
you would be destroyed, you are instead stunned for 1 Mortif
minute; if you would be commanded, you are instead The mortif subrace represents those whose undead ancestor
charmed for 1 hour. is of uncertain nature. It has more general powers than the
Holy Water Susceptibility. Your connection to the grave other types.
makes you vulnerable to holy water. However, the fact that Ability Score Increase. Your Constitution score increases
you are still alive means you have resistance to this damage. by 1, and your Charisma score increases by 2.
Similarly, you can be harmed by positoxins, but you are Undead Legacy. You know the chill touch cantrip. When
resistant to their damage. you reach 3rd level, you can cast the shroud of undeath spell
Subrace. Depending on the nature of your undead once with this trait and regain the ability to do so when you
ancestor, you may have different powers. Choose one of the finish a long rest. When you reach 5th level, you can cast the
subraces below. crown of the grave spell once with this trait and regain the
ability to do so when you finish a long rest. Charisma is your
Fetch spellcasting ability for these spells.
Fetches are born from those whose ancestor was a ghost.
This is a logistical nightmare and usually requires the
intervention of a deity or other power to achieve.
Ability Score Increase. Your Charisma score increases by
2.

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d8 Personality Trait
Backgrounds 1 I carefully keep notes on any undead I encounter,
making particular notice of what's effective against
Necrologist them.
A necrologist studies every aspect of undeath. Your 2 I am interested in achieving undeath myself.
knowledge might be more theoretical, involving perusing
ancient tomes, or it could be primarily hands-on, gained from 3 I consider all undead my enemies, and work tirelessly
years battling the unliving and figured out their weaknesses to destroy them.
yourself. 4 I see to it that last rites are carried out properly, so no
Skill Proficiences: Arcana, Religion angry ghosts return.
Tool Proficiencies: poisoner's kit 5 I keep dozens of holy symbols to numerous gods, so
Language Proficiencies: One of your choice, typically an when I use Turn Undead at least one of them will smile
ancient language spoken by undead upon me.
6 I take samples of undead I kill for further study.
Field of Expertise
Most necrologists have a couple types of undead they are 7 I rely on my faith in my god or philosophy when facing
particularly well-educated in. Choose one to three types or the undead.
roll on the table below to define your expertise as a 8 I listen to local legends whenever I can, so I can figure
necrologist. out the weaknesses or wishes of lingering ghosts in
the area.
d20 Undead d20 Undead
1 Allips 7 Specters d6 Ideal
2 Ghosts 8 Vampires 1 Knowledge. The more I know about the undead, the
safer me and my friends will be. (Any)
3 Ghouls 9 Wights
2 Understanding. The veil of undeath is mysterious, and I
4 Liches 10 Wraiths want to solve its mysteries.
5 Mummies 11 Zombies 3 Power. As I master the secrets of undeath, I will gain
6 Skeletons 12-20 Other power over both the living and the dead. (Evil)

d6 Bond
Feature: Necrology
You are well versed in the lore of undead creatures. You can 1 My bestiary of undead horrors is my most important
recall the probable lairs, general abilities (such as paralysis possession.
or life drain), dining habits, and history of such creatures (no 2 I watched a loved one die to the undead, and I will not
check needed). Whenever you confront an undead, you can rest until the world is safe from them.
usually determine its general type (such as ghoul), and at the 3 I love learning as much as I can about a certain type of
DM's discretion you may be able to specifically identify the undead.
creature (discerning between a ghast and a common ghoul,
for instance). This may require an Intelligence check at the
DM's discretion.
In addition, with an appropriate Intelligence check, you
may be able to recall the creature's specific weaknesses and
natural defenses or immunities.
At the DM's discretion, a failed check may reveal
misleading or even completely erroneous information which
may actually strengthen the undead, or falsely identify it.

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Atramen Oil. This substance is cold pressed from atramen
Equipment fruit that grows on shoals of Elemental Earth that have
This is an abridged version of my equipment guide, focusing drifted too close to the Negative Energy Plane. As an action,
on items that fit thematically with the rest of the book. you can throw this flask up to 20 feet, shattering it on impact.
Make a ranged attack against a creature, treating the
Mundane Equipment atraman oil as an improvised weapon. On a hit, the target
suffers disadvantage on Constitution saving throws until the
Adventuring Gear start of your next turn.
Item Cost Weight Brittlebone. This unguent must be spread over a set of
Alchemical flare bolt (10) 150 gp 1 lb.
bones before animation as a skeleton. The ointment reduces
the skeleton’s Constitution by 2 points, but when the skeleton
Alchemical flare stake 150 gp 1 lb. is destroyed, its bones splinter and fly apart, sending shards
Angel radiance 20 gp — in all directions. Any creature within 5 feet of the skeleton
takes 1d4 point of piercing damage per HD of the skeleton, or
Arcane focus (skull) 10 gp 3 lb. half on a successful DC 15 Dexterity save.
Atramen oil 50 gp 1 lb. Embalming Fire. You can pour this bitter-smelling liquid
Brittlebone (flask) 30 gp 1/2 lb.
out as an action. It must be poured over a corpse and allowed
to soak for at least 1 minute before the corpse is animated as
Embalming fire (flask) 20 gp 1/2 lb. a zombie.
Fast Torch 5 gp 1/2 lb. Once animated, if the zombie takes even a single point of
damage, it bursts into blue flame for 1 minute. This fire deals
Ghostoil (flask) 50 gp 1 lb. no damage to it, but the zombie's melee weapon attacks
Ghostwall shellac (bottle) 150 gp 1 lb. during that time each deal an extra 1d6 points of fire damage.
Gravebane (flask) 25 gp 1 lb
Fast Torch. This item consists of a tube of waxed paper set
into a short wooden handle. The end opposite the handle has
Healing Salve 50 gp — a wax seal, and the whole item is about the size of a normal
Liquid night (flask) 150 gp 1/2 lb. torch. An alchemical substance packed inside the tube ignites
when exposed to air. Lighting the torch is as simple as
Necromantic totem 500 gp — removing the wax seal, which requires a bonus action or your
Panther tears (vial) 60 gp — interaction with an object.
Scroll organizer 5 gp 1/2 lb.
The lit torch produces a brilliant white light that produces
bright illumination in a 30-foot radius and shadowy
Trollbane (vial) 90 gp — illumination 30 feet beyond that.
True holy symbol 500 gp — A fast torch burns for 10 minutes, even in high winds or
underwater (though it can't be ignited underwater). It's
Unholy water (flask) 25 gp 1 lb. possible to extinguish a fast torch by burying it in sand (or a
similar substance) or by grinding it out against a
Alchemical Flare Bolt. The head of this alchemically nonflammable surface. Either method requires an action;
prepared crossbow bolt contains a blend of phosphorus, once extinguished, it can't be relit.
silver particles, garlic, and other alchemical substances to Ghostoil. Applying this liquid to a weapon takes an action.
ignite desiccated flesh. An alchemical flare bolt that hits a After being applied, the weapon deals full damage to
corporeal undead deals an extra 1d6 points of fire damage. incorporeal undead for 1 minute.
A living creature struck by a flare bolt takes normal bolt Ghostwall Shellac. Ghostwall shellac must be mixed with
damage with no extra fire damage. 1 gallon of water to become active. The mixture is then
Alchemical Flare Stake. Treat this alchemically prepared spread over any nonliving surface, most commonly the walls
wooden stake as a dagger. However, it is destroyed after one of a room.
successful attack. An alchemical flare stake that hits a Coating a 10-foot square with prepared shellac takes 1
corporeal undead deals an additional 1d6 points of fire minute, and 1 gallon of the green liquid covers 10 such
damage and lodges within the creature's body. Each squares. Whether it is applied to a surface or left in a
embedded stake deals 1d6 points of fire damage to the container, the shellac dries and hardens 1 hour after being
undead creature at the end of its turn. The creature can mixed with water.
remove all embedded stakes as an action. A living creature When ghostwall shellac dries, it changes the composition
struck by a flare stake takes normal dagger damage with no of the surface upon which it has been spread. Incorporeal
additional fire damage. creatures can no longer pass through a coated wall any more
Angel Radiance. This speck of dust carried in a tiny vial than normal creatures can.
provides nonmagical golden light as a torch, but does not The shellac also causes the wall to simultaneously exist on
burn. It can be covered but cannot be extinguished. the Ethereal Plane for a limited time, so creatures on that
Arcane Focus (Skull). This skull has been meticulously plane cannot see through or pass through the space it
engraved with runes of power to channel arcane energies. occupies. When applying ghostwall shellac to the walls of a
room, remember to coat the floor and ceiling as well.
Ghostwall shellac lasts for 4d6 hours once applied.

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Gravebane. As an action, you can splash the contents of this Optional Material Components
vial onto a creature within 5 feet of you or throw the vial up to
20 feet, shattering it on impact. In either case, the area fills Some of the materials described below boost the level a spell
with smoke that undead find revolting. In order to pass is cast at. Equivalent materials exist for the other schools, but
through, an undead must succeed on a DC 12 Wisdom save. they are beyond the scope of this work. Search "optional
On a failure, the undead cannot move through the smoke. It material components" if you are interested.
can, however, attack a creature that is standing in the smoke. After using an optional spell component listed here, the
The smoke lasts for 1 minute or until dispelled by strong component is consumed. You can only use one component at
wind. a time.
Healing Salve. Rubbing this stinky green paste into Optional Spell Components
wounds promotes rapid healing. Applying the salve is an Item Cost Weight
action. One dose heals 1d8 + 1 points of damage. This has no
effect on undead or constructs. Covadish Leaves 750 gp —
Liquid Night. This dark, sticky fluid provides a daylight- Crypt powder 150 gp —
sensitive undead creature with temporary protection from the
sun's deadly rays. It allows the creature to ignore any Irian Crystal 150 gp —
vulnerability to sunlight for a full hour. Kieros Leaves 150 gp —
If subjected to a spell or magical effect that would cause Mabar Crystal 50 gp —
extra damage or an additional effect to an undead creature
that is vulnerable to sunlight, the creature is treated as not Skiurid nugget 1000 gp —
having that vulnerability (however, this also burns away the
liquid night, ending the protection against either mundane or Covadish Leaves. The covadish plant grows on the island
magical sunlight). Liquid night has a distinct musky odor of of Aerenal in the Eberron campaign setting, where it is highly
moonflower (one of its ingredients). valued by the elves for its necromantic properties. When used
Spreading liquid night over a creature's body requires an as a component in a necromancy spell of 1st level or higher,
action. A single flask of the substance is sufficient for a single roll a d10. On a roll of 8 or higher, increase the level it is cast
creature of Medium size or smaller. A Large creature at by 2.
requires two flasks, a Huge creature four flasks, and a Crypt Powder. During the long years in which a powerful
Gargantuan creature eight or more flasks. necromancer lies decaying in its tomb, some of the magic
Necromantic Totem. If you can rebuke undead or other that infused his bones seeps into the surrounding walls. If
creatures, while you wield this arcane focus you can impose one of these stones is then shattered in a particular way, the
disadvantage on the save of one creature against your ability. resulting dust sometimes retains that power. When used as a
Panther Tears. When applied to your eyes, you gain component in the casting of any spell of 1st level or higher
darkvision out to a range of 60 feet for 1 hour. However, while that targets either corpses or undead, the spell is considered
in sunlight, you have disadvantage on attack rolls, as well as to be cast at one level higher than the slot used.
on Wisdom (Perception) checks that rely on sight. One vial Irian Crystal. This transparent crystal glows with a soft
has enough for one dose. white light. When you use this crystal as a component for any
Scroll Organizer. This long strip of leather has an spell that restores hit points, roll a d20. On a roll of 18 or
overlapping series of fifteen pockets sewn along one side, higher, the spell heals the maximum possible value.
each large enough to hold a scroll of a single spell. When Kieros Leaves. The herb known as kieros grows only in
slipped into a pocket, only the top of a scroll shows, allowing the region of Aerenal known as the Madwood. When you use
you to scan the scrolls’ titles. these leaves as a component for any spell that deals necrotic
Trollbane. Trollbane interferes with the natural ability of damage and requires a saving throw, roll a d10. On a roll of 8
certain creatures to regenerate their flesh. Trollbane is or higher, all targets suffer disadvantage on their saving
coated on weapons or applied to ammunition like injury throws.
poisons, and stays on the blade for 1 minute. Any creature Mabar Crystal. This inky black crystal, dark as obsidian
struck by a weapon that has been coated in trollbane loses and slightly translucent, is connected to the nature of
the benefit of its regeneration trait at the start of the its next darkness. When a chunk is used as a component in any spell
turn. that creates darkness, roll a d10. On a roll of 7 or higher, the
True Holy Symbol. If you can turn undead, fiends, or other radius of the effect is doubled.
creatures, while you wield this holy symbol you can impose Skiurid Nugget. These little orbs of negative energy can
disadvantage on the save of one creature against your ability. be used as a material component in a necromancy spell of 1st
Unholy Water. As an action, you can splash the contents of level or higher. When you cast the spell, roll a d10. On a roll of
this flask onto a creature within 5 feet of you or throw it up to 6 or higher, the spell is cast as if at 2 levels higher.
20 feet, shattering it on impact. In either case, make a ranged
attack against a target creature, treating the unholy water as
an improvised weapon. If the target is a celestial, it takes 2d6
acid damage.
A cleric, dread necromancer, or paladin may create unholy
water by performing a special ritual. The ritual takes 1 hour
to perform, uses 25 gp worth of powdered silver, and requires
the caster to expend a 1st-level spell slot.

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Armor Tower Shield. When carried, you gain +4 to AC but cannot


attack, cast spells that require somatic or material
Bonecraft Armor (+0 gp, -50%lb). Any medium or heavy components, or use objects. A holy symbol emblazoned on
armor can be made bonecraft, and any bonecraft armor costs your shield enables you to cast spells that require non-
the same as regular armor. Only paladins of the Oath of expensive material components.
Bones can use bonecraft armor effectively; all other creatures With one minute of preparation, the tower shield can be
are not proficient with it and gain no extra bonuses while planted in the ground, where it is an obstacle that provides
using it. When wearing bonecraft armor, you gain advantage half cover to creatures behind it.
on Intimidation checks. Bonecraft armor is not made of
metal, and consequently is not affected by spells such as heat Weapons
metal or a rust monster's touch. Flametouched Iron (+1000 gp, +0lb). This weapon deals
Flametouched Armor (+1000 gp, +0lb). While wearing normal damage against all creatures except fiends and
armor crafted of flametouched iron, if you are grappling an undead. You can choose to treat all damage done by this
undead or fiend, or one is grappling you, the undead or fiend weapon towards fiends and undead as radiant instead.
takes 1 radiant damage at the start of its turn. Once per day, Making a weapon out of flametouched iron increases its
you can gain advantage on a saving throw against an ability cost by 1000 gp, and can only be done to a weapon at least
from an undead or fiend. partially made of metal.
Flametouched iron can only be applied to armor made Scythe. If you score a critical hit with this weapon, you roll
using metal; thus, it cannot be applied to padded, leather, or damage dice four times, instead of twice.
hide armor (but studded leather works). Spiked Chain. On a hit you can forgo dealing damage and
attempt to trip the target, in which case the target must
succeed on a Strength saving throw or fall prone. The DC is
8 + your Strength or Dexterity modifier + your proficiency
bonus.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Tower shield 30 gp +4 Str 13, special Disadvantage 45 lb.

