Advertisement
Guest User

The Necromancer's Boon

a guest
Jul 22nd, 2019
190
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.36 KB | None | 0 0
  1. The Necromancer's Boon adds the following Spells to your Spell List, though you must learn them as normal.
  2. Additionally, your Soul Gem is placed in a small box (small enough to fit on a necklace or hide on your person) of unassuming lead which does not prevent it from functioning so long as the box remains on your person. The box and the Soul Gem within do not detect as Magic, is thick enough to prevent most magics that would see through it, and when opened by any hand but your own while pressing a specific spot instead projects an illusion of a small portrait of your choice in place of the Soul Stone. Unfortunately, while all Awakened Undead innately know the direction of their Soul Stone when separated from it, so long as yours remains in its box you do not.
  3.  
  4. CANTRIP
  5. Life Thread
  6. Casting Time: 1 action
  7. Range: 5 feet
  8. Components: V, M (a red or black thread)
  9. Duration: 1 minute
  10. You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If either you or the creature moves more than 5 feet away from the other, the creature that moved takes 1d12 necrotic damage.
  11. The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
  12.  
  13. FIRST LEVEL
  14. Animate Claw
  15. Casting Time: 1 hour
  16. Range: 10 feet
  17. Components: V, S, M (a severed hand, and a silver ring worth at least 25 gp placed on the hand)
  18. Duration: Instantaneous
  19. Choose a severed hand within range. The hand must be from a murderer, and must have been severed no more than 24 hours ago. The target is animated into a crawling claw (the DM has the creature's game statistics).
  20. On each of your turns, you can use a bonus action to mentally command the claw if it is within 60 feet of you. You decide what action the claw 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 claw only defends itself against hostile creatures. Once given an order, the claw continues to follow it until its task is complete.
  21. The claw is under your control until you cast this spell again, after which it stops obeying any command you've given it.
  22.  
  23. SECOND LEVEL
  24. Lich's Resiliance
  25. Casting Time: 1 reaction, which you take when you are forced to make a saving throw against a spell or magical effect
  26. Range: Self
  27. Components: S
  28. Duration: Instantaneous
  29. You twist the incoming magical energy around you, shunting yourself out of its path. You gain advantage on the triggering saving throw. Additionally, if the effect allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or half damage if you fail.
  30.  
  31. Hand of the Grave
  32. Casting Time: 10 minutes
  33. Range: 10 feet
  34. Components: V, S, M (hand of a humanoid)
  35. Duration: 24 hours
  36. When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
  37. The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.
  38. When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and become restrained as the hand grasps it with an inhumanly strong grip. The creature can use an action on its turn to make a Strength check against your spell save DC, freeing itself on a success. Once the hand has animated for 1 minute, the spell ends, and the hand returns to normal. If the creature dies while restrained, the hand pulls it underground, burying it.
  39.  
  40. Necromantic Burst
  41. Casting Time: 1 action
  42. Range: 30 feet
  43. Components: V, S
  44. Duration: Instantaneous
  45. You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage.
  46. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
  47.  
  48. THIRD LEVEL
  49. Beacon of False Life
  50. Casting Time: 1 action
  51. Range: Self (30-foot radius)
  52. Components: V, S, M (alcohol or distilled spirits)
  53. Duration: Concentration, up to 1 minute
  54. Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.
  55.  
  56. Life Link
  57. Casting Time: 1 action
  58. Range: Touch
  59. Components: V, S, M (a rusted iron ring worth at least 10 gp)
  60. Duration: Concentration, up to 1 hour
  61. You reach out and snatch a creature you can see within range. Make a melee spell attack against the target. On a hit, the target is grappled by you (escape DC equal to your spell save DC). While you are grappling the target, you have resistance to all damage, and each time you take damage the target takes the same amount of damage.
  62. The spell ends if the grapple ends or if the target dies.
  63.  
  64. SIXTH LEVEL
  65. Hallow (As per the PHB)
  66.  
  67. SEVENTH LEVEL
  68. Negative Energy Field
  69. Casting Time: 1 action
  70. Range: Self (10-foot radius)
  71. Components: V, S, M (a pinch of powdered bone)
  72. Duration: Concentration, up to 1 hour
  73. A 10-foot-radius invisible sphere of negative energy surrounds you. Creatures within the area can't regain hit points. A humanoid that dies within the spell's area rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
  74.  
  75. EIGHTH LEVEL
  76. Demiphylactery
  77. Casting Time: 24 hours
  78. Range: Touch
  79. Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
  80. Duration: Until dispelled
  81. You touch a point and designate an area around it as the site of your rebirth, should you meet an untimely end. The area can have a radius up to 10 feet, and must be within an area under the effect of a hallow spell when you cast the spell.
  82. If the spell is still in effect when the you are killed, your body crumbles to dust. After 1d10 days, you are revived to life within the designated area, and the spell ends. Coming back from the dead is an ordeal. You take a −4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. This spell has no effect if you die from old age.
  83. If the spell is dispelled after you die but before you are revived to life, your soul is lost into the void, and you can only be brought back to life by a true resurrection spell. This spell can't be dispelled while it is in an area under the effects of a hallow spell.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement