You touch a humanoid skull and imbue it with necromantic energy. You can set the skull in a location and specify a trigger condition related to creatures entering a certain radius around the skull, up to 20 feet. When the condition is met, the skull lets out a piercing scream that can be heard up to 100 feet away. The scream lasts for 1 round and does not cause any damage.
When the alarm is triggered, it is both mental and audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. Additionally, when the mental alarm is triggered, you receive a brief mental image of what the skull is seeing at that moment.
The skull remains in place until it screams or until you end the spell. Once the skull has screamed, the spell ends. The skull is not consumed by the spell.
* - (a humanoid skull) _____________________________________________________________________________________________________________________
LEVEL : 2nd CASTING TIME : 1 Action RANGE/AREA :Touch COMPONENTS : V, S, M * DURATION : 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation (...)
With this spell, you touch a humanoid skull and imbue it with necromantic energy, transforming it into a small, loyal minion. The skull levitates and is surrounded by a spectral force.
The skull minion has a number of hit points equal to your spellcasting ability modifier + your level. It has an Armor Class of 10, a speed of 20 feet, and can hover.
It can’t attack, but it can perform simple tasks:
Scouting: The skull minion can scout ahead in dangerous areas, using its small size and potentially unnoticed presence to its advantage.
Distraction: The skull minion can create a distraction, drawing the attention of enemies or bystanders.
Message Delivery: The skull minion has the ability to project the caster’s voice, it can deliver verbal messages to recipients.
Light Source: The skull minion is capable of emitting a 10 foot radius dim light through its glowing eyes, serving as a mobile light source.
Watcher: The skull minion can keep watch while the party rests, alerting them to any approaching dangers.
Intimidation: Just the sight of a floating skull minion can be used to intimidate others. This effect is dependent on a successful Intimidation check.
The skull minion can’t speak, but it understands your spoken commands in the languages you know. If the skull minion is ever more than 60 feet away from you, the spell ends and the skull falls to the ground.
* - (a humanoid skull) _____________________________________________________________________________________________________________________
You touch a skull and infuse it with necrotic energy. The skull sprouts scorpion-like legs and a tail, and gains the ability to move and act like a scorpion under your command. The skull has a speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 skull has an AC of 15 and a number of hit points equal to twice your spellcasting level. It can take the Dash, Disengage, and Dodge actions, as well as a Sting attack that you can command as a bonus action on your turn. The Sting attack uses your spell attack bonus and deals 1d8 piercing damage plus 1d4 poison damage on a hit.
The skull remains animated for the duration of the spell or until it drops to 0 hit points. If you lose concentration on the spell, the skull immediately becomes inanimate.
The skull has the following traits:
Scorpion Skull
Armor Class: 15 Hit Points: Twice your spellcasting level (the hit points are determined when you cast the spell) Speed: 30 ft., climb 30 ft.
Damage Vulnerabilities: Bludgeoning Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Senses: Darkvision 60 ft., passive Perception 9 Languages: Understands the languages of its creator but can’t speak.
Actions Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage plus 1d4 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate one additional skull for each slot level above 3rd. Each skull must come from a different creature and requires a separate skull component. You can command any number of skulls with the same bonus action.
* - (a skull of a Medium or Large creature) _____________________________________________________________________________________________________________________
LEVEL : 9th CASTING TIME : 1 Action RANGE/AREA : 60 ft COMPONENTS : V DURATION : Instantaneous SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Necrotic
You utter a word of power that drains the life energy from one creature you can see within range. If the target has 100 hit points or fewer, it takes 7d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
If the target has more than 100 hit points, the spell has no effect.
This spell has no effect on undead or constructs. _____________________________________________________________________________________________________________________
LEVEL : 4th CASTING TIME : 1 Action RANGE/AREA : 60 ft COMPONENTS : V, S DURATION : Concentration 1 Minute SCHOOL : Necromancy ATTACK/SAVE : DEX Save DAMAGE/EFFECT : Bludgeoning
When you cast this spell, you choose a creature that you can see within range. The ground beneath the target opens up and attempts to swallow them whole. The target must succeed on a Dexterity saving throw or fall into the pit, becoming buried under dirt and stone.
While buried, the target is restrained and unable to breathe or speak. At the start of each of its turns, the target takes 2d6 bludgeoning damage from the crushing weight of the earth. If the target is still buried when the spell ends, they are subject to suffocation rules.
As an action on your turn, you can cause the earth to spit out the buried creature, which ends the spell. Alternatively, the creature can attempt to dig its way out as an action, making a Strength (Athletics) check against your spell save DC. On a success, the creature claws its way to the surface and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. _____________________________________________________________________________________________________________________
Upon casting this spell, your body undergoes a horrifying transformation as it takes on the aspects of the undead. Your flesh becomes pallid and cold, your heartbeat slows, and your eyes glow with an eerie, unnatural light.
For the duration of the spell, you gain the following benefits:
You gain resistance to necrotic damage and immunity to poison damage.
You are immune to the poisoned condition.
You do not need to eat, sleep, or breathe.
You are immune to spells and effects that cause the exhaustion condition.
While under the effects of Necroform, healing spells and potions have no effect on you. Instead, spells that normally deal necrotic damage will heal you for an amount equal to half the damage they would normally deal.
When the spell ends, you must succeed on a Constitution saving throw or gain one level of exhaustion due to the strain of the transformation.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can choose one additional benefit from the following options for each level above 7th:
Grave Touch: Your touch drains life from others. Your melee attacks deal an extra 1d8 necrotic damage on a hit.
Ethereal Stride: 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.
Deathly Visage: Your transformed appearance is terrifying. Creatures of your choice within 30 feet that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
* - (a bone from an undead creature) _____________________________________________________________________________________________________________________
LEVEL : 8th CASTING TIME : 1 Action RANGE/AREA : 60 ft (20 ft ) COMPONENTS : V, S, M * DURATION : Instantaneous SCHOOL : Necromancy ATTACK/SAVE : CON Save DAMAGE/EFFECT : Necrotic
You unleash a wave of chaotic necrotic energy that disrupts the life force of creatures within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. The sphere spreads around corners.
A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Any Medium or Small humanoid creature killed by this spell rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it is closest to that is not undead. The zombie lasts for 1 hour, after which it collapses and dies.
The zombies created by this spell are not under the caster’s control. They are driven by the chaotic energy that reanimated them, causing them to act unpredictably. This could lead to situations where the zombies attack the caster, their allies, or each other, adding an element of risk and chaos to the spell.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 10d8
* - (a shard of an undead creature’s bone and a vial of chaos essence)
LEVEL : 4th CASTING TIME : 1 Minute RANGE/AREA : Touch COMPONENTS : V, S, M * DURATION : Instantaneous SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Control (...)
When you cast this spell, you touch an unhatched egg and infuse it with necrotic energy. The life within the egg is accelerated, causing it to hatch prematurely. The creature that emerges from the egg is a full adult size horrifying undead version of what it would have naturally been. The selected creature type should be of CR 1 or less and should normally lay eggs (Basilisk, Griffon, Owlbear, Allosaurus, Ankheg, Ettercap, Gricks, Mimic, Plesiosaurus, Giant Snake, Spider, etc).
The undead creature uses the same stats as the base creature for everything, but its Intelligence, Wisdom, and Charisma scores are lowered to 6 respectively if they were higher. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the maximum CR of the creature you can affect increases by 1 for each slot level above 4th. And also, for each slot level above 4th, the duration extends by an additional 24 hours.
* - (an unhatched egg and a vial of grave dirt) _____________________________________________________________________________________________________________________
LEVEL : 9th CASTING TIME : 1 Hour RANGE/AREA : 10 ft COMPONENTS : V, S, M * DURATION : Until Dispelled SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation
You raise a colossal undead creature to fight for you. Choose a corpse of a colossal creature within range. The Challenge Rating (CR) of the creature used to create the Behemoth must be equal to or less than half the caster’s level. The corpse is consumed, and in its place an Undead Behemoth is formed.
The Behemoth has the hit points of its original form, and it possesses all of their physical abilities and attacks. It acts on your initiative and follows your commands. The Behemoth cannot be controlled by any other creature. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
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 120 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 Behemoth lasts until it drops to 0 hit points, at which point the creature used to create it is permanently destroyed.
* - (a corpse of a colossal creature, which the spell consumes) _____________________________________________________________________________________________________________________
LEVEL : 9th CASTING TIME : 1 Minute RANGE/AREA : 120 ft COMPONENTS : V, S, M * DURATION : 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Combat (...)
When you cast this spell, you summon spectral representations of the Four Horsemen of the Apocalypse: War, Famine, Pestilence, and Death. Each horseman appears in an unoccupied space within range and lasts for the duration or until it drops to 0 hit points.
Each horseman has its own initiative and obeys your verbal commands. In combat, the horsemen have the following abilities and stats:
War
Hit Points: 200 Armor Class: 20 Speed: 60 ft. Abilities: Str 24, Dex 18, Con 22, Int 16, Wis 20, Cha 18 Damage Immunities: Fire, Necrotic Actions: Flaming Sword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.
Famine
Hit Points: 180 Armor Class: 18 Speed: 60 ft. Abilities: Str 18, Dex 22, Con 20, Int 16, Wis 24, Cha 18 Damage Immunities: Cold, Necrotic Actions: Wave of Hunger: Each creature in a 20-foot radius sphere centered on a point Famine chooses must make a DC 18 Constitution saving throw. On a failed save, the creature suffers one level of exhaustion.
Pestilence
Hit Points: 190 Armor Class: 19 Speed: 60 ft. Abilities: Str 20, Dex 18, Con 24, Int 16, Wis 22, Cha 18 Damage Immunities: Poison, Necrotic Actions: Cloud of Disease: Pestilence releases a cloud of disease. Each creature in a 20-foot radius sphere centered on a point Pestilence chooses must make a DC 18 Constitution saving throw. On a failed save, the creature is poisoned.
Death
Hit Points: 210 Armor Class: 21 Speed: 60 ft. Abilities: Str 22, Dex 18, Con 24, Int 20, Wis 24, Cha 20 Damage Immunities: Necrotic Actions: Touch of Death: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 5) necrotic damage. The horsemen are immune to any spell or effect that would change their form, and they return to the afterlife if they are reduced to 0 hit points or if the spell ends.
* - (a piece of bone from a horse and four gemstones worth at least 1000 gp each)
Skull of Warning seems to have to much overlap with the Alarm spell, and it doesn't seem to be significantly more powerful; the range is the same, and the option to not disable the silent alarm actually makes this spell weaker in that aspect. The problem with making this a ritual is that if it is buffed, it makes Alarm useless. I don't think this spell has distinct enough an ability to justify its use.
Skull minion is a cool idea, but it needs ability scores and the listed abilities need to be more specific. does being "potentially unnoticed" mean it has a proficiency in stealth? advantage Does a distraction reduce the passive perception of enemies? Does it give advantage to stealth against them? Is there an ability check involved? Does a message have to be pre-determined, or can you speak through it in real time? If it's watching them, does it have a passive perception would-be attackers must beat, or can the party simply not be surprised? Do you have advantage on intimidation, or is it some other bonus? One more comment; the light effect should be much larger, and it a cone effect. There is no reason why it should be both weaker than and last for a shorter time than a mundane item.
Scorpion Skull is an interesting idea, but extremely weak for a 3rd level spell.
Power Word Drain is also extremely weak for its level. To be fair, so is Power Word Kill. I would recommend removing the health restriction, At Least doubling the damage, and making it heal a portion of the damage dealt. In case you think this OP, I am giving a reminder the Meteor swarm does 110 average damage in an AoE, and Wish lets you cast several spells in combat that you defiantly aren't suppose to use in combat, such as Mirage Arcane and Forbiddance, as well as skipping the costly material components of spells such as Clone or Similacrum. Also, this deserves to be a Warlock spell.
Six Feet Under is decent, but could probably use a small damage buff. Assuming your basing this of of Evard's Black Tentacles, you seem to have lowered the damage in favor of a more powerful effect; however, the effect is actually more of a trade off than a buff, as you cannot damage the target from other sources while they are under the effect of this spell.
Necromorph could probably be a 5th level spell, maybe even a 4th. None of the abilities are great, and it's competing with Draconic Transformation at this level. I would change the Grave Touch upcast ability, as it will be useless on almost every caster. This should also be a Warlock spell.
Death's Discord either needs more damage, or an additional effect that's less situational. Zombies are weak, and by the time you get this they will be evaporated by anything else your fighting.
Hatchling Horror is too DM dependent to truly make a judgement on, but if you know there will (for whatever reason) be a lot of eggs in your campaign, it seems balanced enough. It is dependent on CR, so the balance is mostly in the hands of the DM, especially if they use homebrew monsters.