Simple Melee Weapons


Name Cost Damage Weight Properties
Longspear 5 gp 1d6 piercing 9 lb. Heavy, reach, two-handed

Martial Melee Weapons


Name Cost Damage Weight Properties
Scythe 18 gp 1d8 slashing 10 lb. Heavy, special, two-handed
Spiked chain 25 gp 2d4 piercing 10 lb. Finesse, heavy, special, two-handed

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Divine Strike
Cleric Domains At 8th level, once on each of your turns when you hits a
Hunger Domain creature with a weapon attack, you can cause the attack to
deal an extra 1d8 acid damage to the target. When you reach
The urge to feed is one all living things feel. Doresain, the 14th level, the extra damage increases to 2d8.
King of the Ghouls, embodies this hunger in its darkest form.
The awful Turaglas likewise offers the hunger domain. Assume Likeness
Hunger Domain Features Starting at 17th level, you can cast consume likeness at will,
Cleril
requiring no components, and you do not pay any corruption
Level Feature cost when casting it.
1st Domain Spells, Bonus Proficiencies, Consume Sun Domain
Corpse
2nd Channel Divinity: Devour Lifeforce
The sun domain is concerned specifically with the
destruction of the undead. Amon, an ancient and forgotten
6th Predator's Nose sun god, offers this domain, as does Pelor, the Burning Hate.
8th Divine Strike (1d8) Sun Domain Features
14th Divine Strike (2d8) Cleril Level Feature
17th Assume Likeness 1st Domain Spells, Bonus Proficiencies
2nd Channel Divinity: Destructive Wrath
Domain Spells
You gain domain spells at the cleric levels listed in the 6th Heightened Turning
Hunger Domain Spells table. See the Divine Domain class 8th Divine Strike (1d6/1d12)
feature for how domain spells work. 8th Divine Strike (2d6/2d12)
Hunger Domain Spells 17th Ultimate Turning
Cleric Level Spells
1st ghoul touch, slow consumption Domain Spells
2nd ghoul glyph, hold person
You gain domain spells at the cleric levels listed in the
Hunger Domain Spells table. See the Divine Domain class
3th crown of the grave, absorb mind feature for how domain spells work.
4th feast of flesh, wrack Sun Domain Spells
5th bleed, consumptive field Cleric Level Spells
1st guiding bolt, call undead
Bonus Proficiencies
You gain proficiency with cook's utensils and martial 2nd shroud of undeath, life bolt
weapons. 3th daylight, revivify
4th delay death, death ward
Consume Corpse
Over the course of a short rest, if you eat something of at 5th nethergaze, wall of light
least your size and roll hit dice to heal, you roll hit dice twice
and use the higher roll. If the thing you are eating was
sentient (at least 6 Int), you automatically regain the
maximum hit points.
A creature consumed in this way cannot be raised with
raise dead, but resurrection and stronger magic works fine.
Channel Divinity: Devour Lifeforce
At 2nd level, you gain the ability to suck out the life of another
creature. As an action, you deal 1d6 * your cleric level
necrotic damage to one creature you can see within 60 feet,
and you regain an amount of hit points equal to the necrotic
damage done.
Predator's Nose
Starting at 6th level, if a creature that you can see that has
blood takes piercing or slashing damage, you can move up to
your speed towards it as a reaction. This movement doesn't
provoke attacks of opportunity.

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Bonus Proficiencies Friend of the Dead


At 1st level, you gain proficiency with martial weapons and Whenever you make a Charisma (Persuasion) check when
heavy armor. interacting with the undead, you are considered proficient in
the Persuasion skill and add double your proficiency bonus to
Channel Divinity: Destructive Wrath the check, instead of your normal proficiency bonus.
Starting at 2nd level, when you roll radiant damage, you can Additionally, an undead creature must make a Charisma
use your Channel Divinity to deal maximum damage, instead save vs your spell save DC in order to attack you in any way. If
of rolling. the undead creature's save fails, the undead creature cannot
take any aggressive action against you for 24 hours. If the
Heightened Turning undead creature succeeds in this save, it can act normally for
Beginning at 6th level, you learn the secret of destroying 24 hours. After this time, it must save again.
undead with your turning. When you turn undead, you can While under the effects of this ability, an undead creature
amplify the turning's power. All undead who would be turned cannot take any direct action against you, but it could order
are instead destroyed. its minions to attack, cast spells to boost its allies who can
Once you use this feature, you can't use it again until you attack you, and so on.
finish a long rest. Undead creatures with an Intelligence score of 6 or less
automatically fail this save unless another creature controls
Divine Strike them, such as another cleric. In this case, the creature that
At 8th level, once on each of your turns when you hit a controls the unintelligent undead makes a save on its behalf.
creature with a weapon attack, you can cause the attack to If you harm an undead creature, you lose the benefit of
deal an extra 1d6 radiant damage to the target. Against both of the above features against that specific undead for the
undead, this effect deals 1d12 damage. When you reach 14th next 24 hours.
level, the extra damage increases to 2d6, or 2d12 against
undead. Channel Divinity: Defy Turning
At 2nd level, you gain the ability to prevent other clerics from
Ultimate Turning turning undead. As an action, present your holy symbol, and
At 17th level, you regain a use of your Heightened Turning bolster the will of the undead. For 1 minute, all undead within
once you finish a short or long rest. 30 feet are immune to being turned.
Undeath Domain Lifesense
Unlike the death domain, the undeath domain is Beginning at 6th level, you gain the power to see the living
unconcerned with harming the living. Rather, it focuses on and the dead. Simply by looking at a creature, you can
the creation of and cooperation with undead. determine if that creature is alive, dead, undead, or neither
alive nor dead (such as a construct). However, spells such as
Undeath Domain Features Nystul's magic aura can fool your senses.
Cleril Level Feature
Potent Spellcasting
1st Domain Spells, Friend of the Dead Starting at 8th level, you add your Wisdom modifier to the
2nd Channel Divinity: Defy Turning damage you deal with any cleric cantrip.
6th Lifesense
Mummification
8th Potent Spellcasting At 17th level, you ascend to a mighty state of undeath. You
17th Mummification become a mummy lord, gaining the following modifications:
Type. Your type changes to undead.
Natural Armor. When not wearing armor, your AC is equal
Domain Spells to 17 + your Dexterity modifier.
You gain domain spells at the cleric levels listed in the Proficiency. You gain proficiency in Intelligence and
Hunger Domain Spells table. See the Divine Domain class Constitution saving throws.
feature for how domain spells work. Damage Vulnerability. You are vulnerable to fire damage.
Undeath Domain Spells Damage Immunities. You gain immunity to necrotic and
Cleric Level Spells poison damage, and bludgeoning, piercing, and slashing from
nonmagical attacks.
1st animate crawling claw, call undead Condition Immunities. You gain immunity to being
2nd command undead, gentle repose charmed, exhaustion, frightened, paralyzed, and poisoned.
Senses. You gain darkvision to 60 feet.
3th animate dead, black sand Magic Resistance. You have advantage on saving throws
4th create necropolitan, create Karrnathi undead against spells and other magical effects.
5th danse macabre, contact ancient spirits Rejuvenation. You gain a new body in 24 hours if your
heart is intact, regaining all your hit points and becoming
active again. The new body appears within 5 feet of your
heart.

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You gain the following actions: Several of your abilities are altered by your relation to the
Multiattack. You can use your Dreadful Glare and make undead:
one attack with your rotting fist. Your lay on hands can heal undead (it still can't heal
Rotting Fist. Melee Weapon Attack: +(Str + proficiency) to constructs).
hit, reach 5 ft., one target. Hit: ??? (3d6 + Str) bludgeoning Your divine smite deals bonus damage to fiends and one
damage plus 21 (6d6) necrotic damage. If the target is a other creature type of your choice. Once you choose a
creature, it must succeed on a DC (8+Con+proficiency). type, you cannot change it.
Constitution saving throw or be cursed with mummy rot. The
cursed target can't regain hit points, and its hit point Bonecraft Armor
maximum decreases by 10 (3d6) for every 24 hours that You are able to use bonecraft armor effectively, and gain
elapse. If the curse reduces the target's hit point maximum to advantage on Intimidation checks while wearing it. You can
0, the target dies, and its body turns to dust. The curse lasts turn a suit of nonmagical or magical armor into bonecraft
until removed by the remove curse spell or other magic armor by spending 8 hours, assuming you have access to
Dreadful Glare. You target one creature you can see skeletons. The skeletons need not be humanoid.
within 60 feet. If your target can see you, it must succeed on
a DC (8+Con+proficiency) Wisdom saving throw against this Oath Spells
magic or become frightened until the end your next turn. If Oath of Bones Spells
the target fails the saving throw by 5 or more, it is also Paladin Level Spells
paralyzed for the same duration. A target that succeeds on
the saving throw is immune to the Dreadful Glare of all 3rd feast on life, ghost light
mummies and mummy lords for the next 24 hours. 5th command undead, Kelgore's grave mist
9th crown of the grave, undead lieutenant
Paladin Oaths 13th create Karrnathi undead, rally of the damned
Oath of Bones 17th door of decay, elemental shroud
Particularly common among the Karrnathi of Eberron, the
Oath of Bones champions a nation or organization, and sees Channel Divinity
no fault in using necromantic techniques to protect sovereign When you take this oath at 3rd level, you gain the following
and country. two Channel Divinity options.
Bone knights developed the find skeletal steed and find Rebuke Undead. As an action, you can make any undead,
greater skeletal steed spells, and while those spells are not provided that it's within 30 feet and that can see or hear you,
exclusive to bone knights, they are certainly associated with make a Wisdom saving throw. If the creature fails its saving
them. throw, it is rebuked for 1 minute or until it takes damage. A
rebuked creature must spend its turns cowering in awe.
Tenets of Bones Creatures that are adjacent to it have advantage on attack
The tenets of the Oath of Bones are often set by the kingdom rolls against it.
to which their oath is sworn, but generally emphasize the March of the Dead. As an action, you assume control of
following tenets. any amount of already-controlled undead within 30 feet of
you. The creator of the undead must be willing to relinquish
Loyalty: Your word is your bond. Without loyalty, oaths control. These undead serve under you permanently, but you
and laws are meaningless. cannot control more than your Charisma modifier + your
Courage: You must be willing to do what needs to be done paladin level of them.
for the sake of order, even in the face of overwhelming
odds. If you don't act, then who will? Aura of Unity
Responsibility: You must deal with the consequences of Starting at 7th level, you and friendly undead creatures within
your actions, and you are responsible for fulfilling your 10 feet of you can't be turned or rebuked while you are
duties and obligations. conscious. Additionally, you and friendly undead within 10
Eternal Service: Your friends and comrades serve in feet of you gain a bonus to melee weapon damage rolls equal
death as they did in life, and you are bound to do the to your Charisma modifier (minimum of +1). A creature can
same. benefit from this feature from only one paladin at a time, and
Oath of Bones Features it does not stack with Oathbreaker's Aura of Hate. At 18th
Paladin level, the range of this aura increases to 30 feet.
Level Feature
Exoskeleton of Undeath
3rd Ability Modifications, Oath Spells, Channel
Divinity, Bonecraft Armor
The first time you don bonecraft armor after you reach level
15, your bonecraft armor fuses to your body and cannot be
7th Aura of Unity removed without killing you. However, you gain several
15th Exoskeleton of Undeath benefits in return:
20th Death Strike You are immune to poison damage
You are immune to exhaustion and the poisoned condition
Ability Modifications You no longer need air, food, drink, or sleep

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Death Strike
When you hit a creature with a weapon attack, you can force
it to make a Constitution saving throw against your spell save
DC or drop to 0 hit points. You can't use this ability again
until you finish a long rest.

Ranger Conclaves
Wight Conclave
You emulate the undead as the ultimate predators. As you
gain levels in this class, you become like the walking dead,
mimicking their mightiest attacks.
Hunter's Prey
At 3rd level, you gain one of the following features of your
choice.
Draining Strike: When you hit a creature with a weapon
attack, the creature takes an extra 1d6 necrotic damage,
its hit point maximum is reduced by the same amount.
You can deal this extra damage only once per turn.
Consume Life: When a Large or larger creature within 5
feet of you hits or misses you with an attack, you can use
your reaction to attack that creature immediately after its
attack, provided that you can see the creature. Horde
Breaker: Once on each of your turns when you make a
weapon attack, you can make another attack with the
same weapon against a different creature that is within 5
feet of the original target and within range of your
weapon.

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Gods of Undeath
Deity Alignment Domains Symbol
Afflux, god of torture and the knowledge gained from it LE Knowledge chained drop of blood
Colocalask, god of good-aligned undead NG Undeath human hand clasping skeletal hand
Doresain, demigod of ghouls and hunger CE Hunger ghoul skull
Evening Glory, goddess of love everlasting N Protection hand with a heart-shaped hole
Falazure, draconic god of energy drain and exhaustion NE Death dragon skull
Kiaransalee, drow demigoddess of undeath and revenge CE Ambition, Death female drow hand wearing silver rings
Kyuss, demigod of undead creation & control CE Death, Undeath skull with green worms
Mellifleur, god of liches NE Arcana, Undeath skeletal hand holding a crystal vial
Nerull, god of death NE Death skull and scythe
Orcus, demon lord of undeath CE Death skull-headed rod
Velsharoon, god of necromancers NE Arcana, Death crowned, laughing lich skull
The Xammux, gestalt god of knowledge at any price NE Knowledge razor-sharp steel calipers

Afflux
Afflux is the god of torture. He never flinches from dissecting
the living to learn what made them once alive. He teaches
that every creature has a secret, and the best way to spill that
secret is with the creature's blood.
Colocalask
One of the newest gods, Colocalask's origins are unclear.
Some claim he is a result of a rising number of good undead,
while others argue a good lich engineered his rise. In either
case, he offers patronage to all good-aligned undead.
Doresain
Doresain hungers for the flesh of the living.

