Three New Necromancy Spells For Your Game

Fallen

1st-Level Necromancy Spell


Casting Time: 1 action

Range/Area: 30 ft.

Components: V, S, M*

Duration: Concentration (1 minute)

Classes: Sorcerer, Warlock, Wizard

*Dead skin.


You reanimate any dead matter nearby with necrotic energy and reconstruct it into undead minions under your control. You roll 1d6 and create a number of corporeal undead equal to the result, each appearing at a point within 30 feet, with the following features:

  • AC 13, 1 hit point, they use your ability modifiers in regards to ability checks and saving throws, but always fail saving throws to avoid damage.
  • As a bonus action, you can move each undead up to 30 feet.
  • When any summoned undead get within melee range of another creature, that creature automatically takes 1d4 necrotic damage.

For the duration, as an action on each of your turns, you can roll 1d6 to summon more undead, but cannot have more than six undead active at a time.

At Higher Levels. When you cast this spell with a 2nd level spell slot or higher, increase the number of active undead by 2, up to 14.

Hollow

2nd-Level Necromancy Spell


Casting Time: 1 reaction

Range/Area: 120 ft.

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard


You return a fatally wounded creature to life temporarily, to carry out its final wish or correct a regretful choice. When a creature’s hit points are reduced to 0, but not killed outright, they are immediately restored to 1 hit point until the end of their next turn. If the target doesn’t recover any additional hit points before the end of their next turn, their hit points are reduced to zero and they automatically fail one Death saving throw.

Husk

3rd-Level Necromancy Spell


Casting Time: 1 action

Range/Area: Self

Components: V, S, M*

Duration: 1 hour

Classes: Sorcerer, Warlock, Wizard

*Mud.


You draw a massive amount of dead matter from the area to yourself, remolding it like clay into a hulking, undead juggernaut husk that encases you. You replace your statistics and abilities with the juggernaut monster stat block.

This spell lasts for the duration, unless your hit points are reduced to zero while in this form. In that case, you revert back to your original form with the amount of hit points you had before taking this form. Otherwise, you can end the spell early (no action required).

Juggernaut

Huge Undead


Armor Class 12 + the spell’s level

Hit Points 25 multiplied by the spell’s level

Speed 60 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)14 (+2)14 (+2)10 (+0)

Damage Resistances Bludgeoning, Piercing, Slashing

Condition Immunities Frightened, Charmed

Senses Darkvision 60 ft.

Languages Any languages you know, but cannot speak

Challenge — Proficiency Bonus equals your bonus


Massive. You can’t be forcefully moved, physically or magically, by a large or smaller creature.

Colossus. You can carry up to 500 lbs.

Heavy. The immense weight of your form turns the area around you up to 20 feet into difficult terrain as the ground below can barely support your weight.

Actions


Multiattack. You can make a number of attacks equal to half your proficiency bonus (rounded up).

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 11 (2d10 + 3) slashing damage plus the spell’s level necrotic damage. If two attacks hit the same target, their next attack roll is made at disadvantage.

Smash. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 11 (2d8 + 3) bludgeoning damage plus the spell’s level necrotic damage. If two attacks hit the same target, they must succeed a Strength check equal to your spell save DC or become prone.

Devour. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage plus the spell’s level necrotic damage and the target must succeed a Strength check equal to your spell save DC or become grappled, and you can’t use the use the bite attack. The target can repeat the save at the start of each of their turns to end the effect, otherwise they take 3d6 piercing damage and remain grappled.

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