Undead Behemoth is, again, greatly dependent on what monsters the DM throws at you. Also, colossal is not an official size category in 5e. For gargantuan creatures, there are exactly 8 officially published that are CR 10 or lower. Honestly, the CR restriction could probably be raised to 3/4 of the casters level; see Shapechange and True Polymorph. A magic jar/True polymorph/Clone combo lets you become god, so having a CR 13 or 15 goon only if the DM allows you to isn't more broken than anything else a wizard might be doing at this level.
Four Horseman Call is a tough one because it does group summoning. On one hand, Most of the attacks seem weak, but it's not concentration and swings the action economy heavily in your favor. The tank of hitpoints each of them has keeps them from dying to AoE in one round. Honestly, I'm not a fan of this kind of spell. I think it will need playtesting to properly assess, but all of the numbers at this level are insane anyway, and balance is heavily DM dependent.
All things considered, there are some good ideas here. Keep up the good work! If you haven't started already, playtesting is the best way to assess the power of homebrew. Set up some one shots if you can't use these in an ongoing campaign.
KthunkTheBarbarian, thank you for taking the time to check out my spells and thank you for taking the time to write all these comments. These are really good suggestions.
I'll see what corrections I can make.
I'm not sure about the Four Horseman Call, I just really liked the theme.
I made some corrections to this spell so as not to make it a simple variant of the alarm spell and to justify that it is level 2 more than the simple fact of having a mental image of what the skull sees when the spell is sets off. Is it better like this ?
LEVEL : 2nd CASTING TIME: 1 Minute RANGE/AREA : Touch COMPONENTS : V, S, M * DURATION : 8 Hours SCHOOL : Necromancy ATTACK/SAVE : WIS Save DAMAGE/EFFECT : Psychic / Detection
You touch a humanoid skull and imbue it with necromantic energy, transforming it into a vigilant sentinel. You can set the skull in a location and specify a trigger condition related to creatures entering a certain radius around the skull, up to 20 feet. When the condition is met, the skull’s eyes glow with a spectral light and it emits a chilling wail that can be heard up to 100 feet away. The wail lasts for 1 round.
Any creature within the radius that triggered the alarm must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened. This effect applies to all creatures within the radius.
When the alarm is triggered, it is both mental and audible. A mental alarm alerts you with a chilling sensation in your mind if you are within 1 mile of the warded area. This sensation awakens you if you are sleeping. Additionally, when the mental alarm is triggered, you receive a brief mental image of what the skull is seeing at that moment, as if you were looking through its eyes.
The skull remains in place until it wails or until you end the spell. Once the skull has wailed, the spell ends. The skull is not consumed by the spell.
LEVEL : 2nd CASTING TIME : 1 Action RANGE/AREA :Touch COMPONENTS : V, S, M * DURATION : 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation (...)
You touch a humanoid skull and imbue it with necromantic energy, transforming it into a small, loyal minion. The skull levitates and is surrounded by a spectral force.
The skull minion has a number of hit points equal to your spellcasting ability score. It has an Armor Class of 10+your spell casting modifier, a fly speed of 20 feet, and can hover.
It can’t attack, but it can perform simple tasks:
Scouting: The skull minion can scout ahead in dangerous areas. It has a Stealth skill equal to your spellcasting ability modifier + your proficiency bonus. It can make Dexterity (Stealth) checks to remain unnoticed.
Distraction: The skull minion can create a distraction. Any creature that can see the skull must make a Wisdom (Perception) check against your spell save DC. On a failed save, the creature’s passive Perception is reduced by 5 for 1 minute.
Message Delivery: The skull minion has the ability to project your voice. You can speak through it in real time, as long as it is within 60 feet of you.
Light Source: The skull minion is capable of emitting a 60-foot cone of bright light and 60-foot cone of dim light beyond that through its glowing eyes, serving as a mobile light source. The light shines in a direction you designate.
Watcher: The skull minion can keep watch while the party rests. It has a passive Perception equal to 10 + your spellcasting ability modifier. It can’t be surprised and will alert you to any approaching dangers.
Fetch: The skull minion can fetch small objects that it can carry between its teeth. It can retrieve an item you can see that isn’t being worn or carried by another creature.
The skull minion can’t speak, but it understands your spoken commands in the languages you know. If the skull minion is ever more than 60 feet away from you, the spell ends and the skull falls to the ground.
The casting time has been reduced to 1 action for more combat utility, the hit points of the skull have been increased for more durability, and the poison damage of the Sting attack has been increased for more offensive power. I also remove the concentration aspect of the spell :
LEVEL : 3rd CASTING TIME : 1 Action RANGE/AREA : Touch COMPONENTS : V, S, M * DURATION : 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation
You touch a skull and infuse it with necrotic energy. The skull sprouts scorpion-like legs and a tail, and gains the ability to move and act like a scorpion under your command. The skull has a speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 skull has an AC of 15 and a number of hit points equal to five times your spellcasting level. It can take the Dash, Disengage, and Dodge actions, as well as a Sting attack that you can command as a bonus action on your turn. The Sting attack uses your spell attack bonus and deals 1d8 piercing damage plus 2d4 poison damage on a hit.
The skull remains animated for the duration of the spell or until it drops to 0 hit points.
The skull has the following traits:
Scorpion Skull
Armor Class: 15 Hit Points: Five times your spellcasting level (the hit points are determined when you cast the spell) Speed: 30 ft., climb 30 ft.
Damage Vulnerabilities: Bludgeoning Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Senses: Darkvision 60 ft., passive Perception 9 Languages: Understands the languages of its creator but can’t speak.
Actions Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage plus 2d4 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate one additional skull for each slot level above 3rd. Each skull must come from a different creature and requires a separate skull component. You can command any number of skulls with the same bonus action.
I ajusted the spell by allowing a Constitution saving throw and making at lot more damage. Power Word Drain
LEVEL : 9th CASTING TIME : 1 Action RANGE/AREA : 60 ft COMPONENTS : V DURATION : Instantaneous SCHOOL : Necromancy ATTACK/SAVE : Constitution DAMAGE/EFFECT : Necrotic
You utter a word of power that drains the life energy from one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 20d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. On a successful save, the target takes half damage, and you regain hit points equal to a quarter of the amount of necrotic damage dealt.
Think we’ll ever get healing back to Necromancy? At least conjuration could be excused as “creating” the body parts, but evocation? Really? We should get it back to necromancy.
I added ability scores and made the listed abilities a bit more specific :
Skull Minion
LEVEL : 2nd CASTING TIME : 1 Action RANGE/AREA :Touch COMPONENTS : V, S, M * DURATION : 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation (...)