Do you question your life? Do you wonder what


use is this day-to-day existence each of us
endures? Have your youthful dreams been
trampled by necessity, and are those dreams now
forever beyond your grasp? Do you labor each day
just to “get by, get through,” only to wake again on
the morrow to repeat another plodding day, a
hollow husk of what you had hoped to be and do?
Do you desire to blunt the harsh, banal life you
live? Do you despair? Then come find us. The
Church of the Reaper has the answer.
—Pamphlet seeking converts to Nerull’s fold
under false pretenses

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Other DM Options

E
verything in this section is completely up Option Two: Healing is
to DM adjudication (more so than the rest
of the book). These rules are presented Necromantic
because the rules for necromancy as Another option is to make most healing spells (and some
written are lacking in many respects. I give radiant damage spells) necromancy. Necromancy
the rules as I believe they should be manipulates the energies of life and death.
(sometimes with more than one option), but
if the DM chooses otherwise, his or her word goes. Cantrips (0 Level)
Some rules dealing with various other aspects of dark Word of Radiance
magic (such as Evil Weather) are included because they fit
thematically. 1st Level
Cure Wounds
Divine Favor
Spell Schools Healing Word
Inflict wounds channels negative energy, and cure wounds 2nd Level
channels positive energy. However, inflict wounds is
necromancy while cure wounds is evocation. Prayer of Healing
This is inconsistent--they draw from mirror planes, so they 3rd Level
should be the same school. There are two ways to handle Aura of Vitality
this: Crusader's Mantle
Option One: Necrotic is Evocation Mass Healing Word
Revivify
One option is to make most spells that do necrotic damage
evocation. Evocation magic channels energy from other 5th Level
planes. Mass Cure Wounds
Reincarnate
Cantrips (0 Level)
Chill Touch 6th Level
Toll the Dead Heal
1st Level 9th Level
Inflict Wounds Mass Heal
Power Word Heal
3rd Level
Vampiric Touch I personally favor Option Two, and this is a book about
necromancy. However, both are described here, so that you
4th Level may use the one you prefer. Be aware that Option One
Blight significantly nerfs the wizard's necromancer subclass.
Shadow of Moil
5th Level
Negative Energy Flood
6th Level
Circle of Death
Harm
7th Level
Finger of Death

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New Damage Types Undead Minions


Dessication Damage Turning and Rebuking
Dessication damage is a mixture of fire and necrotic. A Any undead with advantage against being turned gains
creature must be resistant/immune/vulnerable to both to be advantage against being rebuked. Any undead immune to
resistant/immune/vulnerable to dessication damage. A being turned gains immunity to being rebuked.
creature that is immune to fire and resistant to necrotic, or Advantage against being turned does not provide
vice versa, is resistant to dessication damage. advantage against other ways of controlling undead, such as
However, a few creatures (such as the salt mummy) have an oathbreaker paladin's or dread necromancer's Control
dessication damage listed as something they are resistant, Undead or a necromancer wizard's Command Undead.
vulnerable, to immune to. In this case, such creatures do not
have the same resistance/immunity/vulnerability to fire or Alignment
necrotic, unless their statblock lists those as well. Zombies, skeletons, and some other undead with an
Abi Dalzim's Horrid Wilting deals dessication damage. Intelligence of 6 or below are unaligned. Such undead do not
Frostburn Damage have the mental capacity to understand moral issues, and are
simply matter given animating energy, similar to a golem.
Frostburn damage is cold damage that cannot be healed However, some undead with an Intelligence of 6 or below
without magic while the target is within an area 40 degrees are not unaligned, such as Spawn of Kyuss.
Fahrenheit or lower. Magic succeeds only if the caster makes
a DC 20 spellcasting ability check. Once brought to a warmer Weapon Proficiency
area, frostburn damage becomes normal damage and can be You can assume that unintelligent undead (such as zombies
healed normally. Resistance, vulnerability, or immunity to and skeletons) are proficient with all weapons and armor
cold damage work identically with frostburn damage. (including shields). However, not all of them have anatomy
Frostbite deals frostburn damage. suitable for weapons or armor. The crawling claw, for
Vile Damage instance, certainly can't wear plate armor.
This ruling is supported by WOTC designers.
Vile damage does not represent a specific type, but rather a
trait any type of damage can have (for example, there could Equipment
be vile force damage, or vile necrotic damage). It represents a The statblock for the skeleton in the Monster Manual
horrific violation to a character’s body or soul. Vile damage includes weapons. If you animate a pile of bones, does it
cannot be healed naturally, and can only be magically healed magically gain a weapon? I find that idea absurd.
if the magic is cast within the area of a hallow spell, Instead, I would suggest having undead start out with no
consecrated or desecrated ground, or a similarly divine place. equipment unless there is a good reason for them to have
equipment. If you animate a dead foe's corpse, the corpse will
Variant Rule: Elemental Hazards naturally retain its armor and weapons from life (assuming
If you so wish, you could make all cold damage in the party rogue doesn't grab them first!). But if you dig up a
cold areas (40 degrees or lower) frostburn damage. peasant's body buried in rags, a sword doesn't appear in its
hand.
Re-Reanimation
According to WOTC designers, you can cast animate dead on
a destroyed zombie, and reuse the same corpse indefinitely.
This means the spell Renew the Tide of Unlife is completely
unnecessary. Double-check with your DM about this, as he or
she may disagree.

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Deathless have advantage on all saving throws while on
Deathless consecrated ground, and disadvantage on all saving throws
Book of Exalted Deeds introduced the deathless, creatures while on desecrated ground.
similar to undead yet powered by positive energy. They
depend on the faith of the living to sustain themselves. These Designing Deathless
creatures were featured prominently in the Eberron Almost all deathless are immune to poison damage, like
Campaign Setting as the rulers of the Undying Court. almost all undead. Many of them are resistant or even
According to the Wayfinder's Guide to Eberron, deathless are immune to radiant damage. Almost none are are resistant or
now simply unusual undead. If you prefer a larger distinction, immune to necrotic, and a few are even vulnerable to it. They
consider the rules below. have protection against conditions similar to undead. Most of
them have darkvision.
Type
A deathless's type is deathless. Deathless and Alignment
As presented in Book of Exalted Deeds, deathless are
Turning and Rebuking exclusively good, while undead are purely evil. This
Any ability that turns undead rebukes deathless; if the contradicts established lore—numerous undead can be of
deathless would be destroyed, they are instead commanded. any alignment (ghosts are an obvious example). Eberron has
Conversely, any ability that rebukes undead turns deathless; if a more nuanced view, allowing for evil deathless and good
the deathless would be commanded, they are instead undead.
destroyed. Some groups (such as the Undying Court) believe that the
existence of good undead is still a grievous problem, believing
Other Class Abilities the negative energy leeches away the vitality of the world. The
truthfulness of this claim is left to the DM to determine; I
Paladins can detect deathless with their Divine Sense. view it as Irianian propaganda.
Rangers can select them as a favored enemy. A dread
necromancer's Charnel Touch damages deathless.
Undead-Deathless Relations
Existing Spells If deathless exist in your campaign setting, you
should consider what their relationship with the
Detect evil and good, commune with nature, and commune undead of similar alignment is. Do the undead pity
with city detect deathless. Dispel evil and good protects the deathless for their dependence on the faith of
against them. Hold monster, cause fear, and command have the living, without which they will die? Do the
no effect upon them. Raise dead, resurrection, and similar deathless view all undead as abominations, or as
spells fail as if they were undead. True resurrection restores errant kin? Do some undead envy the deathless's
them to how they were when alive. Magic circle, forbiddance, existence so they could feel positive energy's warm
hallow, and temple of the gods can repel them. Antilife shell embrace, or do deathless wish for the exceptionally
treats them as if they were undead. Shapechange can't turn long list of benefits enjoyed by some of the
the caster into a deathless. Negative energy flood damages mightier undead?
them.
However, spells such as cure wounds, prayer of healing,
healing word, heal, and the like work on deathless normally,
as they are powered by positive energy.
New Spells
Spells such as halt undead, revive undead, and command
undead have identical versions that affect deathless.
Substitute the word "undead" for "deathless" in the spell
descriptions to create halt deathless, revive deathless, and
command deathless. A similar procedure can be applied to
other spells.
Unholy Water
Unholy water deals 2d6 acid damage to deathless regardless
of alignment, similar to how holy water deals 2d6 radiant
damage to undead regardless of alignment.
"Negatoxins" derived from unholy water affect deathless,
but regular positoxins have no effect. To create negatoxins,
replace radiant damage with necrotic damage, and have the
toxin only affect deathless.
Terrain

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Variant Turning and Animate Dead & Create


Rebuking Undead
Some DMs may not like the turning rules as written, which In 3.5, animate dead let you create skeletons or zombies of a
fuction like a fear spell for undead. If you feel this way, huge variety of creatures, and create undead had more than
consider the following variant: just ghouls, ghasts, wights, and mummies.
When a cleric turns undead, he or she deals 1d4 radiant
damage per cleric level to all undead within range, or half on Animate Dead
a successful Wisdom saving throw against the cleric's spell At your option, you could allow the reanimation of zombies
save DC. If this damage reduces the undead to 0 hit points, it and skeletons of creatures with a CR of 1/8 or lower with the
is instantly destroyed. animate dead spell. Apply the skeletal template and the
A paladin who turns undead, fiends, or other creatures zombified template below. A dolphin skeleton would make a
does damage similarly, but instead only does a number of d4s lovely steed in an aquatic campaign.
equal to half of his or her paladin level, rounded up. A dread can be created with an animate dead spell, but
Turn Resistance doing so requires and consumes a 250gp zendalure
gemstone. It also counts as three zombies or skeletons for
Under this system, turn resistance provides resistance the purpose of reasserting control.
against the damage of turning, and turn immunity provides
immunity to it. Create Undead
Sun Domain At your option, the create undead spell could be used to
create a wider variety of creatures.
The Sun domain's Heightened Turning feature increases the A necrosis carnex can be created with an 8th-level or
damage per level to 1d10. higher create undead spell (treat as a wight for the purposes
of creation and control). Doing so requires three separate
Rebuking corpses and cold-hammered iron bands worth at least 200gp.
If you wish, you could convert rebuking to instead heal all A bonespur can be created by a create undead spell (treat
undead for 1d4 hit points per dread necromancer level, and as a ghoul for the purporses of creation and control). Doing
gain any excess as temporary hit points that last for 1 hour. so requires six Medium skeletons.
However, this removes what is arguably the main feature— A serpentir can be created with a 9th-level create undead
permanent control of undead. spell (treat as a mummy for the purposes of creation and
control). Doing so requires six Medium skeletons.

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No matter the way the haunting presence makes itself felt,
Haunting Presences the haunting presence of a sentient undead can always
Sometimes when undead are created, they come into being choose to speak to nearby creatures, usually in a whispery or
without a physical form and are merely presences of malign incoherent voice that seems to come from the air. However,
evil. Haunting presences can occur either spontaneously (see haunting presences are usually not much for conversation.
Atrocity Calls to Unlife) or as a result of the spell haunt shift Characters may note at times that the object they’ve found or
(see above). Tied to particular locations or objects, these the location they inhabit has a strange air, or the appearance
beings may reveal their unquiet natures only indirectly, at of it is somehow “off” (with a successful DC 15 Intelligence
least at first. (Investigation) check).
As a haunting presence, an undead is impossible to affect Impermanent Home: An undead presence haunting an
or even directly sense. A haunting presence is more fleeting object or an area can sometimes become more than a
than undead that appear as incorporeal ghosts or wraiths, or presence, actually taking corporeal or incorporeal form a
even those undead enterprising enough to range the Ethereal number of times per week equal to the undead’s CR,
Plane. In fact, a haunting presence is tied to an object or minimum of 1 time (that includes haunting presences that
location, and only upon the destruction of the object or manifest “physically” as incorporeal undead). The presence
location is it dispelled. However, despite having no physicality, that takes form does so anywhere within the location it
each haunting presence still possesses the identity of a haunts, or in the closest empty space adjacent to the object it
specific kind of undead. For instance, one haunting presence haunts. A presence that takes form can remain so for up to a
may be similar to a vampire, while another is more like a number of minutes equal to its CR. An undead that takes
wraith. form can always choose to return to its haunting presence
status earlier, but it must take a bonus action to do so.
The Haunting While in physical form, the undead can take any actions
normal for an undead of its kind. It can attack, take damage,
Whenever an undead appears as a haunting presence, it and even be destroyed. Unless it is a ghost, lich, or some
haunts an unattended, mundane object or location. Using the other sort of undead that is resistant to destruction, the
same decision-making process that he uses to populate a haunting presence is also permanently eradicated, though
location or area with a standard monster, the DM simply most attempt to return to their haunting presence status if
chooses an unattended mundane object or location as the threatened with such destruction.
subject of a haunting presence. The DM also determines the Poltergeist: If an object has parts that move, such as a
variety of undead (skeleton, zombie, wraith, or other kind) wagon, a clock, or a crossbow, a haunting presence can
that serves as the source of the haunting presence. An control the object’s movement, though the object will move
undead may haunt a discrete object of at least Tiny size and no faster than the undead itself could move in its normal
no larger than Huge size. Items (both magical and mundane) form. Thus, a wagon can be made to steer toward a
currently in the possession of a character (often referred to as pedestrian on a street or roll out of a stable with no horse
attended items) cannot be haunted. Sentient magic items pulling it. A clock can slow or run backward. A crossbow can
receive a Charisma saving throw as if a spell was being cast cock and fire (but not aim or load itself).
upon the item (DC 8 + the undead's Proficiency bonus + the An undead with at least 7 CR and a Charisma score of 17
undead’s Cha modifier). or higher can actually force an object with no moving parts to
A haunting presence becomes a part of the object or animate (see Animated Objects in the Monster Manual),
location haunted. Haunting presences are always aware of based on the object’s size. No undead, no matter what its
what is going on around the object that they haunt. They can Charisma score is, can animate an object that has a higher
see and hear up to 60 feet away (but do not gain blindsight). A Challenge Rating than its own.
haunting presence cannot be turned, rebuked, or destroyed If a location instead of an object is haunted, the haunting
while the presence remains immaterial (but see Exorcising a presence can animate a number of objects equal to its CR at
Haunting Presence, below). Normal vulnerabilities of a one time.
particular kind of undead do not apply to the haunting
presence of that undead. For instance, the haunting presence
of a vampire haunting a fire poker is not destroyed if brought
into sunlight.
Effects of a Haunting
A presence haunting an object may do so in a couple of ways.
Undead of CR 4 or lower may use only one form of haunting,
but undead of CR 5 or higher can make their presence
known using either of the methods described below
(impermanent home or poltergeist).

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Exorcising a Haunting Presence The sound of a child crying might manifest whenever one
character is alone in a certain room at night. The sound of
No matter how a haunting presence chooses to reveal itself, it rattling chains might seem to move up a staircase every night
is subject to being discovered and destroyed. Unfortunately, a at midnight. Another common figment is the phantom
cleric’s turning ability generally has no direct effect on reenactment of events that occurred on the site—often a
haunting presences, other than to irritate them and focus traumatic event such as a murder or suicide. Characters who
their attention on the cleric doing the turning. Something interact with a figment or other illusion effect can make
more is called for—an exorcist. Exorcism is a special ritual, Intelligence (Investigation) checks to disbelieve the effect as if
involving a spoken formula calling upon one or more deities it were a comparable illusion spell.
or other powers, used with the intention of driving out Sometimes these manifestations are phantasms (spells
haunting presences. Exorcism of a haunting presence is such as phantasmal force) rather than figments, meaning
essentially a two-step process—forcing a presence to become that only a single character can perceive them, but to that
physical, then destroying the revealed undead in the most character they are completely real. Occasionally they are
expeditious manner possible. patterns (spells such as hypnotic pattern), visible to all
First, the forced revelation can be achieved through the use onlookers but carrying mind-affecting side effects. Most
of a special ritual, which is generally known to anyone with phantasms and pattern hauntings cause characters who
proficiency in Intelligence (Religion). It must be performed by witness them to become affected by fear—characters who fail
an exorcist who spends ten consecutive actions chanting or a DC 15 Wisdom save might become frightened. Phantasmal
speaking the formula that pertains to exorcism, at the end of odors might instead cause a character to become poisoned
which time the exorcist must make a DC 17 Knowledge (Constitution DC 15 save negates). In their most dangerous
(religion) check. If the exorcist’s concentration is interrupted, manifestations, these effects can duplicate the phantasmal
the ritual must begin again. If the ritual is successful, the killer or weird spells.
haunting presence becomes physical and must remain so for Illusory manifestations can also be glamers. Torches might
1 round. The exorcist’s next action can be used to either seem to dim or change color. A character’s reflection in a
attempt to turn or attack the revealed undead, or to continue mirror might seem to be doing something horrible, or it
the ritual, with an additional DC 17 Knowledge (religion) might look like someone else. A close friend might appear as
check required at the end of each round. Each successful a horrific monster.
check forces the undead to stay corporeal or incorporeal for 1 Occasionally, haunting effects that seem illusory are
additional round. infused with shadowstuff and at least partially real, and can
Even undead of 4 or lower CR that normally haunt only as cause real harm to characters. The sensation of fingertips
poltergeists are forced to take form by the exorcism ritual, as brushing the skin might be a phantasm and the feeling of
well as haunting presences that have already used up all their someone walking past might be a figment, but the sense of a
chances to take form for the week. Undead forced to take sharp blow or a wound could deal real damage (generally
form usually use their actions to attempt to slay the exorcist 1d6, but sometimes more). Similarly, a feeling of unnatural
before they themselves are destroyed, so exorcists generally chill in a room could be a harmless figment, but it could also
bring along companions who can physically attack the be a shadow effect that deals 1d8 necrotic damage and
revealed undead. reduce the target's maximum hit points by the same amount.
Telekinetic Effects: A haunting can duplicate any of the
Haunted Sites following spells: mage hand, prestidigitation, thaumaturgy,
Traditionally, haunting refers to the presence of a ghost or telekinesis, arcane lock, or knock. Hauntings often manifest
similar undead creature, as described above. However, there in objects moving around a room, doors and windows
might be reasons other than the direct activity of a creature opening or closing at random, doors locking or unlocking on
that earn a site the reputation of being haunted. Some their own, and similar effects. When a creature is subject to
possibilities include the manifestation of an evil essence, a one of these effects, it receives a saving throw or other roll to
lingering curse, or the psychic resonance of terrible events resist it as if it were targeted by the spell being duplicated.
that occurred in that place. These manifestations have more Exorcising a Haunted Site: Just as in the case of a
in common with dungeon hazards such as green slime than haunting presence, an exorcist can perform a ritual to
they do with actual ghosts, presenting a hazard or series of cleanse a haunted site. If the exorcist successfully performs
hazards but no foe that can be defeated. the ritual, which requires ten consecutive full-round actions
Houses, castles, and cemeteries are common haunted sites and a DC 20 Intelligence (Religion) check, the haunting
—and houses or castles built atop catacombs or ancient
energies coalesce into a form that renders them vulnerable to
cemeteries are particularly prone to haunting. Any place can traditional methods of removing magical effects, such as
become haunted, however: temples, farms, schools, shops dispel magic, remove curse, or greater restoration spells. The
and marketplaces, bridges, ships and caravans, and so on. effective level of a haunted site is the minimum level required
The manifestations of hauntings fall into two broad to cast the highest-level spell duplicated by the haunting.
categories: illusion effects and telekinetic effects. With a successful ritual, the haunting energies remain
Illusion Effects: Phantom knocking, rattling chains, the vulnerable for 1 full round, but the exorcist can continue the
stench of death filling the air—these are illusory ritual, causing the haunting energies to remain vulnerable, by
manifestations. Generally, they are figments—equivalent to making additional Knowledge (religion) checks each round.
minor illusion, silent image, and related spells—that activate See Exorcising a Haunting Presence for more details of the
under certain circumstances or at specific times. exorcism process.

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Removing a Dying Curse


Curses Lifting a dying curse requires more than a simple remove
The bestow curse spell is the most well-known source of curse spell. A wish spell removes the curse, but each dying
curses, but by no means the only one. curse also must have a single means of removing the curse
with some deed that the DM designates. The deed must be
Dying Curses something that the target can accomplish within one year,
assuming the task is undertaken immediately. For example,
When a creature dies under tragic circumstances, it might the deed might be “Slay the dragon under Castle Bluecraft,”
deliver a dying curse. This has the effect of a bestow eternal or “Climb the tallest mountain in the world.”
curse spell, but is not a spell and and does not allow a save--it The target of the dying curse can have help accomplishing
simply takes effect (assuming the curse check is passed). the deed. In fact, someone else can accomplish the deed as
Usually the 3rd-level version is applied, but if the creature's long as removing the curse is the expressed purpose of the
death is especially horrible, it may apply the 6th-level version. deed. Thus, the king’s champion can climb the tallest
Truly horrific events, such as the destruction of an entire city, mountain in the world to remove the curse on the king, for
may grant enough emotional anguish to bestow the 9th-level example. But if someone who doesn’t know about the curse
version. climbs the mountain, the curse remains.
The dying creature can target anyone with a dying curse;
the target need not be present when the curse is delivered.
Many creatures choose not to pronounce a dying curse, Dying Curses
because as long as the curse remains the creature can't be Dying curses can add spectacular drama to a game,
raised or resurrected. A true resurrection can bring the but don't overdo them. Once or twice a campaign
creature back, but also ends the curse. After the curse ends, is a good estimate for how often you should bring
raise dead and resurrection work normally. them to bear against the player characters.

Curse Check
A dying creature can make a DC 15 Charisma check, with Family Curses
modifiers decided by the DM. On a success, the curse takes
effect and does not allow a save. The adjacent table has some Sometimes curses are passed through the generations of a
likely ones: single family like a hereditary disease. A family curse can
pass from a parent to all children, or the curse can simply
Curse Modifiers pass to the oldest child, the youngest child, the oldest child of
Condition Modifier a particular gender, a child with a particular trait, and so on.
Highly justified +2 A family curse can be the result of a particularly powerful
dying curse, a familial geas spell, a wish spell, the use of an
Justified +0 artifact, or the intervention of a god. It can take the form of a
Unjustified -2 regular curse, or it can seem to force a character toward a
Extremely emotional +3 particular fate.
Because curses of the latter sort lie in the realm of destiny
Emotional +1 and can be vague in their application, they are usually best
Normal emotion level 2 left in the hands of the DM, rather than obeying a simple set
of rules.
High drama +5 Family curses can be undone as described in Dying
Normal drama +0 Curses, above. Some fate-based family curses can be forever
Low drama -5 broken if one member of the family can simply resist the
doomed destiny.
Mentions game mechanics -5 Some sample family curses are given below.
Includes excessively broad prohibition -3
Each oldest son is doomed to murder his father.
Not tailored to victim -2 The youngest daughter in each generation is doomed to
Escape clause not mentioned (but still exists) -3 become an evil spellcaster.
The children of the family born with red hair are all
Discovering a Dying Curse
terribly unlucky (as described in the bestow eternal curse
A curse is often apparant (such as sudden illiteracy or a spell).
forked tongue). Sometimes, however, it is much more One male child of each generation is doomed to be eaten
insidious. by a dragon.
Discovering a dying curse can be a difficult task, since it is The sixth daughter of a sixth daughter will bring doom to
nonmagical and remove curse can't remove it. Spiritual her entire land.
experts (those with at least a +10 modifier in Religion) can
make a DC 20 Intelligence (Religion) check once a week
when interacting with the cursed individual. On a success,
the expert discovers the nature of the curse. If the expert rolls
a 25 or higher, the expert also learns how to end it. Remove
curse also reveals the curse's nature and how to lift it.

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Take Advantage
Dealing with Resurrection Best used in conjunction with Longer Casting Time or
Raise dead and its mightier siblings completely change the Sacred Location, if the players are busy trying to bring a
course of a game. Suddenly, death is not the end. Many DMs friend back, a villain can sense it's time to strike. A
have an issue with resurrection as it is presented, and I have devastating attack on a city, or the assassination of a ruler,
met a few who ban it outright. This section presents a can take place when the PCs are distracted.
selection of variant rules for the DM who is dissatisfied with
resurrection, to use singly or in conjunction. Turnabout is Fair Play
Remove It NPCs have access to resurrection too, and a mighty villain
might end up resurrected by his or her friends. Although you
I start with my least favorite solution: remove resurrection can overuse this trick, surprising your players with it once in
entirely. This makes the loss of a character permanent, but a while is perfectly fine.
otherwise has no effect. You should balance encounters
much more carefully, since a sequence of bad rolls can spell
the final end of a beloved PC.
Longer Casting Time
One simple solution is to make these spells take longer. If
raise dead takes 8 or even 24 hours to cast, campaign events
can happen while the PCs are preoccupied saving their
friend.
Sacred Location
Resurrection cannot happen just anywhere. The body must
be taken to a place linked to the forces of life or death. This
could be on a tall mountaintop close to the heavens, or deep
underground near the underworld. It could be in a temple
sacred to the god of death, or to the character's own deity.
Balancing the Scales
For one to live, another must die. The caster must send a new
soul to the underworld to replace the one they are bringing
back. This could be any sentient soul, but I'd say that's too
easy on the PC, since all they have to do is find someone they
can justify slaying. This option is far more effective if you
present a more difficult choice. Some options include:
Willing Sacrifice. The creature must be willingly giving
up his or her life to bring back the deceased person.
Same God. The creature must worship the same god as
the deceased.
Same Alignment. The creature must be of the same
alignment as the person you're bringing back. How will
the paladin feel to know that her friends murdered a
lawful good being to get her back?
Quest for the Dead
The players must bargain with the god of the dead, or even go
into the underworld itself to bring back their friend.
Mishaps
Sometimes resurrections don't go quite right. Some excellent
examples of resurrection tables are here, here and here.
Heroes of Horror has another one.
Demand Why
In many settings, the afterlife is a wonderful, final reward. You
might consider asking why the PC is choosing to leave
behind a happy world for a cruel one.

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"Zombie, Do This!" Uncontrolled Zombies?


One of the biggest problems for a DM with a necromancer Assuming you use the Playing with Fire campaign setting as I
player is the fact that undead can be used to safely and easily do (and not the Crawling Darkness; see the Tome of
check for traps. DMs may quickly get annoyed with this trick, Necromancy for details), an uncontrolled skeleton or zombie
and consequently some hesitate to allow necromancer PCs. follows its last commands in a crude way. If it were ordered
This section is meant to provide ways to deal with minion to chop wood, it would continue until the forest is splinters. If
abuse of any kind, from undead to hirelings to elementals to its axe rusts to nothing, it will use its claws. If it were ordered
bound fiends. Generally speaking, I focus on low levels, since to guard an area, it would attempt to kill anyone entering that
that is what sees the most play. area, but leave anyone outside that area alone. If ordered to
follow a necromancer, it will follow him or her forever,
More Traps making no move to attack or defend him or her.
One simple way is to add multiple traps. A wizard with If a skeleton is attacked, it will defend itself, and if it sees a
several crawling claw minions, or a skeletal butler, will run creature attacking another undead it will attack that creature.
out of minions eventually. If you absolutely have to have the If a skeleton sees an undead attacking another undead,the
PCs fall in a pit, just make sure there is one more pit than battle may devolve into a free-for-all.
minions. The necromancer will still feel like he or she Skeletons are not curious and do not care about events
contributed (look at all those pit traps his or her minions that don't interfere with their orders. A skeleton ordered to
saved the party from!). chop wood will not care about a group of adventurers moving
through the area as long as the adventurers don't try to stop
it.
Preemptive Destruction Wights and ghouls, however, are wholly evil and usually
You could thin the ranks ahead of time. Have a surprise attack the living on sight. Good members of these types of
ambush occur before the minions uncover any real traps. The undead exist, but are quite rare.
undead still gets to contribute to combat, so it doesn't feel like
a total waste, and you no longer have to worry as much.
False Safety
The undead do not feel poison's touch. This can be a boon
(when the party runs into a green dragon, it's a blessing that
the minions won't all keel over) but it can also be a curse. If a
skeleton touches a doorknob to confirm it's safe, and shows
no ill effects, when the party rogue goes up to it he or she
may suddenly be paralyzed by a contact poison! Likewise, a
spell effect such as negative energy flood would be a
refreshing breeze to a skeleton, but might kill the
necromancer when he or she is hit by it.
False Danger
Conversely, the skeleton may report some things as
dangerous when in truth they would be beneficial. If it enters
an area of positive energy and crumbles to dust, the players
will likely try to avoid the place, even though it would heal
them.

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The smoke from the fire rises up and mingles with the rain
Necromantic Rituals clouds, filling them with vile power in a one-mile radius
The create necropolitan spell allows spellcasters to create centered upon the bonfire. All the tainted water rains down
necropolitans, but another method exists for non- and soaks the ground, up to all corpses within range rise up
spellcasters. It is detailed below. as ghouls. Even skeletal remains are affected. The corpses
receive no saving throw against the spell’s effects, not even if
The Bloodtouched Rite they are buried in consecrated ground.
Humanoids (tat are touched by the vile rain must make a
When an individual (usually an arcane spellcaster or a cleric) Constitution saving throw against the 9th-level caster's spell
proves itself to be of particular worth to the undead save DC or be afflicted with a magical disease that turns
leadership of the Blood of Vol, it is rewarded with them into flesh-starved ghouls within 24 hours. The disease
participation in the Bloodtouched rite. Typically a character is resistant to all forms of magical healing less powerful than
must be at least 3rd level to be so rewarded, though a heal spell.
exceptions exist. The spell does not grant the spellcaster any ability to
The ceremony requires a chalice brimming with blood control the undead created by the spell. These undead can be
donated by willing followers of the Blood of Vol. This chalice commanded, rebuked, or turned normally.
is the focus of extensive prayers, culminating when the Similar rituals exist to create other undead of CR 1 or
officiating cleric channels negative energy into it. Once the lower, such as dread warriors or Strahd zombies.
chalice is prepared, it is passed around to the participants,
who drink deeply from it. Plague Walker
A character who drinks from this chalice permanently Creating a plague walker is a relatively simple process,
loses 4 points of Constitution, but gains three benefits: though its cost prevents most spellcasters from producing the
You can add your Charisma modifier to your HP each level creatures in great numbers outside of wartime. Any arcane or
and hit die, instead of your Constitution divine caster of 6th level or higher who can cast necromancy
Your Necromancy spells are cast as if you had used a slot spells can craft a plague walker. Doing so involves performing
one level higher. a horrific ritual that requires 800 gp worth of unholy water,
At the end of a long rest, you gain the effect of a shroud of the corpses of four Medium creatures that died of disease,
undeath spell that lasts until the start of your next long and two days of prayer. (Two Small corpses are equivalent to
rest (the spell can end early as normal). The saving throw one Medium corpse, and one Large body counts as two
DC for the spell equals 8 + your Charisma modifier + your Medium corpses.) At the end of the ritual, the remains meld
proficiency bonus. into a single plague walker, which obeys its creator’s
commands to the best of its ability.
The Constitution loss can't be prevented by any means. A A plague walker’s creator can order the creature to obey an
greater restoration can restore the Constitution, but if the underling’s commands, effectively ceding control of the
Constitution is restored, all benefits are lost. creature. This arrangement makes it possible for armies to
field plague walkers under the control of nonspellcasting
Fragment Phylactery officers.
One of the greatest secrets of the mightiest liches is the
ability to turn one phylactery into many. Achieving this
awesome feat might require an artifact such as the
Necronomicon or the Book of Vile Darkness, or the sacrfice
of thousands of souls. In any case, fragmenting a phylactery
should not be an easy task, and could well be the driving
force behind a high-level adventure. In the Forgotten Realms,
Aumvor discovered this technique. In Eberron, perhaps one
of the Qabalrin vampires invented it.
The ritual takes 1 week and transforms one phylactery into
1d8 + spellcasting modifier items. The process can be used
recursively.
Bonfire of Insanity
This horrid ritual was invented by Orcus's cultists. To activate
it, a bonfire of humanoid bones at least 10 feet in diameter is
built. A spellcaster with access to 9th-level spells, and two
more with access to 5th-level spells, must dance and chant
around the bonfire for 1 hour. Upon completion, they lose all
of their spell slots of 5th-level or higher, and the spell takes
effect.