You touch a humanoid skull and imbue it with necromantic energy, transforming it into a small, loyal minion. The skull levitates and is surrounded by a spectral force.
The skull minion has a number of hit points equal to your spellcasting ability score. It has an Armor Class of 10+your spell casting modifier, a fly speed of 20 feet, and can hover.
The skull can’t attack, but it can perform simple tasks:
Scouting: The skull minion can scout ahead in dangerous areas. It has a Stealth skill equal to your spellcasting ability modifier + your proficiency bonus. It can make Dexterity (Stealth) checks to remain unnoticed.
Distraction: The skull minion can create a distraction. Any creature that can see the skull must make a Wisdom (Perception) check against your spell save DC. On a failed save, the creature’s passive Perception is reduced by 5 for 1 minute.
Message Delivery: The skull minion has the ability to project your voice. You can speak through it in real time, as long as it is within 60 feet of you.
Light Source: The skull minion is capable of emitting a 60-foot cone of bright light and 60-foot cone of dim light beyond that through its glowing eyes, serving as a mobile light source. The light shines in a direction you designate.
Watcher: The skull minion can keep watch while the party rests. It has a passive Perception equal to 10 + your spellcasting ability modifier. It can’t be surprised and will alert you to any approaching dangers.
[Intimidation: Just the sight of a floating skull minion can be used to intimidate others. You have advantage on Intimidation checks against creatures that can see the skull.]– I’d take this out, it more something a player should suggest and a DM adjudicate rather a a hard rule.
The skull minion can’t speak, but it understands your spoken commands in the languages you know. If the skull minion is ever more than 60 feet away from you, the spell ends and the skull falls to the ground.
* (a humanoid skull)
I like it but I think the hit points should be separate from Character level, I put some changes in bold italics and suggest taking out the intimidation, let that it be possible from the description, but the execution should be a DM call and not a mandate.
I like it but I think the hit points should be separate from Character level, I put some changes in bold italics and suggest taking out the intimidation, let that it be possible from the description, but the execution should be a DM call and not a mandate.
Yeah, I think it make sens ! Thanks !
I edited my last post about this spell, removed the intimidation task and replaced it by a fetch task :
Fetch: The skull minion can fetch small objects that it can carry between its teeth. It can retrieve an item you can see that isn’t being worn or carried by another creature.
LEVEL : 4th CASTING TIME : 1 Action RANGE/AREA : 60 ft COMPONENTS : V, S DURATION : Concentration 1 Minute SCHOOL : Necromancy ATTACK/SAVE : DEX Save DAMAGE/EFFECT : Bludgeoning
When you cast this spell, you choose a creature that you can see within range. The ground beneath the target opens up and attempts to swallow them whole. The target must succeed on a Dexterity saving throw or fall into the pit, becoming buried under dirt and stone.
While buried, the target is restrained and unable to breathe or speak. At the start of each of its turns, the target takes 3d6 bludgeoning damage from the crushing weight of the earth. If the target is still buried when the spell ends, they are subject to suffocation rules.
As an action on your turn, you can cause the earth to spit out the buried creature, which ends the spell. Alternatively, the creature can attempt to dig its way out as an action, making a Strength (Athletics) check against your spell save DC. On a success, the creature claws its way to the surface and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
LEVEL : 4th CASTING TIME : 1 Action RANGE/AREA : Self COMPONENTS : V, S, M * DURATION : Concentration, up to 1 Hour SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Buff (…)
Upon casting this spell, your body undergoes a horrifying transformation as it takes on the aspects of the undead. Your flesh becomes pallid and cold, your heartbeat slows, and your eyes glow with an eerie, unnatural light.
For the duration of the spell, you gain the following benefits:
You gain resistance to necrotic damage and immunity to poison damage.
You are immune to the poisoned condition.
You do not need to eat, sleep, or breathe.
You are immune to spells and effects that cause the exhaustion condition.
While under the effects of Necroform, healing spells and potions have no effect on you. Instead, spells that normally deal necrotic damage will heal you for an amount equal to half the damage they would normally deal. When the spell ends, you must succeed on a Constitution saving throw or gain one level of exhaustion due to the strain of the transformation.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can choose one additional benefit from the following options for each level above 4th:
Spectral Grasp: You can use your action to unleash the necromantic energy within you to grasp a creature with spectral hands. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 2d6 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
Ethereal Stride: 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.
Deathly Visage: Your transformed appearance is terrifying. Creatures of your choice within 30 feet that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
In this version, the spell does more damage (10d8 instead of 8d8), and the creatures it reanimates are ghouls instead of zombies. The damage also scales more with higher-level spell slots (12d8 at 9th level).
LEVEL : 8th CASTING TIME : 1 Action RANGE/AREA : 60 ft (20 ft ) COMPONENTS : V, S, M * DURATION : Instantaneous SCHOOL : Necromancy ATTACK/SAVE : CON Save DAMAGE/EFFECT : Necrotic
You unleash a wave of chaotic necrotic energy that disrupts the life force of creatures within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. The sphere spreads around corners.
A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Any Medium or Small humanoid creature killed by this spell rises up as a ghoul at the start of your next turn. The ghoul pursues whatever creature it is closest to that is not undead. The ghoul lasts for 1 hour, after which it collapses and dies.
The ghouls created by this spell are not under the caster’s control. They are driven by the chaotic energy that reanimated them, causing them to act unpredictably. This could lead to situations where the ghouls attack the caster, their allies, or each other, adding an element of risk and chaos to the spell.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 12d8
* - (a shard of an undead creature’s bone and a vial of chaos essence)
In this version, the spell uses a corpse of a gargantuan creature instead of a colossal one, and the CR restriction is raised to three-fourths of the caster’s level.
LEVEL : 9th CASTING TIME : 1 Hour RANGE/AREA : 10 ft COMPONENTS : V, S, M * DURATION : Until Dispelled SCHOOL : Necromancy ATTACK/SAVE : None DAMAGE/EFFECT : Creation
You raise a gargantuan undead creature to fight for you. Choose a corpse of a gargantuan or huge creature within range. The Challenge Rating (CR) of the creature used to create the Behemoth must be equal to or less than three-fourths of the caster’s level. The corpse is consumed, and in its place an Undead Behemoth is formed.
The Behemoth has the hit points of its original form, and it possesses all of their physical abilities and attacks. It acts on your initiative and follows your commands. The Behemoth cannot be controlled by any other creature. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
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 120 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 Behemoth lasts until it drops to 0 hit points, at which point the creature used to create it is permanently destroyed.
*(a corpse of a gargantuan or huge creature, which the spell consumes)
School: Necromancy Level: 9th Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a miniature representation of each horseman, worth at least 1000 gp each) Duration: Instantaneous
When you cast this spell, you channel the aspects of the Four Horsemen of the Apocalypse: War, Famine, Pestilence, and Death. Each aspect manifests as a wave of energy that radiates out from you to a distance of 60 feet.
War Wave: The first wave is a surge of conflict and strife. Each creature of your choice in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 force damage and is knocked prone for 1 minute. On a successful save, it takes half as much damage and isn’t knocked prone.
Famine Wave: The second wave is a pulse of hunger and want. Each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and has disadvantage on Strength and Dexterity checks for 1 minute. On a successful save, it takes half as much damage and doesn’t have disadvantage.
Pestilence Wave: The third wave is a burst of disease and decay. Each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned.
Death Wave: The final wave is a ripple of mortality and the end. Each creature of your choice in the area must make a Wisdom saving throw. On a failed save, a creature takes 6d8 necrotic damage and is frightened for 1 minute. On a successful save, it takes half as much damage and isn’t frightened.
I recently did some necromancy spells and wanted to know what you thought about them :
Skull of Warning
LEVEL : 2nd
CASTING TIME: 1 Minute Ritual
RANGE/AREA : Touch 30 ft
COMPONENTS : V, S, M *
DURATION : 8 Hours
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Detection
You touch a humanoid skull and imbue it with necromantic energy. You can set the skull in a location and specify a trigger condition related to creatures entering a certain radius around the skull, up to 20 feet. When the condition is met, the skull lets out a piercing scream that can be heard up to 100 feet away. The scream lasts for 1 round and does not cause any damage.
When the alarm is triggered, it is both mental and audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. Additionally, when the mental alarm is triggered, you receive a brief mental image of what the skull is seeing at that moment.
The skull remains in place until it screams or until you end the spell. Once the skull has screamed, the spell ends. The skull is not consumed by the spell.
* - (a humanoid skull)
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Skull Minion
LEVEL : 2nd
CASTING TIME : 1 Action
RANGE/AREA :Touch
COMPONENTS : V, S, M *
DURATION : 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation (...)
With this spell, you touch a humanoid skull and imbue it with necromantic energy, transforming it into a small, loyal minion. The skull levitates and is surrounded by a spectral force.
The skull minion has a number of hit points equal to your spellcasting ability modifier + your level. It has an Armor Class of 10, a speed of 20 feet, and can hover.
It can’t attack, but it can perform simple tasks:
The skull minion can’t speak, but it understands your spoken commands in the languages you know. If the skull minion is ever more than 60 feet away from you, the spell ends and the skull falls to the ground.
* - (a humanoid skull)
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Scorpion Skull
LEVEL : 3rd
CASTING TIME : 1 Minute
RANGE/AREA : Touch
COMPONENTS : V, S, M *
DURATION : Concentration 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation
You touch a skull and infuse it with necrotic energy. The skull sprouts scorpion-like legs and a tail, and gains the ability to move and act like a scorpion under your command. The skull has a speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 skull has an AC of 15 and a number of hit points equal to twice your spellcasting level. It can take the Dash, Disengage, and Dodge actions, as well as a Sting attack that you can command as a bonus action on your turn. The Sting attack uses your spell attack bonus and deals 1d8 piercing damage plus 1d4 poison damage on a hit.
The skull remains animated for the duration of the spell or until it drops to 0 hit points. If you lose concentration on the spell, the skull immediately becomes inanimate.
The skull has the following traits:
Scorpion Skull
Armor Class: 15
Hit Points: Twice your spellcasting level (the hit points are determined when you cast the spell)
Speed: 30 ft., climb 30 ft.
STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5)
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands the languages of its creator but can’t speak.
Actions
Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage plus 1d4 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate one additional skull for each slot level above 3rd. Each skull must come from a different creature and requires a separate skull component. You can command any number of skulls with the same bonus action.
* - (a skull of a Medium or Large creature)
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Power Word Drain
LEVEL : 9th
CASTING TIME : 1 Action
RANGE/AREA : 60 ft
COMPONENTS : V
DURATION : Instantaneous
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Necrotic
You utter a word of power that drains the life energy from one creature you can see within range. If the target has 100 hit points or fewer, it takes 7d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
If the target has more than 100 hit points, the spell has no effect.
This spell has no effect on undead or constructs.
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Six Feet Under
LEVEL : 4th
CASTING TIME : 1 Action
RANGE/AREA : 60 ft
COMPONENTS : V, S
DURATION : Concentration 1 Minute
SCHOOL : Necromancy
ATTACK/SAVE : DEX Save
DAMAGE/EFFECT : Bludgeoning
When you cast this spell, you choose a creature that you can see within range. The ground beneath the target opens up and attempts to swallow them whole. The target must succeed on a Dexterity saving throw or fall into the pit, becoming buried under dirt and stone.
While buried, the target is restrained and unable to breathe or speak. At the start of each of its turns, the target takes 2d6 bludgeoning damage from the crushing weight of the earth. If the target is still buried when the spell ends, they are subject to suffocation rules.
As an action on your turn, you can cause the earth to spit out the buried creature, which ends the spell. Alternatively, the creature can attempt to dig its way out as an action, making a Strength (Athletics) check against your spell save DC. On a success, the creature claws its way to the surface and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
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Necromorph
LEVEL : 7th
CASTING TIME : 1 Action
RANGE/AREA : Self
COMPONENTS : V, S, M *
DURATION : Concentration 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Buff (...)
Upon casting this spell, your body undergoes a horrifying transformation as it takes on the aspects of the undead. Your flesh becomes pallid and cold, your heartbeat slows, and your eyes glow with an eerie, unnatural light.
For the duration of the spell, you gain the following benefits:
When the spell ends, you must succeed on a Constitution saving throw or gain one level of exhaustion due to the strain of the transformation.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can choose one additional benefit from the following options for each level above 7th:
* - (a bone from an undead creature)
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Death’s Discord
LEVEL : 8th
CASTING TIME : 1 Action
RANGE/AREA : 60 ft (20 ft )
COMPONENTS : V, S, M *
DURATION : Instantaneous
SCHOOL : Necromancy
ATTACK/SAVE : CON Save
DAMAGE/EFFECT : Necrotic
You unleash a wave of chaotic necrotic energy that disrupts the life force of creatures within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. The sphere spreads around corners.
A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Any Medium or Small humanoid creature killed by this spell rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it is closest to that is not undead. The zombie lasts for 1 hour, after which it collapses and dies.