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The Ritual of Crucimigration A few undead learn the secret of the dark chant from
forbidden scrolls and forgotten books. The dark chant is not a
Any living creature that is not a celestial, elemental, fiend, spell, but a number of particularly foul necromantic words
ooze, or plant can petition for consideration to undergo the and phrases strung together into a litany of evil power. If at
Ritual of Crucimigration, which (if successful) enables the least two undead creatures within 10 feet of each other use
creature to become a necropolitan. The petition for an action to intone the dark chant together, all undead within
consideration requires a fee of 3,000 gp and a written plea. 100 feet of them (including the chanters) gain advantage on
The first part of the ritual requires the placement of the saves against being turned and rebuked as long as the
petitioner on a standing pole. Cursed nails are used to affix chanters continue to spend their actions chanting.
the petitioner, and then the pole is lifted into place. The Undead with Intelligence scores below 8 cannot use the
resultant excruciating pain that shoots like molten metal dark chant (though they gain its benefits). Intoning the dark
through the petitioner’s fingers and up the arms is not what chant is a magical ability.
finally ends the petitioner’s mortal life, however, since death Some surmise that the dark chant has power because it is
usually comes from asphyxiation and heart failure. As actually uses some words from the Dark Speech, although
petitioners feel death’s chill enter their bodies, many have the words and phrases may be bastardized, barely-
second thoughts, but it is far too late to go back—the cursed understood, and mispronounced.
nails and chanting of the ritual ensures that the
Crucimigration is completed. Storm of Death
The ceremony lasts for 24 hours—the usual time it takes One of the mightest and most awful feats of necromancy ever
for the petitioner to perish. During this period, two or three invented, this ritual must occur at the winter solstice, when
zombie servitors keep up a chant initiated by the ritual leader the light is weakest and the darkness is strongest, or at
when the petitioner is first placed into position. Upon hearing another auspicious time (such as a conjunction of Mabar in
the petitioner’s last breath, the ritual leader calls forth the the Eberron setting). The ritual takes 24 hours of
names of necromantic powers and gods to forge a link with incantations by at least three spellcasters with access to 9th-
the Negative Energy Plane, and then impales the petitioner. level spells, and requires concentration as if casting a spell. If
Dying, the petitioner is reborn as a necropolitan, dead but it is completed, a dreadful storm 40 miles across erupts
animate. centered on the casters' position when they finish this ritual.
This storm creates rain or snow as appropriate to the current
Spellstitched Undead temperature. It also creates the following effects:
Some powerful necromancers learn the secret of inscribing All corpses within 20 miles rise as free-willed wights, even
runes into the flesh or bones of the undead, giving them if they are buried in areas that would normally prevent
innate spellcasting. Spellstitching an undead takes 1 hour them from rising.
and consumes an onyx worth 700 gp per (1 + spell level) All undead within 20 miles gain immunity to being turned
being scribed (for example, a 3rd level requires a 2800 gp as long as the storm persists. However, they can be
onyx). The one performing the ritual must be able to cast the rebuked normally.
spells being imbued. No spells can be scribed of 6th level or Any living creature walking outside in the dreadful storm
above. See the table below for the amount of times per day must succeed on a Constitution saving throw or become a
the spell can be cast, and the minimum CR to stitch a spell flesh-hungry ghoul (apply the Ghoulish Creature template
onto the creature. later in this book to creatures with class levels or non-
The levels are cumulative, so an undead who has a 4th- humanoids). Succeeding on this save grants the creature
level spell scribed also has a 3rd-level, a 2nd-level, a 1st-level, immunity to this effect for 24 hours.
and a cantrip scribed as well. Any living creature takes 1d8 necrotic damage per minute
Spellstitching
in the storm. Undead are healed by 1d8 hit points per
minute in the storm.
Spell Level Min CR Times per Day Healing magic (i.e., cure wounds) targeting the living is
Cantrip — At will impeded, as if every living creature within range were
1st 1 4
affected by an ebon ray of doom spell.
All damage done by undead within the area of the storm is
2nd 2 3 considered vile damage
3rd 4 3 All water within range that is contaminated by the rain or
snow is rendered nonpotable, causing 3d10 poison
4th 6 2 damage to any living being that drinks it
5th 10 1 Even during daytime, the storm is so intense the affected
area is in dim light. All undead adversely affected by
The process of spellstitching an undead grants it advantage sunlight suffer no ill effects within the storm.
on saving throws against spells and other magical effects. All damage done by this storm is vile damage.
The storm lasts until the concentration of the casters is
Dark Chant broken, or until at least one of them leaves its area. The
casters have no protection against the storm's effects.

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Food Corruption
Dark Gifts As an action, the necromancer exudes a mystical, poisonous
The benefits and drawbacks listed below are designed for radiance that taints food or drink within 10 feet. A creature
creating memorable villains and NPCs. who eats tainted food must make a Constitution saving throw
or take 6d4 poison damage. The necromancer cannot use
Dark Gifts... this ability again until after finishing a short or long rest.
Food corrupted in this way radiates a faint necromantic
These traits are suitable for necromancer NPCs, but not aura. It can be cleansed with purify food and drink or dispel
players. magic.
Animate Dead by Touch Regeneration
The necromancer can innately cast animate dead 3 times a The necromancer regains 5 hit points at the start of his or
day, requiring no material components. her turns. If the necromancer takes acid or radiant damage,
this trait doesn't function at the start of the necromancer's
Augmented Lifeforce next turn. The necromancer dies only if he or she starts his
The necromancer gains proficiency in Constitution and death or her turn with 0 hit points and doesn't regenerate.
saving throws, and dropping to 0 hit points does not render
the necromancer unconscious. Death saves continue to be Scabrous Touch
rolled, and taking damage at 0 hit points has its normal effect. By touching a living being, the necromancer creates an effect
identical to contagion on the target. However, he or she
Augmented Spellcasting cannot choose to suppress this power; it is always active.
The necromancer can prepare twice as many spells, and has
twice as many spell slots. These extra spells and slots must Skull Scry
be used to prepare and cast necromancy spells. This mighty ability enables the necromancer to see or hear
activity through any skull or cadaveric head. The skull or head
Aura of Fear must not be attached to a spine, nor can it be animated. The
As a bonus action, the necromancer can raise or lower their necromancer can scry through any disembodied skull or
10-foot aura of fear. Each creature of their choice that starts head (at a known location) within fifteen miles.
its turn in the aura or that enters it during its turn must make
a Wisdom saving throw. Somnolent Gaze
On a failed save, the creature is frightened of the When a creature that can see the necromancer’s eyes starts
necromancer as long as it remains in the aura. Leaving the its turn within 30 feet of the necromancer, the necromancer
aura suppresses the effect, but does not grant immunity if the can force it to make a Constitution saving throw if the
creature returns. It can repeat its save at the end of each of necromancer isn’t incapacitated and can see the creature. A
its turns, ending the effect on a success. A target that creature is affected as if by the slow spell for 1 minute on a
succeeds on the saving throw is immune to the failed save.
necromancer's fear aura for the next 24 hours. Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so. it
Bestow Dying Curse has disadvantage on attack rolls against the necromancer
When the necromancer has taken at least 1 point of damage until the start of its next turn. If the creature looks at the
from a creature, he or she can bestow a dreadful curse on the necromancer in the meantime, it must immediately make the
offender. This takes no action, but the necromancer must be saving throw.
able to speak to use this ability, and the target must be
warned of the dire fate that he or she will face should he or
she kill the necromancer.
This curse lies in wait until the necromancer dies, at which
time it takes effect. No saving throw is allowed against this
ability, since the target chose to trigger the curse by killing
the necromancer.
Feed the Dark Gods
The necromancer can perform a ritual lasting 8 hours,
sacrificing a number of beings with an Int of 8 or higher to
create a mighty undead. The amount sacrificed must be equal
to 1 + 2 * the undead's CR, and the undead created cannot be
a CR of more than twice the necromancer's level. Undead
created in this way are not under the necromancer's control.

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...And Their Price Unholy Compulsions


The gifts above all cost something. Additionally, sometimes the dark gods place compulsions or
curses on their worshippers.
Physical Deformity d20 Compulsion or Curse
Delving too far into the dark arts might lead to changes in 1 Blinded when in sunlight
physical form—the price charged by the forces of darkness.
Roll on one of the adjacent tables, or pick one that inspires 2 Must drink 1 liter of fresh blood a day or dies
you. 3 Must eat 1 lb of corpse flesh a day or dies
d12 Deformities 1 4 Must eat 1 lb of earth and stone a day or dies
1 All hair permanently turns white or falls out 5 Must eat 1 lb of uncooked meat a day or dies
2 Eyes similar to animal (cat, wolf, or snake) 6 Must kill a sentient individual once a week or dies
3 Face resembles that of a particular animal 7 Hates all of the living (only has undead, construct, or
extraplanar allies)
4 Fingers terminate in wicked talons (1d4 slashing)
8 Howls under the night sky or at moon 1/day or goes
5 Oily black fur covers body mad
6 Hands or feet are misshapen claws or talons 9 Prepares spells at a font of blood in an underground
7 Hands turn coal black or blood red chamber
8 Corpselike appearance, easily mistaken for undead 10 Murders anyone who says a certain word, even
friends
9 10-foot stench of decay or aura of malevolence
11 Never speaks the truth
10 Physical age increases by 2d10 years
12 Seeks revenge for the slightest insult
11 Second mouth appears at base of skull
13 Sheds own blood 1/day (1d8 damage)
12 Six-fingered hands
14 Sleeps in a tomb or open grave
d12 Deformities 2 15 Withers all plants within 10 feet when casting a spell
1 Skin turns pale blue, like a corpse 16 Takes 1d6 radiant damage from contact with iron or
steel
2 Small horns on head
17 Takes 1d6 radiant damage from contact with freshly
3 Smile looks cruel or evil cut wood
4 Teeth (or ears) turn long and pointed 18 Takes 1d6 radiant damage from contact with silver or
5 Pitch-black blood, viscid like tar gold
6 Tongue becomes black, forked, or serpentine 19 Takes 2d6 radiant damage from holy water
7 Vestigial bat wings on back 20 Cannot heal without dealing equal damage to another
creature
8 Voice sounds evil, low, whispery, or inhuman
9 Lose all teeth
10 Three-foot-long tail
11 Blind extra eye somewhere on body
12 Eyes melt away, leaving empty sockets that can still
see

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At the conclusion of every week spent in a charnel bog, any
Terrain living creature must succeed on a Wisdom saving throw (DC
Abyssal Blackgrass
10 + the number of consecutive weeks spent in the bog).
Patches of this thick black weed often spread through planar Failure indicates that the character has lost all will to
portals or through tiny seeds inadvertently carried in the continue on their journey. They cannot leave the bog of their
clothing or gear of planar travelers. When it takes root on the own volition and have no desire to do so. All memories of
Material Plane, abyssal blackgrass grows in a small clump their previous life slowly fade into nothingness, and a wish
about one foot across, although its roots spread in a 50-foot spell is required to return the character to normal.
radius just under the surface of the ground. Consecrated Ground
Natural healing is impossible within 50 feet (in any Some cemeteries and catacombs are imbued with the unseen
direction) of a clump of abyssal blackgrass. Even magical traces of ancient good. An area of consecrated ground can be
healing is impaired, restoring only half the normal number of any size, and a detect evil and good spell cast within range
hit points. reveals its presence.
Pulling up a clump of blackgrass does not kill it or negate Undead standing on consecrated ground have
its baleful effect, and the grass regrows in 1d4 days. Only disadvantage on all saving throws.
digging up the entire root system—or destroying the plant A vial of unholy water purifies a 10-foot-square area of
with a blight or similar spell—can prevent it from regrowing. consecrated ground when sprinkled on it, and a hallow spell
Black Sand
purifies consecrated ground within its area.
Created by the blank sand spell but also found naturally in Deadwood
some deserts, black sand is beloved by undead and Ghostly gray timber spotted with tiny flecks of red, deadwood
necromancers. When a living creature enters the spell’s area is created near sites where great necromantic energy has
for the first time on a turn or starts its turn there, that been released. Any trees nearby soon die and leave behind
creature takes 2d4 necrotic damage (no save). Those reduced this frail wood. All undead creatures standing on deadwood
to 0 hit points crumble into black sand themselves. Undead do an extra die of damage with their attacks, spells, and
are instead healed by 2d4 hit points at the start of their turn. abilities.
Blood Rock Ebony Ice
In certain places, the very essence of war and violence Like any ice, ebony ice is slippery. It's also charged with
suffuses the earth or stone. Found naturally in ancient negative energy, granting undead advantage on attack rolls,
battlefields and certain outer planes, blood rock causes and advantage on saves against being turned or rebuked.
weapons to strike harder, claws to tear deeper, and blood to
flow more freely. Night Stone
Any attack made against a creature standing on blood rock This stone is infused with raw negative energy. A living
scores a critical hit on a roll or 19 or 20. creature that enters within 5 feet of a floor, wall, or statue
formed of night stone, or starts its turn there, takes 1d6
Charnel Bog points of necrotic damage. Undead are instead healed for this
Often formed at the sites of great battles where water has amount.
come in to cover the wasted land, charnel bogs are both
horrible and deadly. Pale grasses grow on desolate islands in Witch Grass
the midst of these bogs, but no living animals inhabit charnel Any creature casting an arcane spell within 30 feet of witch
bogs. A charnel bog can be any size, and a detect evil and grass must make a DC 14 spellcasting ability check. On a
good spell cast within range reveals its presence. failure, the spell is lost.
Such an aura of death pervades a charnel bog that certain
magic is impeded within its borders. Characters attempting Zone of the Unliving
to cast a spell with that restores hit points to another Much like an antilife shell, only undead and constructs can
creature must make a spellcasting ability check (DC 10 + enter this zone.
spell level) or lose the spell with no effect.
All undead within the charnel bog have advantage against
being turned, but disadvantage against being rebuked. This is It is said that the lich knows every stone in his
an exception to the normal rule that any source of turn infernal hold, and that any who dare to enter
resistance also helps against being rebuked. provoke his wrath. He can stroll through traps that
Characters camping within a charnel bog find their sleep would crush any other, and glide through the
troubled by nightmares. They are unable to rest properly, and darkness while calling out doom. That dungeon is
they regain no hit points from their night spent in the bog. his domain, his home, and there is no way to defeat
Finally, characters whose travels take them on long treks him in its halls.
through a charnel bog find it sapping their will and even —From the tale of Virdangast
robbing them of their desire to leave the place. They
experience increasing apathy and despair, a dulling of their
senses, and a growing feeling of paranoia.