The zombies created by this spell are not under the caster’s control. They are driven by the chaotic energy that reanimated them, causing them to act unpredictably. This could lead to situations where the zombies attack the caster, their allies, or each other, adding an element of risk and chaos to the spell.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 10d8
* - (a shard of an undead creature’s bone and a vial of chaos essence)
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Hatchling Horror
LEVEL : 4th
CASTING TIME : 1 Minute
RANGE/AREA : Touch
COMPONENTS : V, S, M *
DURATION : Instantaneous
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Control (...)
When you cast this spell, you touch an unhatched egg and infuse it with necrotic energy. The life within the egg is accelerated, causing it to hatch prematurely. The creature that emerges from the egg is a full adult size horrifying undead version of what it would have naturally been. The selected creature type should be of CR 1 or less and should normally lay eggs (Basilisk, Griffon, Owlbear, Allosaurus, Ankheg, Ettercap, Gricks, Mimic, Plesiosaurus, Giant Snake, Spider, etc).
The undead creature uses the same stats as the base creature for everything, but its Intelligence, Wisdom, and Charisma scores are lowered to 6 respectively if they were higher. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the maximum CR of the creature you can affect increases by 1 for each slot level above 4th. And also, for each slot level above 4th, the duration extends by an additional 24 hours.
* - (an unhatched egg and a vial of grave dirt)
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Undead Behemoth
LEVEL : 9th
CASTING TIME : 1 Hour
RANGE/AREA : 10 ft
COMPONENTS : V, S, M *
DURATION : Until Dispelled
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation
You raise a colossal undead creature to fight for you. Choose a corpse of a colossal creature within range. The Challenge Rating (CR) of the creature used to create the Behemoth must be equal to or less than half the caster’s level. The corpse is consumed, and in its place an Undead Behemoth is formed.
The Behemoth has the hit points of its original form, and it possesses all of their physical abilities and attacks. It acts on your initiative and follows your commands. The Behemoth cannot be controlled by any other creature. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
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 120 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 Behemoth lasts until it drops to 0 hit points, at which point the creature used to create it is permanently destroyed.
* - (a corpse of a colossal creature, which the spell consumes)
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Four Horsemen Call
LEVEL : 9th
CASTING TIME : 1 Minute
RANGE/AREA : 120 ft
COMPONENTS : V, S, M *
DURATION : 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Combat (...)
When you cast this spell, you summon spectral representations of the Four Horsemen of the Apocalypse: War, Famine, Pestilence, and Death. Each horseman appears in an unoccupied space within range and lasts for the duration or until it drops to 0 hit points.
Each horseman has its own initiative and obeys your verbal commands. In combat, the horsemen have the following abilities and stats:
War
Hit Points: 200
Armor Class: 20
Speed: 60 ft.
Abilities: Str 24, Dex 18, Con 22, Int 16, Wis 20, Cha 18
Damage Immunities: Fire, Necrotic
Actions:
Flaming Sword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.
Famine
Hit Points: 180
Armor Class: 18
Speed: 60 ft.
Abilities: Str 18, Dex 22, Con 20, Int 16, Wis 24, Cha 18
Damage Immunities: Cold, Necrotic
Actions:
Wave of Hunger: Each creature in a 20-foot radius sphere centered on a point Famine chooses must make a DC 18 Constitution saving throw. On a failed save, the creature suffers one level of exhaustion.
Pestilence
Hit Points: 190
Armor Class: 19
Speed: 60 ft.
Abilities: Str 20, Dex 18, Con 24, Int 16, Wis 22, Cha 18
Damage Immunities: Poison, Necrotic
Actions:
Cloud of Disease: Pestilence releases a cloud of disease. Each creature in a 20-foot radius sphere centered on a point Pestilence chooses must make a DC 18 Constitution saving throw. On a failed save, the creature is poisoned.
Death
Hit Points: 210
Armor Class: 21
Speed: 60 ft.
Abilities: Str 22, Dex 18, Con 24, Int 20, Wis 24, Cha 20
Damage Immunities: Necrotic
Actions:
Touch of Death: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 5) necrotic damage.
The horsemen are immune to any spell or effect that would change their form, and they return to the afterlife if they are reduced to 0 hit points or if the spell ends.
* - (a piece of bone from a horse and four gemstones worth at least 1000 gp each)
My Homebrew: Spells Subclasses
Skull of Warning seems to have to much overlap with the Alarm spell, and it doesn't seem to be significantly more powerful; the range is the same, and the option to not disable the silent alarm actually makes this spell weaker in that aspect. The problem with making this a ritual is that if it is buffed, it makes Alarm useless. I don't think this spell has distinct enough an ability to justify its use.
Skull minion is a cool idea, but it needs ability scores and the listed abilities need to be more specific. does being "potentially unnoticed" mean it has a proficiency in stealth? advantage Does a distraction reduce the passive perception of enemies? Does it give advantage to stealth against them? Is there an ability check involved? Does a message have to be pre-determined, or can you speak through it in real time? If it's watching them, does it have a passive perception would-be attackers must beat, or can the party simply not be surprised? Do you have advantage on intimidation, or is it some other bonus? One more comment; the light effect should be much larger, and it a cone effect. There is no reason why it should be both weaker than and last for a shorter time than a mundane item.
Scorpion Skull is an interesting idea, but extremely weak for a 3rd level spell.
Power Word Drain is also extremely weak for its level. To be fair, so is Power Word Kill. I would recommend removing the health restriction, At Least doubling the damage, and making it heal a portion of the damage dealt. In case you think this OP, I am giving a reminder the Meteor swarm does 110 average damage in an AoE, and Wish lets you cast several spells in combat that you defiantly aren't suppose to use in combat, such as Mirage Arcane and Forbiddance, as well as skipping the costly material components of spells such as Clone or Similacrum. Also, this deserves to be a Warlock spell.
Six Feet Under is decent, but could probably use a small damage buff. Assuming your basing this of of Evard's Black Tentacles, you seem to have lowered the damage in favor of a more powerful effect; however, the effect is actually more of a trade off than a buff, as you cannot damage the target from other sources while they are under the effect of this spell.
Necromorph could probably be a 5th level spell, maybe even a 4th. None of the abilities are great, and it's competing with Draconic Transformation at this level. I would change the Grave Touch upcast ability, as it will be useless on almost every caster. This should also be a Warlock spell.
Death's Discord either needs more damage, or an additional effect that's less situational. Zombies are weak, and by the time you get this they will be evaporated by anything else your fighting.
Hatchling Horror is too DM dependent to truly make a judgement on, but if you know there will (for whatever reason) be a lot of eggs in your campaign, it seems balanced enough. It is dependent on CR, so the balance is mostly in the hands of the DM, especially if they use homebrew monsters.
Undead Behemoth is, again, greatly dependent on what monsters the DM throws at you. Also, colossal is not an official size category in 5e. For gargantuan creatures, there are exactly 8 officially published that are CR 10 or lower. Honestly, the CR restriction could probably be raised to 3/4 of the casters level; see Shapechange and True Polymorph. A magic jar/True polymorph/Clone combo lets you become god, so having a CR 13 or 15 goon only if the DM allows you to isn't more broken than anything else a wizard might be doing at this level.
Four Horseman Call is a tough one because it does group summoning. On one hand, Most of the attacks seem weak, but it's not concentration and swings the action economy heavily in your favor. The tank of hitpoints each of them has keeps them from dying to AoE in one round. Honestly, I'm not a fan of this kind of spell. I think it will need playtesting to properly assess, but all of the numbers at this level are insane anyway, and balance is heavily DM dependent.
All things considered, there are some good ideas here. Keep up the good work! If you haven't started already, playtesting is the best way to assess the power of homebrew. Set up some one shots if you can't use these in an ongoing campaign.
I write homebrew and don't publish it. (evil, I know)
KthunkTheBarbarian, thank you for taking the time to check out my spells and thank you for taking the time to write all these comments.
These are really good suggestions.
I'll see what corrections I can make.
I'm not sure about the Four Horseman Call, I just really liked the theme.
My Homebrew: Spells Subclasses
I made some corrections to this spell so as not to make it a simple variant of the alarm spell and to justify that it is level 2 more than the simple fact of having a mental image of what the skull sees when the spell is sets off. Is it better like this ?
Skull of Warning
LEVEL : 2nd
CASTING TIME: 1 Minute
RANGE/AREA : Touch
COMPONENTS : V, S, M *
DURATION : 8 Hours
SCHOOL : Necromancy
ATTACK/SAVE : WIS Save
DAMAGE/EFFECT : Psychic / Detection
You touch a humanoid skull and imbue it with necromantic energy, transforming it into a vigilant sentinel. You can set the skull in a location and specify a trigger condition related to creatures entering a certain radius around the skull, up to 20 feet. When the condition is met, the skull’s eyes glow with a spectral light and it emits a chilling wail that can be heard up to 100 feet away. The wail lasts for 1 round.
Any creature within the radius that triggered the alarm must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened. This effect applies to all creatures within the radius.
When the alarm is triggered, it is both mental and audible. A mental alarm alerts you with a chilling sensation in your mind if you are within 1 mile of the warded area. This sensation awakens you if you are sleeping. Additionally, when the mental alarm is triggered, you receive a brief mental image of what the skull is seeing at that moment, as if you were looking through its eyes.
The skull remains in place until it wails or until you end the spell. Once the skull has wailed, the spell ends. The skull is not consumed by the spell.
* (a humanoid skull)
My Homebrew: Spells Subclasses
I added ability scores and made the listed abilities a bit more specific :
Skull Minion
LEVEL : 2nd
CASTING TIME : 1 Action
RANGE/AREA :Touch
COMPONENTS : V, S, M *
DURATION : 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation (...)
You touch a humanoid skull and imbue it with necromantic energy, transforming it into a small, loyal minion. The skull levitates and is surrounded by a spectral force.
The skull minion has a number of hit points equal to your spellcasting ability score. It has an Armor Class of 10+your spell casting modifier, a fly speed of 20 feet, and can hover.
It can’t attack, but it can perform simple tasks:
Scouting: The skull minion can scout ahead in dangerous areas. It has a Stealth skill equal to your spellcasting ability modifier + your proficiency bonus. It can make Dexterity (Stealth) checks to remain unnoticed.
Distraction: The skull minion can create a distraction. Any creature that can see the skull must make a Wisdom (Perception) check against your spell save DC. On a failed save, the creature’s passive Perception is reduced by 5 for 1 minute.
Message Delivery: The skull minion has the ability to project your voice. You can speak through it in real time, as long as it is within 60 feet of you.
Light Source: The skull minion is capable of emitting a 60-foot cone of bright light and 60-foot cone of dim light beyond that through its glowing eyes, serving as a mobile light source. The light shines in a direction you designate.
Watcher: The skull minion can keep watch while the party rests. It has a passive Perception equal to 10 + your spellcasting ability modifier. It can’t be surprised and will alert you to any approaching dangers.
Fetch: The skull minion can fetch small objects that it can carry between its teeth. It can retrieve an item you can see that isn’t being worn or carried by another creature.
The skull minion can’t speak, but it understands your spoken commands in the languages you know. If the skull minion is ever more than 60 feet away from you, the spell ends and the skull falls to the ground.
* (a humanoid skull)
My Homebrew: Spells Subclasses
The casting time has been reduced to 1 action for more combat utility, the hit points of the skull have been increased for more durability, and the poison damage of the Sting attack has been increased for more offensive power. I also remove the concentration aspect of the spell :
Scorpion Skull
LEVEL : 3rd
CASTING TIME : 1 Action
RANGE/AREA : Touch
COMPONENTS : V, S, M *
DURATION : 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation
You touch a skull and infuse it with necrotic energy. The skull sprouts scorpion-like legs and a tail, and gains the ability to move and act like a scorpion under your command. The skull has a speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 skull has an AC of 15 and a number of hit points equal to five times your spellcasting level. It can take the Dash, Disengage, and Dodge actions, as well as a Sting attack that you can command as a bonus action on your turn. The Sting attack uses your spell attack bonus and deals 1d8 piercing damage plus 2d4 poison damage on a hit.
The skull remains animated for the duration of the spell or until it drops to 0 hit points.
The skull has the following traits:
Scorpion Skull
Armor Class: 15
Hit Points: Five times your spellcasting level (the hit points are determined when you cast the spell)
Speed: 30 ft., climb 30 ft.
STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5)
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison Condition
Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands the languages of its creator but can’t speak.
Actions
Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 piercing damage plus 2d4 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate one additional skull for each slot level above 3rd. Each skull must come from a different creature and requires a separate skull component. You can command any number of skulls with the same bonus action.
*(a skull of a Medium or Large creature)
My Homebrew: Spells Subclasses
I ajusted the spell by allowing a Constitution saving throw and making at lot more damage.