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Nonmagical Terrain Buried in Snow


A buried creature can free itself with a DC 25 Strength
Snow Fields check, or can be dug out by other creatures. In 1 minute,
Fields of deep snow can impede the movement of creatures using only its hands, a creature can clear ice and debris equal
who must be in contact with the ground to move. Most to five times its carrying capacity. The amount of tightly
creatures do not automatically sink all the way through a packed snow that fills a 5-foot-by-5-foot area weighs 500
deep snow cover. Sometimes a hard, icy crust prevents a pounds. Armed with an appropriate tool, such as a pick,
creature’s feet from sinking into the snow at all. In other crowbar, or shovel, a digger can clear loose ice and debris
cases, layers of old snow a few inches or feet below the loose twice as quickly as by hand. The snow avalanche extinguishes
surface on top may be icy enough to prevent travelers from all flames, whether normal or magical, it touches.
breaking through.
The table below indicates the degree of impediment
caused by various depths of loose, uncrusted snow. The
“Small” category includes Small and smaller creatures, while
the “Huge” category includes Huge and larger creatures.
Snow-Impeded Movement
Snow Depth Small Medium Large Huge
Up to 6 inches Minor None None None
7-12 inches Minor Minor None None
13-24 inches Major Minor Minor None
25-36 inches Major Major Minor Minor
37-60 inches Total Major Major Minor
61-96 inches Total Total Major Major
97+ inches Total Total Total Major

None: The snow does not cause any significant


impediment to the creature’s movement.
Minor: The snow is difficult terrain for that creature.
Major: The creature must spend 4 feet of movement for
every 1 foot it moves in the snow. The creature has
disadvantage on Acrobatics checks.
Total: The creature cannot move unless it succeeds on a
DC 5 Athletics check. The creature must spend 8 feet of
movement for every 1 foot it moves in the snow. The creature
has disadvantage on Acrobatics checks and Dexterity saving
throws.
Temperature Bands
Temperature Band Range
Unearthly cold –51º F or lower
Extreme cold –50º F to –21º F
Severe cold –20º F to 0º F
Cold 1º F to 40º F
Moderate 41º F to 60º F
Warm 61º F to 90º F
Hot 91º F to 110º F
Severe heat 111º F to 140º F
Extreme heat 141º F to 180º F
Unearthly heat 181º F to 210º F
Burning heat 211º F or higher

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Spread by tomb motes, this disgusting disease causes a
Diseases creature's body to puff up, turn green, and makes movement
A favored weapon of certain undead, these diseases are painful. A creature who comes into contact with it might
compiled from various sources. They are usually listed in the make a DC 11 Constitution saving throw or become infected.
monster description as well for ease of access. At the end of each long rest, an afflicted creature must
succeed on a DC 11 Constitution save or its Dexterity score
Ash Doom is reduced by 1d4. A successful save restores 1d4 Dexterity.
Ash doom is notable in that not only do undead carry it, they The disease is cured when all Dexterity returns. A creature
are susceptible to it as well. It can be acquired by contact with with its Dexterity reduced to 0 is paralyzed until it regains at
the plaguelost, or by breathing certain necromantically least 1 point of Dexterity.
charged ashes. Its supernatural nature allows it to even afflict
paladins, dread necromancers, and others who are normally Gangrenous Touch
immune to disease. A creature who comes into contract with Generally only spread by plague blights, a creature must
those ashes must make a DC 16 Constitution saving throw or make a DC 14 Constitution saving throw or become infected.
contract it. Those afflicted have their skin turn flakey and ash- The diseased target must make a DC 14 Constitution saving
colored, and green light shines through from beneath. They throw save at the start of each of its turns. On a failure, its hit
have their Constitution score reduced by 1d4 at the end of point maximum decreases by 17 (5d6). If the disease reduces
each long rest. Remove curse combined with lesser the target's hit point maximum to 0, the target dies. The
restoration or another source of disease removal removes the disease lasts until removed by the lesser restoration spell,
disease. Greater restoration can remove this reduction and remove curse, or other magic, or until the diseased creature
end the disease at once. A creature, living or undead, that makes two consecutive saves.
dies while under this disease becomes a plaguelost.
Huecuva Blight
Bloodskin Named for the huecuvas who carry it, a creature who comes
This sickness is typically caused by the bleeding disease into contact with one must make a DC 13 Constitution saving
spell. It causes its victims to lightly bleed from many small throw or be cursed with huecuva blight. The cursed target's
sores. The overall loss of blood is minimal but sufficiently Strength and Constitution scores each decrease by 1d2
spread out so as to create the appearance that a victim is points for every 24 hours that elapse. If the curse reduces the
bleeding from every pore in its skin. target's Strength score to 0, the target is paralyzed until it
This sickness deals 1 point of piercing damage 12 hours in regains at least 1 point of Strength. If the curse reduces the
and every 24 hours following. target's Constitution score to 0, the target dies, and its body
turns to dust. The curse lasts until removed by the remove
Bonefire curse spell or other magic.
A creature infected with bonefire (DC 19) immediately has its Life Blindness
Charisma and Constitution scores reduced by 1d4, and must This very rare disease is spread by vilewights. A creature is
make a new save for every 24 hours that pass. Success allowed a DC 16 Constitution saving throw to avoid
means the disease ends; failure means it continues. A becoming infected. If it does become infected, for the first 24
creature reduced to 0 Constitution dies; one reduced to 0 hours, the infected victim feels like the world is becoming
Charisma is stunned until it regains at least 1 point of more bleak and empty. After 24 hours have passed, the victim
Charisma. loses all ability to perceive living creatures, even plants. All
Victims of bonefire break into fevers as their bones pulsate such beings are treated as invisible, silent, and odorless. This
with light and heat. They stink of cooked flesh, and their disease typically causes extreme loneliness and despair.
skeletons become visible from within their blistering bodies
after two hours (unless the victim is treated effectively). Mummy Rot
Bonefire is highly contagious and is also transmitted by When hit by a mummy's fist, the creature must succeed on a
physical contact. Anyone who touches a person or creature DC 12 Constitution saving throw or be cursed with mummy
diseased with bonefire (whether victims are alive or dead) rot. The cursed target can't regain hit points, and its hit point
must make a Constitution save (DC 19) or catch the disease. maximum decreases by 10 (3d6) for every 24 hours that
A dead body remains infected with bonefire for a week after elapse. If the curse reduces the target's hit point maximum to
its death, whereupon the skeleton finally burns out in a 0, the target dies, and its body turns to dust. The curse lasts
spectacular flash of light. If at any time 18 or more bodies until removed by the remove curse spell or other magic.
infected with bonefire are located within 30 feet of each
other, the bodies rapidly meld together, as if drawn by a fell
telekinesis, to a point at the center of the spread. Over the
course of only 1 round, the bodies bind together and form a
boneworm with a number of Hit Dice equal to half the
number of bodies that formed it.
Corpse Bloat

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Pale Wasting
This grim disease carried by slaymates sucks away a victim's
very lifeforce, eventually turning them to dust. Symptoms
include very pale skin, a nihilistic worldview, and fatigue. At
the end of each long rest, a creature must make a DC 14
Constitution saving throw. A failed save increases the
creature's exhaustion level by 1. Resting does not remove this
exhaustion. A successful save only means the condition does
not worsen. If a creature's exhaustion reaches 6, it dies and
its body crumbles to fine dust as per disintegrate. After 3
successful saving throws, which do not have to be
consecutive, the disease is cured completely.
Zombie Plague
Most commonly acquired by the animate infectious zombie
disease, zombie plague is a dreadful affliction that turns the
living undead. A humanoid that is hit by an infectious
zombie's slam attack must succeed on a DC 13 Constitution
saving throw or become infected. One day after infection, the
creature's flesh begins to die. After 24 hours, the creature
must make a second Constitution saving throw. On a success,
it has shaken off the disease. On a failure, its Constitution
score is reduced by 1d6. It repeats the save each subsequent
24 hours that pass, curing itself on a success.
If the creature's Constitution score is reduced to 0, it dies
and immediately rises as a zombie, transmitting the disease
to any creature it hits with its Slam attack.

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The rain lasts 2d6 rounds and covers an area of 2d6
Cursed Weather square miles.
Created by dark gods, especially powerful fiends, and other
entities of darkness, cursed weather is a truly awful
manifestation of magic.
Violet Rain
Always accompanied by a terrible thunderstorm filled with
lightning, violet rain brings portents of great evil. Once violet
rain begins to fall, all connection with divine agencies is
severed for 24 hours. Divine spellcasters have no access to
spells, divine spell effects are suppressed, and divinely
infused magic items cease to function. When violet rain
comes, leaders of temples often hire extra help to safeguard
the temple while they are bereft of magic. Because violet rain
is so disruptive, religious leaders sometimes use divinations
and prophecies to gain as much warning as they can.
A typical violet rainstorm covers 1d10×200 square miles.
Green Fog
Clouds of dark greenish mist roll across the countryside. The
fog perverts any living thing it touches, twisting and mutating
flesh. Any creature touched by the mist must succeed at a
Fortitude save (DC 17) or become polymorphed into a
random creature (use the reincarnate spell to determine
which creature, or select a creature from a relevant
wilderness encounter list in Xanathar's Guide to Everything).
The fog usually encompasses an area of 1d3 square miles,
lasts for 10d6 minutes, and moves at a speed of 30 feet.
Plague of Nettles
Tiny organic thorns fall from the sky. Those caught in this
brief rainfall take 1d2 points of piercing damage each round,
unless they can get under some sort of shelter. The nettles
that strike soil burrow into the ground and sprout thick,
choking weeds that kill whole fields of crops in a few
minutes. A plague of nettles is violent enough to tear up and
choke a forest in just a day. One week after the nettles fall, the
area is thick with animate, dangerous plants such as assassin
vines, tendriculoses, and shambling mounds.
This malevolent rainfall spreads across 3d6 square miles
and lasts for 3d6 rounds.
Rain of Blood
This horrible event can occur as part of a regular
thunderstorm or all on its own. Blood pours down in thick
drops for 2d10 minutes, coating everything in a dark red,
sticky mess. Any living, nonevil creature in the area of a rain
of blood must succeed at a Wisdom save (DC 20) or suffer
the effects of a bane spell for 24 hours. Undead of any
alignment in the area of the rain gain the benefits of bless for
24 hours.
A rain of blood covers 5d6 square miles.
Rain of Frogs or Fish
This preternatural rain causes 1d3 points of bludgeoning
damage per round to anyone not under shelter. The
thousands of animals that fall from the sky usually die from
the impact, but 1 in 20 lives to hop or flop about at least
briefly, adding a further alien strangeness to the event.

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Normally, these are used by undead creatures to heal
Special Equipment themselves. Some particularly cruel necromancers mix them
in with bags of normal candy and give them to children, who
Magic Items usually die as a result.
Azan-Gund (Night Caller)
Wondrous item, rare Bone Ring
This whistle is carved from rare transparent iron Ring, rare (requires attunement)
(nephclium), and it resembles a small dragon curled up like a This plain finger ring is always carved from human bone.
snail. The name Azan-gund is etched on the whistle in The ring has 3 charges, and it regains 1d3 expended charges
Dwarven runes. When the whistle is blown over a grave in daily at dawn. While worn, you can expend a charge to negate
darkness or at night, one corpse below animates as a zombie any curse, disease, maximum HP reduction, or ability score
and claws its way out (if interred in soft earth or under loose reduction you would suffer. You can also expend a charge to
stones). The zombie serves the whistler faithfully until it is gain advantage on a saving throw against a necromancy spell.
destroyed. A bearer can use the whistle once per week;
however, the whistler can acquire no more than two zombie Candle of Icy Death
followers at any one time using Azan-gund. Wondrous item, very rare (requires attunement)
A successful DC 15 Intelligence (History) check reveals This black candle is 1 foot tall, 12 inches thick, and icy to
that ancient «dark» dwarves made several such whistles for the touch. When lit, the flame burns a pale blue, gives off no
various groups in an age past. smoke or heat, and doesn't melt down. If examined with
detect magic, the candle radiates a necromantic aura. Every
Bagpipes of the Damned minute that the candle burns reduces the temperature by 1°
Wondrous item, rare in a 20-foot-diameter area until 0° Fahrenheit is reached.
You must be proficient with wind instruments to use these In addition, the candle prevents any healing, natural or
bagpipes. When played, the bagpipes help bolster undead. As magical, from occurring in its range. A wounded creature
an action, you can start a performance that lasts until the end inside the area does not regain any lost hit points, and
of your next turn. During that time, all undead of your choice healing spells targeting a creature inside the area
within 30 feet of you have advantage on saving throws automatically fail (but are considered cast). Once lit, the
against being turned or rebuked. A creature must be able to candle can be snuffed only by a bless spell, which
hear you to gain this benefit. The performance ends early if immediately ends your attunement. It can still be reignited
you are incapacitated or silenced or if you voluntarily end it normally afterwards, once you reattune. The temperature of
(no action required). the area returns to the regular temperature at a normal rate.
Bloodfeeding Weapon Chain of Bones
Weapon (any), uncommon or rare (requires attunement) Weapon (spiked chain), rare (requires attunement)
This weapon has a blood-red tint. Every time a This +1 spiked chain has a fearsome power over the
bloodfeeding weapon deals damage to a living creature, it undead. After hitting an undead with it, you can forgo dealing
gains 1 “blood point,” which it can store for up to 1 hour. The damage and instead force the undead to make a Wisdom
weapon can store a maximum of 10 blood points. This effect saving throw. On a failure, it is stunned for 1 minute. It can
is continuous and requires no activation. repeat the save at the end of each of its turns.
When you deal damage to a creature while wielding a
bloodfeeding weapon, you can activate the weapon to spend Cloak of Turn Resistance
up to 5 stored blood points. Each blood point you spend in Wondrous item, uncommon
this way deals an extra 1d4 points of damage to that creature. While wearing this cloak, you gain advantage against being
The weapon doesn’t gain any blood points from a strike on turned or rebuked.
which you use this ability.
The following bloodfeeding weapon variants are rare items Cloak of Turn Defiance
and have additional properties. Wondrous item, very rare (requires attunement)
Bodyfeeding. When this weapon scores a critical hit, you While wearing this cloak, you cannot be turned or rebuked.
gain temporary hit points equal to the critical damage done. All undead of your choice within 30 feet gain advantage
Cursespewing. When this weapon scores a critical hit, the against being turned or rebuked.
target immediately takes the effects of a bestow curse spell
that lasts for 1 minute. You choose which curse.
Bloodsweets
Potion, common
These red lozenges are about the size of a human
thumbnail and resemble hard candies. Made from sugar and
blood and charged with negative energy, the item dissolves
instantly. If an undead creature swallows one of these, it
immediately regains 2d4 + 2 hit points. If a living creature
swallows one, it takes 2d4 +2 necrotic damage.

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Consumptive As an action, you can become like a ghost yourself. You


Weapon (any), rare (requires attunement) gain the following trait for 1 minute:
This weapon is dark in color, and its blade or head is Incorporeal Movement. You can move through other
covered with menacing runes. You can use a bonus action to creatures and objects as if they were difficult terrain. You take
speak this magic weapon's command word, causing crackling 1d10 force damage if you end your turn inside an object.
black energy to encase it. While the weapon is encased in You also gain the following action option for the same
this way, it deals an extra 1d12 necrotic damage to any target duration:
it hits. The necrotic energy lasts until you use a bonus action Etherealness. You enter the Border Ethereal Plane from
to speak the command word again or until you drop or the Material Plane, or vice versa. You are visible on the
sheathe the weapon. Material Plane while you are in the Border Ethereal, and vice
Projectile weapons bestow this upon their ammunition. versa, yet you can't affect or be affected by anything on the
other plane.
Dagger of Shadows
Weapon (dagger), uncommon (requires attunement) Ghoul Gauntlets
When you are in dim light or darkness, you can use the Wondrous item, rare (requires attunement)
dagger's abilities. The dagger has 2 charges and regains 1 These mottled gloves virtually meld with your own flesh,
charge at midnight each night. You can cast minor illusion at making your hands appear gaunt and rotting.
will as long as you hold the dagger, and invisibility (self only, 1 While wearing the gauntlets, you can cast ghoul touch (DC
charge) and mirror image (2 charges). 14, +6 to hit) at will. Furthermore, once per turn, when you hit
with an unarmed strike, slam, claw, or similar natural attack,
Ghast Salve you can immediately cast ghoul touch (no action required).
Wondrous item, uncommon If you die while wearing ghoul gauntlets, they revert to
This glass jar, 3 inches in diameter, contains 1d3 doses of a their normal appearance.
thick mixture that smells dreadful. The jar and its contents
weigh 1/2 pound. As an action, one dose of the ointment can Glaive of the Leech
be applied to the skin. The creature that receives it gains Weapon (glaive), rare (requires attunement)
immunity to paralysis and the stench of ghasts. As an action, All slashing damage you do with this +1 glaive is returned
the creature can touch another creature, forcing the second to you as healing.
creature to make a DC 13 Constitution saving throw or be
affected as if by ghoul touch. This salve lasts 1 hour. Hood of Awful Revelation
Wondrous item, uncommon
Ghost Net Once per day, as a bonus action, you can gain truesight out
Weapon (net), rare to 120 feet, and can see onto the ethereal plane for the same
This gossamer-thin, translucent netting functions like a radius. This bolstered vision lasts until the end of your next
net. When thrown upon a creature that lacks the Incorporeal turn.
Movement trait, it is in all ways an ordinary net, except Curse. The secrets the hood reveal are not for mortals to
dealing 5 slashing damage to the net just renders it inert and know. Once the truesight ends, if the hood revealed anything,
useless for 1 hour, at which time it mends itself. you must make a DC 13 Intelligence save. You are blinded for
When thrown upon a creature that has the Incorporeal 1 minute on a failure, and confused for the same duration if
Movement traits, the net restrains the creature normally, even your save failed by 5 or more. You can repeat the save at the
if the creature is normally immune to being restained. It end of each of your turns, ending the effect on a success.
requires a DC 15 Strength check to break out of, and for the The hood regains this power daily at dawn.
duration, the creature loses the benefit of that trait while
entangled. If it possesses the Etherealness action, it cannot Living Mask
use that action for the duration. For the duration, it also loses Wondrous item, uncommon
any resistance to acid, cold, fire, lightning, or thunder damage, This mask works only when worn by an undead creature.
or to bludgeoning, piercing or slashing damage from Each mask provides an illusion that the wearer is alive, albeit
nonmagical attacks. Finally, for the duration, the creature a living person wearing a theater mask and clad in fine
loses any immunity to being grappled, prone, or restrained it clothing. The undead appear alive not only to the senses, but
possessed. also to spells and abilities such as Divine Sense and glyphs of
warding. Additionally, living masks do not project a magic
Ghost Shroud aura while being worn (unworn masks do).
Wondrous item, very rare (requires attunement) The illusion immediately ends if the mask is removed.
A ghost shroud appears as a winding cloth in which the
body is wrapped, as if for burial. The shroud sometimes
appears, appropriately enough, ghostly and partially
translucent.
You gain these benefits while wearing the robe:
If you aren't wearing armor, your base Armor Class is 14 +
your Dexterity modifier.
You have resistance to cold damage.

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Lyre of the Restful Soul Once you have done so, you can reference the Nycoptic
Wondrous item, rare Manuscripts whenever you make an Intelligence check to
You must be proficient with the lyre to use this lyre. When recall information about some aspect of necromancy or the
played, the lyre makes undead more vulnerable to influence. undead, such as lore about ghosts. When you do so, double
As an action, you can start a performance that lasts until the your proficiency bonus on that check.
end of your next turn. During that time, all undead of your
choice within 30 feet of you have disadvantage on saving Opal of Consecration
throws against being turned or rebuked. A creature must be Wondrous item, rare (requires attunement
able to hear you to suffer this penalty. The performance ends You can cast the sacred flame cantrip while holding this
early if you are incapacitated or silenced or if you voluntarily pearl. As an action, you bless the land around yourself. All
end it (no action required). terrain within 20 feet of the opal is considered to be
consecrated ground for 1 minute. This effects moves with it,
Minor Wand of Orcus centered on it. One you use this power, you cannot use it
Wand, very rare (requires attunement) again until the next midnight.
This is a far inferior copy of the mythical wand of Orcus,
made by the demon lord for his loyal followers. Opal of Desecration
Any creature besides Orcus or a follower blessed by him Wondrous item, rare (requires attunement)
that tries to attune to the wand must make a DC 16 You can cast the chill touch cantrip while holding this pearl.
Constitution saving throw. On a failed save, the creature As an action, you curse the land around yourself. All terrain
takes 10d6 necrotic damage, or half on a successful save. If within 20 feet of the opal is considered to be desecrated
this damage reduces the creature to 0 hit points, it dies and ground for 1 minute. This effects moves with it, centered on
rises as a zombie. it. One you use this power, you cannot use it again until the
In the hands of one who is attuned to it, the wand can be next midnight.
wielded as a magic mace that grants a +1 bonus to attack and
damage rolls made with it. The wand deals an extra 1d12 Powder of the Black Veil
necrotic damage on a hit. Wondrous item, uncommon
The wand has 7 charges. While holding it, you can use an You can throw a pellet of this powder to a point within 30
action and expend 1 or more of its charges to cast one of the feet, or use it as a sling bullet. In either case, when it hits or
following spells (save DC 16) from it: animate dead (3 lands, it explodes into a 10-foot-radius cloud of powder. Every
charges), clutch of orcus (3 charges), or inflict wounds (1 creature within the radius must make a DC 13 Constitution
charge per spell level). The wand regains 1d4 + 3 expended saving throw. On a failure, it is blinded while it remains in the
charges daily at dawn. While attuned to the wand, Orcus or a cloud of powder. After it exits, it can repeat the save at the
follower blessed by him can cast each of the wand's spells end of each of its turns, ending the effect on itself on a
using 1 fewer charges (minimum of 0). success.
The cloud remains for 1 minute, or until blown apart by a
Mummy Tower strong wind. Typically, 1d4+1 pellets are found together.
Armor (tower shield), rare (requires attunement)
This tower shield is partially swathed in the funerary Preserving Box
wrappings of a mummy. Atop it is a crest modeled to depict Wondrous item, common
the creature’s horrifying, unwrapped visage. This box is 4 feet by 3 feet by 2 feet. Any dead organic
You can use an action to cast the fear spell from it (DC 15), matter placed within will not decay while it remains inside.
requiring no components. Any creature that fails its save by 5 When taken out, it resumes decaying.
or more is paralyzed until the end of your next turn.
Once fear is cast through the shield, it can't be used again Rod of Undead Mastery
in this way until the next midnight. Rod, very rare (requires attunement by a dread necromancer)
The amount of undead you can control with Rebuke
Nightstick Undead becomes twice of (your Cha mod + your dread
Rod, rare (requires attunement by a cleric or dread necromancer) level.
necromancer)
When turning or rebuking undead, the maximum CR you Runestaff of Necromancy
can destroy with Turn Undead or control with Rebuke Staff, rare (requires attunement by a spellcaster)
Undead doubles. The Hit Dice you can control is unaffected. You automatically have the following spells prepared, and
they don't count against your maximum to prepare:
Nycoptic Manuscripts blindness/deafness
Wondrous item, rare blight
These twin papyrus scrolls are inscribed with ancient tales cause fear
and cryptic prophecies by an anonymous, almost-certainly- circle of death
insane author. You must spend 80 hours reading and enervation
studying the scrolls to digest their contents and gain their halt undead
benefit.

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Hours Benefit
Runestaff of the Undying
Staff, uncommon (requires attunement by a spellcaster) 1 Pact of return for yourself
You automatically have the following spells prepared, and 2 Pact of return for another
they don't count against your maximum to prepare:
3 Death pact for yourself
animate dead 4 Death pact for another
create undead
undead creation 6 True resurrection for another (and the scrolls
disappear)
Runestaff of the Undead Slayer
Staff, rare (requires attunement by a spellcaster) If your check is successful, you gain temporary
You can cast disrupt undead at will. You also automatically understanding of one of the scrolls’ secrets depending on
have the following spells prepared, and they don't count how long you have spent reading them. Your hours of
against your maximum to prepare: successful reading stack for this purpose, so you can read
bone chill over multiple days to gain a greater benefit, if desired. The
bone talisman time spent need not all be spent at once; you can divide it as
death ward you choose for the purpose of gaining benefits.
identify undead Reading scrolls of uncertain provenance is not without
sheltered vitality risk, since delving into their mysteries draws you near to the
sunbeam border between life and death. Whenever you spend an hour
reading scrolls of uncertain provenance, you must roll on the
Sacred Ofuda following table, whether or not you learn anything useful.
Wondrous item, uncommon d100 Effect
This small strip of paper has prayers written on it that are
powerful against undead. When touched to the forehead of an 01- Make a DC 15 Intelligence saving throw. On a
10 failure, you go insane until cured by greater
undead creature, the sacred ofuda adheres to the creature restoration, heal, or similar magic. While insane, you
and immobilizes it, as the halt undead spell. When you are can’t take actions, can’t understand what other
grappling the creature, you can make another grapple check creatures say, can’t read, and speak only in
against it. On a success, you attach the ofuda. gibberish.
The effect lasts as long as the ofuda remains attached, but 11- Make a DC 15 Wisdom saving throw. On a failure,
even a moderate wind can cause the ofuda to fall off the 30 the scrolls bestow a permanent curse upon you,
creature’s forehead. If the undead creature takes any amount giving you disadvantage on attack rolls, ability
of damage, the ofunda falls off and the effect ends. checks, and saving throws. Greater restoration or
remove curse can end this effect.
Scrolls of Uncertain Provenance 31- Make a DC 15 Wisdom saving throw. On a failure,
Wondrous item, very rare (requires attunement) 60 you are affected by a geas commanding you to
This bundle of rough parchment contains scraps of varying perform a quest for Wee Jas.
shapes and sizes; some appear old and others new. It is 61- Make a DC 15 Constitution saving throw. On a
bound with a braided cord and secured with a medallion 90 failure, you take a -4 penalty to all attack rolls,
bearing the holy symbol of Wee Jas. saving throws, and ability checks. Every time you
Scrolls of uncertain provenance are not spells stored in finish a long rest, the penalty is reduced by 1 until it
written form, but collections of death-obsessed writings in an disappears.
unknown hand. Popular myth holds that those who can 91- Make a DC 15 Constitution saving throw. On a
command the lore contained in a set of these scrolls have 00 failure, you become a ghost for a year and a day.
power over life and death.
As long as you possess scrolls of uncertain provenance, Shadow Veil
you gain advantage on Intelligence checks to recall lore about Wondrous item, rare (requires attunement)
undead or the afterlives. This greenish, indistinct robe is designed to envelop the
You can attempt to read from the scrolls once per day for 1 entire body. A shadow veil is crafted from the essence of the
hour. Understanding their lore, however, is not an easy task. undead creatures known as shadows. While wearing it, you
To begin with, the scrolls are written in nearly every gain a +1 bonus to AC. In addition, when you hide while in
language, ancient and modern, and the text sometimes dim light or darkness, darkvision, blindsight, and other
switches languages within the same sentence. Thus, a sensory abilities that do not rely on light provide no benefit to
successful hour of reading requires a successful DC 15 finding you.
Intelligence (Religion) check. So cryptic are the scrolls that
even comprehend languages only provides advantage.*

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Shrouds of the Unholy A tabard of the disembodied is connected to the Ethereal


Wondrous item, varies Plane, the realm where ghosts hold sway. The tabard has 10
These shrouds look like ordinary funerary wrappings for charges. You can spend 1 charge as an action to become
dead bodies and are often decorated with symbols and icons ethereal, and can continue spending charges (no action
representing the dead rising. If a dead body is wrapped in the required) every turn to remain ethereal. If you choose not to
shroud, and the command word spoken, the body will return spend a charge at the start of one of your turns, you return to
as an undead of the caster's choice. The maximum CR for the the Material Plane.
created undead is determined by the shroud's rarity. The type While ethereal from this item, you can expend 3 charges to
of undead it returns as is determined by the speaker of the have a spell that you cast also affect the material plane.
command word. The tabard regains all charges at midnight.
The undead creature is not under anyone's control when it
rises, but it will not attack you for the next 24 hours unless Talisman of Undead Mastery
you attack it. Your companions have no such protection. Wondrous item, rare (requires attunement)
Wrapping a body takes 10 minutes. The magic of the shrouds This tarnished silver skull fits comfortably in a human
is useable only once, after which the wrapping becomes hand. The talisman has 3 charges. When you turn or rebuke
ordinary, fine cloth. undead, you can expend 1 charge to give all undead
disadvantage on the saving throw. The talisman regains 1d3
Maximum Undead CR charges at dawn.
Rarity CR
Common 1/2
Talisman of Undying Fortitude
Wondrous item, rare (requires attunement)
Uncommon 2 This plum-sized skull carved from silver is tarnished black.
Rare 5 As a bonus action, you activate the power of this talisman,
gaining some of the defensive qualities of the undead. For the
Vary Rare 10 next minute, you gain the following benefits:
Legendary 18
You gain immunity to poison damage
You gain immunity to the poisoned and exhausted
Staff of Lifeless Touch conditions
Staff, rare (requires attunement by a spellcaster) You do not need to eat, sleep, drink, or breathe
Favored by necromancers and martial casters, a staff of
lifeless touch grants you many of the attack forms of the Tome of Ancient Lore
undead. This staff has 10 charges. While holding it, you can Wondrous item, rare (requires attunement)
cast the chill touch spell at will, and you can use an action to A boon to wizards of all sorts, a tome of ancient lore
expend 1 or more of its charges to cast one of the following contains every conceivable spell. Perusing it for 1 hour gives
spells from it, using your spell save DC and spellcasting you advantage on Arcana checks made until the end of your
ability modifier: inflict wounds (1 charge per spell level, up to next long rest.
5th), cryptwarden's grasp (5 charges), touch of Vecna (5 Though the pages of this book contain all the world’s
charges) or vampiric touch (3 charges). arcane knowledge, a tome of ancient lore is cursed with a
The staff regains 1d6 + 4 expended charges daily at deliberately confusing, ever-changing system of cross-
midnight. If you expend the last charge, roll a d20. On a 1, you referencing. Because its pages constantly rearrange
are targeted with a 5th-level inflict wounds, cryptwarden's themselves, apparently at random, finding any useful
grasp, and touch of Vecna (all automatically hit), and the staff information by browsing the book is impossible. However,
crumbles to bone dust and is destroyed. you can use a tome of ancient lore while preparing arcane
spells to prepare a single spell that isn’t in your spellbook.
Starmantle Cloak Make an Intelligence (Investigation) check equal to 15+the
Wondrous item, legendary (requires attunement) spell's level. On a success, you find the spell you're looking
This draping black cloak turns into a sparkling mantle of for.
tiny, cascading stars when worn. The cloak sheds magical You can never have more than one spell prepared from this
bright light for 20 feet and dim light for 20 feet as if cast by a book at a time, though multiple tomes of ancient lore can be
6th-level spell, renders you impervious to nonmagical weapon used together.
attacks, and transforms any nonmagical weapon or missile
that strikes you into harmless light, destroying it. Natural
weapons, such as claws or teeth, are not destroyed but deal
no damage. Contact with the starmantle cloak does not
destroy magic weapons or missiles, but whenever you are
struck by such a weapon you can make a DC 15 Dexterity
saving throw; success indicates that you take only half
damage from the attack.
Tabard of the Disembodied
Wondrous item, very rare (requires attunement)
This misty gray tabard is silky soft to the touch. It is
embroidered with small sequins in a skull motif.