Power Word Drain
LEVEL : 9th
CASTING TIME : 1
Action RANGE/AREA : 60 ft
COMPONENTS : V
DURATION : Instantaneous
SCHOOL : Necromancy
ATTACK/SAVE : Constitution
DAMAGE/EFFECT : Necrotic
You utter a word of power that drains the life energy from one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 20d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. On a successful save, the target takes half damage, and you regain hit points equal to a quarter of the amount of necrotic damage dealt.
This spell has no effect on undead or constructs.
My Homebrew: Spells Subclasses
Think we’ll ever get healing back to Necromancy? At least conjuration could be excused as “creating” the body parts, but evocation? Really? We should get it back to necromancy.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
I like it but I think the hit points should be separate from Character level, I put some changes in bold italics and suggest taking out the intimidation, let that it be possible from the description, but the execution should be a DM call and not a mandate.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Yeah, I think it make sens ! Thanks !
I edited my last post about this spell, removed the intimidation task and replaced it by a fetch task :
Fetch: The skull minion can fetch small objects that it can carry between its teeth. It can retrieve an item you can see that isn’t being worn or carried by another creature.
My Homebrew: Spells Subclasses
This version of the spell increases the damage to 3d6, providing a small damage buff
Six Feet Under
LEVEL : 4th
CASTING TIME : 1 Action
RANGE/AREA : 60 ft
COMPONENTS : V, S
DURATION : Concentration 1 Minute
SCHOOL : Necromancy
ATTACK/SAVE : DEX Save
DAMAGE/EFFECT : Bludgeoning
When you cast this spell, you choose a creature that you can see within range. The ground beneath the target opens up and attempts to swallow them whole. The target must succeed on a Dexterity saving throw or fall into the pit, becoming buried under dirt and stone.
While buried, the target is restrained and unable to breathe or speak. At the start of each of its turns, the target takes 3d6 bludgeoning damage from the crushing weight of the earth. If the target is still buried when the spell ends, they are subject to suffocation rules.
As an action on your turn, you can cause the earth to spit out the buried creature, which ends the spell. Alternatively, the creature can attempt to dig its way out as an action, making a Strength (Athletics) check against your spell save DC. On a success, the creature claws its way to the surface and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
My Homebrew: Spells Subclasses
I've ajusted the level of the spell and replaced the Grave Touch by Spectral Grasp
Necromorph
LEVEL : 4th
CASTING TIME : 1 Action
RANGE/AREA : Self
COMPONENTS : V, S, M * DURATION : Concentration, up to 1 Hour
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Buff (…)
Upon casting this spell, your body undergoes a horrifying transformation as it takes on the aspects of the undead. Your flesh becomes pallid and cold, your heartbeat slows, and your eyes glow with an eerie, unnatural light.
For the duration of the spell, you gain the following benefits:
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can choose one additional benefit from the following options for each level above 4th:
My Homebrew: Spells Subclasses
In this version, the spell does more damage (10d8 instead of 8d8), and the creatures it reanimates are ghouls instead of zombies. The damage also scales more with higher-level spell slots (12d8 at 9th level).
Death’s Discord
LEVEL : 8th
CASTING TIME : 1 Action
RANGE/AREA : 60 ft (20 ft )
COMPONENTS : V, S, M *
DURATION : Instantaneous
SCHOOL : Necromancy
ATTACK/SAVE : CON Save
DAMAGE/EFFECT : Necrotic
You unleash a wave of chaotic necrotic energy that disrupts the life force of creatures within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. The sphere spreads around corners.
A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Any Medium or Small humanoid creature killed by this spell rises up as a ghoul at the start of your next turn. The ghoul pursues whatever creature it is closest to that is not undead. The ghoul lasts for 1 hour, after which it collapses and dies.
The ghouls created by this spell are not under the caster’s control. They are driven by the chaotic energy that reanimated them, causing them to act unpredictably. This could lead to situations where the ghouls attack the caster, their allies, or each other, adding an element of risk and chaos to the spell.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 12d8
* - (a shard of an undead creature’s bone and a vial of chaos essence)
My Homebrew: Spells Subclasses
In this version, the spell uses a corpse of a gargantuan creature instead of a colossal one, and the CR restriction is raised to three-fourths of the caster’s level.
Undead Behemoth
LEVEL : 9th
CASTING TIME : 1 Hour
RANGE/AREA : 10 ft
COMPONENTS : V, S, M *
DURATION : Until Dispelled
SCHOOL : Necromancy
ATTACK/SAVE : None
DAMAGE/EFFECT : Creation
You raise a gargantuan undead creature to fight for you. Choose a corpse of a gargantuan or huge creature within range. The Challenge Rating (CR) of the creature used to create the Behemoth must be equal to or less than three-fourths of the caster’s level. The corpse is consumed, and in its place an Undead Behemoth is formed.
The Behemoth has the hit points of its original form, and it possesses all of their physical abilities and attacks. It acts on your initiative and follows your commands. The Behemoth cannot be controlled by any other creature. Its type changes to undead. It gains resistance to necrotic damage and immunity to poison damage and the poisoned condition. It also gains darkvision out to 60 feet if it didn’t have it already.
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 120 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 Behemoth lasts until it drops to 0 hit points, at which point the creature used to create it is permanently destroyed.
*(a corpse of a gargantuan or huge creature, which the spell consumes)
My Homebrew: Spells Subclasses
I decided to propose a new version of the four horsemen call that evoke the aspects of the apocalypse rather than having the characters as is.
The Four Horsemen Waves
School: Necromancy
Level: 9th
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a miniature representation of each horseman, worth at least 1000 gp each)
Duration: Instantaneous
When you cast this spell, you channel the aspects of the Four Horsemen of the Apocalypse: War, Famine, Pestilence, and Death. Each aspect manifests as a wave of energy that radiates out from you to a distance of 60 feet.
War Wave: The first wave is a surge of conflict and strife. Each creature of your choice in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 force damage and is knocked prone for 1 minute. On a successful save, it takes half as much damage and isn’t knocked prone.
Famine Wave: The second wave is a pulse of hunger and want. Each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and has disadvantage on Strength and Dexterity checks for 1 minute. On a successful save, it takes half as much damage and doesn’t have disadvantage.
Pestilence Wave: The third wave is a burst of disease and decay. Each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned.
Death Wave: The final wave is a ripple of mortality and the end. Each creature of your choice in the area must make a Wisdom saving throw. On a failed save, a creature takes 6d8 necrotic damage and is frightened for 1 minute. On a successful save, it takes half as much damage and isn’t frightened.
My Homebrew: Spells Subclasses