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Tome of Souls
Wondrous item, very rare (requires attunement)
This thick tome is written in flowing cursive, describing the
lives of the creatures whose souls are trapped inside. When a
creature dies within 60 feet of you, you can use a reaction to
trap its soul in the tome. As an action, you ask the soul a
question and receive a brief telepathic answer, which you can
understand regardless of the language used. The soul knows
only what it knew in life, but it must answer you truthfully
and to the best of its ability. The answer is no more than a
sentence or two and might be cryptic. You can only ask one
questions per day. Also as an action, you can forever release
one or more of the souls from imprisonment.
Vampire Hide
Armor (studded leather), very rare (requires attunement)
This +2 studded leather is made from the skin of a
vampire. It lets you cast kiss of the vampire (DC 16) once per
day, requiring no components, and regains that power at
midnight. It also passively grants you resistance to necrotic
damage.
Wight Armor
Armor (studded leather), rare
This +1 studded leather grants you advantage on Stealth
checks in dim light or darkness. Additionally, as an action,
you can cast the shroud of undeath spell (no components
required), and gain darkvision out to 60 feet for the duration
of the spell. You can't use this power again until the next
midnight.
Wight Shield
Armor (shield), rare
This +1 shield is covered in the hide of a wight. When an
opponent misses a melee attack against you by only 1 or 2
points, you can use your reaction to charge the shield with
necromantic power, dealing 1d6 + your Charisma modifier
necrotic damage to the attacker.
The target must succeed on a DC 15 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
A humanoid slain by this ability rises 24 hours later as a
free-willed zombie, unless the humanoid is restored to life or
its body is destroyed.
Zombie Hide
Armor (hide), rare
This +1 hide armor is made from zombie skin. Though the
armor sports various holes and rents, these imperfections in
no way compromise its integrity. If damage reduces you to 0
hit points while wearing it, you 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, you
drop to 1 hit point instead.

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Artifacts Invoke Necromancy. While you are attuned to the book


and holding it, you can cast any spell of the necromancy
As discussed in the Dungeon Master's Guide, artifacts are school without requiring any material components or spell
campaign-changing relics of extreme power. Below is listed a slots. You can't use this property again until the next
new one. midnight.
Ultimate Create Undead. As an action, you transform a
Necronomicon corpse within 10 feet of you into any undead of your choice.
Wondrous item, artifact (requires attunement) The undead is free-willed and does as it pleases. You can't
Almost universally considered the ultimate in necromancy use this property again for 1 week.
and the undead, the legendary Necronomicon's origins are
murky. Some say it was written by the first lich; others, that it Magic Locations
was the work of a god of undeath. Numerous gods claim it as
their invention, and the dragon-bone cover seems to lend Crypt of Wee Jas
credence to Falazure's claim—but that some pages are made A crypt of Wee Jas grants a creature who touches it the ability
of dried ulgurstasta flesh seem to hint at Kyuss's hand. It is to detect the living, undead, and undead with but a glance.
possible that it was a rare instance of cooperation among the Simply by looking at a creature, the beneficiary can
dark gods, with each contributing their specific knowledge determine if that creature is alive, dead, undead, or neither
and expertise. alive nor dead (such as a construct).
In any case, the book serves as a reference on all types of Recharge: A given crypt of Wee Jas can grant its benefits to
undead. Every creature, from the humble skeleton to the a being only one per year.
mighty atropal, is extensively documented. Each undead has
its strengths, weaknesses, abilities, and even method of Necromantic Circle
creation laid bare. A detect magic spell reveals a strong aura of necromancy
Such a huge list, of course, is highly unwieldy. It would magic around the circle. A character who studies the circle
certainly allow a character with plenty of advance warning to and succeeds on a DC 20 Intelligence (Arcana) check can
study up on the powers of mummy lords, but it would be of ascertain its properties. The check is made with advantage if
little use in combat against an unknown foe. After combat the character is a wizard whose arcane tradition is the
was concluded, the defeated foe could be studied to identify School of Necromancy, or a dread necromancer.
its nature. Any undead animated or created inside the circle becomes
Furthermore, the book documents a huge variety of other an undead with hit points equal to its hit point maximum. In
necromantic topics, including every necromancy spell ever addition, the undead gains advantage on saving throws
developed, and the secrets to becoming a lich or death knight. against any effect that turns undead.
A wizard can prepare any necromancy wizard spell from it. Recharge: The circle recharges immediately.
Copies of the Necronomicon have been created, and may
be found in the libraries of archmages or liches. These copies Sepulcher of Wee Jas
serve wonderfully as bestiaries and grimoires, but lack the A sepulcher of Wee Jas bestows magical powers on those
magical potency of the true version. Even such nonmagical who enter it and emulate death. A would-be benefactor of the
copies are extraordinarily valuable (upwards of 50,000 gold sepulcher's power must enclose himself or herself in a coffin
apiece). within the sepulcher and lie within—awake but unmoving—
A creature attuned to the book must spend 80 hours for 24 hours. During this period, the creature takes 2d10
reading and studying it to digest its contents and reap its points of necrotic damage every 2 hours. Assuming the
benefits. If you die while attuned to the book, you rise as an character survives, they must attempt a DC 20 Intelligence
undead of the DM's choosing. (Arcana) or Intelligence (Religion) check (their choice) when
Random Properties. The Necronomicon has the following the required time has elapsed. A worshiper of Wee Jas gains
random properties: advantage on this check. Success indicates that the petitioner
has acquired sufficient insight into death to gain the site’s
3 minor beneficial properties granted power. A character who fails the check by 10 or more
1 major beneficial property points, however, instantly contracts mummy rot, no saving
3 minor detrimental properties throw allowed.
2 major detrimental properties Any time the recipient of the power granted by a sepulcher
Adjusted Ability Scores. After you spend the requisite of Wee Jas kills a humanoid with a necromantic spell, that
amount of time reading and studying the book, your Wisdom creature instantly reanimates as a zombie under its control.
decreases by 2, to a minimum of 3. Another ability score of This zombie remains animate for 1 minute, then dies again.
your choice increases by 2, to a maximum of 24. The book This power lasts for 1 month.
can't adjust your ability scores again. Recharge: A given sepulcher of Wee Jas can grant its
Necrological Lore. You can reference the Necronomicon benefits to a being only once per month.
whenever you make an Intelligence check to recall
information about some aspect of necromancy or the undead,
such as lore about ghosts. When you do so, double your
proficiency bonus on that check. Note: Nonmagical copies
have this trait as well.

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Shrine of Acererak
The shrine of Acererak can be found deep on Pandemonium,
guarded by undead with a combined difficulty of being a Hard
encounter for a party of level 12 characters. If you kiss the
shrine's face, you gain two permanent benefits:
Mindless undead ignore you unless you attack them, after
which they react normally (attacking a single undead that
belongs to a group of adjacent undead causes all in the
group to likewise treat you normally).
Once per week, you can cast a suggestion that affects only
one undead creature. This suggestion works even on
undead who are immune to being charmed, and does not
require concentration.
Recharge: The shrine recharges immediately.

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Positoxins Liquid Mortality (Injury). Thought by most undead to be a


myth, an undead subjected to this positoxin must make a DC
As a rule, poisons have no effect on the undead. However, 15 Constitution saving throw, taking 24 (7d6) radiant damage
holy water can be combined with rare ingredients to create on a failed save, or half as much damage on a successful one.
substances that the undead fear as much as the living fear An undead reduced to 0 hit points by this damage is
poison. These are called positoxins, and unlike standard immediately destroyed.
poison, they are legal in most societies, except those that the Nearkill (Inhaled). Also called hsskala, this unusual
undead rule. positoxin was invented by a yuan-ti named Kharantes. An
Positoxins
undead subjected to this positoxin must succeed on a DC 15
Constitution saving throw or fall unconscious for 8 hours.
Item Type Price per Dose The creature wakes up if it takes damage or if another
Bloodwine Ingested 250 gp creature takes an action to shake it awake. Additional doses
Boneshard Paste Contact 750 gp
can be used early to extend the duration.
Sunlight Oil (Contact). The contents of this vial shine
Celestial Essence Injury 400 gp bright light out to a radius of 30 feet, and dim light for an
Gravedust Inhaled 100 gp additional 30 feet. A creature with the oil applied to it shines
likewise.
Lichbane Injury 650 gp As an action, you can splash the contents of this flask onto
Liquid Mortality Injury 2,000 gp a creature within 5 feet of you or throw it up to 20 feet,
Nearkill Inhaled 600 gp
shattering it on impact. In either case, make a ranged attack
against a target creature, treating the sunlight water as an
Sunlight Oil Contact 1,300 gp improvised weapon. On a hit, the creature is coated in
sunlight oil. It is considered to be in sunlight for as long as
Each type of positoxin has its own debilitating effects. the oil remains on it. It can take an action to try to scrape the
Bloodwine (Ingested). This thick, crimson positoxin oil off, making a Dexterity check against DC 15. On a success,
includes garlic in its creation, making it particularly harmful the oil is removed.
to vampires and other undead with a vulnerability to garlic. Unique among the positoxins on this list, this has a use
Any undead imbibing it takes 13 (2d12) radiant damage, or against non-undead, though it is minor. Creatures with
half on a successful DC 12 Constitution throw. Vampires and sunlight sensitivity, such as drow and kobolds, take the
other undead vulnerable to garlic take 19 (3d12) radiant relevant penalty while coated in sunlight oil. Any other
damage. sunlight-induced weaknesses apply as well.
Bloodwine can be ingested by the living with no ill effect. It If the creature starts its turn fully submerged in moving
stays in the bloodstream for 12 hours. While in the water, the oil is washed off.
bloodstream, an undead who sucks blood from the living
creature, or eats its flesh, suffers the effects of the poison,
though it does get advantage on the save.
Boneshard Paste (Contact). This feared paste weakens
the undead. Any undead that comes into contact with it must
make a DC 14 Constitution saving throw. On a failure, it
deals only half damage with weapon attacks that use
Strength for the next 24 hours, and it has disadvantage on all
checks based on Strength.
Celestial Essence (Injury). This positoxin is only refined
by celestials. An undead subjected to this positoxin must
succeed on a DC 13 Constitution saving throw, taking 17
(5d6) radiant damage on a failed save, or half as much
damage on a successful one.
Gravedust (Inhaled). This gray-brown powder reminds the
undead of the feeling of choking. Any undead who enters the
space must make a DC 10 Constitution saving throw. On a
failure, at the start of each of its turns for the next minute, it
must succeed on a DC 10 Constitution check. On a failure, it
cannot take any actions that round.
Lichbane (Injury). Lichbane saps the might of spellcasting
undead. An undead affected by lichbane must make a DC 15
Constitution saving throw. On a failure, it takes 13 (3d8)
radiant damage and loses the highest-level spell slot it still
has, or half damage and no other effects.

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New Monsters

T
he collection of new creatures got too large
and unwieldy, so I have moved it to its own
document, which you can find here.

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Appendix: Other Resources


5e
Recommended Reading Dark Arts Player's Companion: Has a lot of good stuff,
If you only read two books from this list, make them Libris including some nice blood magic spells.
Mortis and the Complete Book of Necromancers. Book of Lost Spells: A book full of spells of various
schools, including quite a few necromancy gems
AD&D Book of Beautiful Horrors: A large collection of
The Complete Book of Necromancers: This is a monsters, including numerous superb undead
veritable Necronomicon of necromancy. It has a ton of
ideas, and it was invaluable in writing this document. It's Other Content
available for purchase on DMsguild, and it's worth every I have created even more material than that listed above;
penny. however, it is not related to necromancy. Consequently, I have
Van Richten's Guide to...: Vampires, Ghosts, the Lich, moved it to a document of its own, which you can find here.
and the Ancient Dead. Set in Ravenloft, so not all material Enjoy, and may the forces of night fear you!
will be applicable to your campaign. However, these books
are chock-full of very interesting ideas for customizing
monsters. If you want to run an adventure or even a
campaign centering around one of these creatures, it's
worth getting.
The Ancient Tome of Dark Magic: 234 pages of
necromancy spells. Unlike most of the books listed here,
this one was compiled by a devoted fan and released as a
free PDF.
Lords of Darkness: This is a great book, but not
necessary. It's a collection of 10 great adventures starring
different undead, and some tips on roleplaying them.
3e
Libris Mortis: You knew this was coming. Libris Mortis is
one of the best books about necromancy and the undead
ever written.
Hollowfaust: City of Necromancers: A solid book, with
some great flavor.
Tome of Necromancy: This homebrew sets up the rules
as they should be, rather than how they are. This book
uses the Playing with Fire rules as its baseline.
Van Richten's Guide to the Walking Dead: Another of
the VRG series, this one is perfect for zombies.
Slayer's Guide to the Undead: This has some good
discussion of undead physiology, and ideas for souping up
"traditional" undead like skeletons and wights.
Secret College of Necromancy: A lot of everything. If it's
content you're looking for, this is a good place to check.
Encyclopedia Arcane: Necromancy, Beyond the Grave:
This one's alright. It has some cool ideas and flavor.
Gar'Udok's Compleet Librum ov Necromantic Artes:
This is a must have. It has a brilliant backstory, and many
of my favorite spells above were converted from this book.
Sourcebook: Undead: Another amazing one, this touches
on just about
Legends & Lairs: Necromantic Lore: This is exclusively
a book of monsters. It's worth checking out, at least.
Heroes of Horror: The book that the dread necromancer
hails from, this one has a lot of very good ideas.
4e
Open Grave: In many ways, this is a redo of Libris Mortis.
Still good, and has some things Libris Mortis doesn't, but
overall it's not as good.

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