Level
3rd
Casting Time
10 Minutes
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

You consume the ashy remains of a vampire, bestowing upon you its silver tongue and gift of mental domination.  How you acquired these remains is a detail best left up to your GM.

You can expend a spell slot to activate the necrograft.  The more powerful the spell slot is, the more powerful the necrograft is.  When you expend a spell slot, the necrograft is active for 24 hours or until you finish a long rest, whichever comes first.  If you are a warlock, any spell slot that you expend to cast this spell is not regained until you finish a long rest.

The necrograft has four different power levels: Stage 1, Stage 2, Stage 3, and the most powerful, Stage 4.  The benefits are cumulative, if you activate the necrograft at Stage 2, you also gain the benefits described in Stage 1.  The DC of any features gained through this necrograft is your spell DC. Any spells that you cast through this necrograft require no verbal, somatic, or material components, even expensive ones. 

Activating the necrograft at Stage 1 requires expending a spell slot of at least 3rd level.

Activating the necrograft at Stage 2 requires expending a spell slot of at least 5th level.

Activating the necrograft at Stage 3 requires expending a spell slot of at least 7th level. 

Activating the necrograft at Stage 4 requires expending a 9th level spell slot.

At any given time, you can have up to four necrografts active.  One cannot exceed Stage 1, one can be up to Stage 2, one can be up to Stage 3, and one can be up to Stage 4.

This spell was originally designed as part of the Necrografter class, which can be found on DnDBeyond.

Stage 1

You gain proficiency in Deception and Persuasion.

You gain the Dominate ability.  You can cast several spells on creatures that meet your gaze, and if you have the Vampiric Grace necrograft, you can use them to make a creature willing for you to use your Vampiric Fangs on it to give you temporary hit points.

You can cast the Friends cantrip at will.

You can cast Charm Person, Command, or Suggestion. Once you use this feature, you can’t use it again until you finish a short or long rest. 

You gain the Children of the Night ability. You can magically call a swarm of bats or rats to serve you, provided that the sun isn’t up.  If you are outside, you call two wolves instead. The called creatures arrive in 1d4 rounds, acting as your ally and obeying your spoken commands.  You can communicate with them as though you spoke a common tongue. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

The weapon attacks of any creatures that are summoned with Children of the Night are magical.

Stage 2

You gain darkvision with a range of 30 feet.

You can reroll a Charisma ability check and take the higher result if the target(s) of your ability check can see you and is not immune to being charmed.  If the check was made with advantage, reroll only one of the dice. Once you use this feature, you can’t use it again until you finish a long rest.

You can cast Charm Person, Command, or Suggestion twice between rests.

When you use Children of the Night, you can summon two swarms of bats or rats or four wolves.

Stage 3

Your darkvision now has a range of 60 feet.

Whenever you make a Charisma ability check against a creature that can see you and is not immune to being charmed, add 1d4 to the roll.

As part of your Dominate ability, you can cast Charm Monster once between long rests.

When you use Children of the Night, you can summon up to three bat or rat swarms or six wolves.

Stage 4

You can reroll a Charisma ability check twice between long rests.

As part of your Dominate ability, you can cast Dominate Person once between long rests.

When you use Children of the Night, you can summon up to four bat or rat swarms or eight wolves.

If you summon bat swarms, you also summon a bat queen.  This has the statistics as a bat, but with the following changes:

Its size is Small.

It has 45 hit points, an Intelligence of 8, and adds an additional +5 to all its saving throws. 

Its bite attack is +10 to hit and does 2d4+4 damage.

As long as it is conscious, friendly bats and bat swarms (excluding itself) that can see or hear it have advantage on attack rolls, ability checks, and saving throws.

If you summon rat swarms, you also summon a rat king.  This has the statistics as a giant rat, but with the following changes:

It has 45 hit points, an Intelligence of 8, and adds an additional +5 to all its saving throws.   

Its bite attack is +10 to hit and does 2d4+4 damage .

As long as it is conscious, friendly rats and rat swarms (excluding itself) that can see or hear it have advantage on attack rolls, ability checks, and saving throws.

If you summon wolves, you also summon a wolf lord.  This has the statistics as a dire wolf, but with the following changes:

It has 45 hit points, an Intelligence of 8, and adds an additional +2 to all its saving throws.

Its bite attack is +10 to hit.

As long as it is conscious, friendly wolves and dire wolves (excluding itself) that can see or hear it have advantage on attack rolls, ability checks, and saving throws.

 

Other necrografts can be found on DnDBeyond.  Here is the complete list:

Abomination Gut: You can vomit acid and belch poison.

Bonemail: You can better protect yourself and your allies.

Bone Spikes: You gain long-range attacks and can retaliate against foes.

Elemental Cadaver: You can channel fire, frost, or lightning.

Ghoul Claws: You can gouge and paralyze your foes as well as swim through the ground.

Mummified Eye: You gain a fearsome gaze, bonuses to initiative, and access to some divination spells. 

Lich’s Skull: You heighten your mental defenses and gain minor spellcasting plus knowledge.

Paladin’s Tomb: You’re the opposite of a holy man, but you can fight like one.

Two Corpses in One Grave: Sharing your body with another soul, you can change your appearance and shock your opponents with a hideous metamorphosis.

Wight Heart: Your attacks deal extra damage and can weaken your enemies.

Vampiric Grace: You can move fast, crawl on walls, and drink the blood of your foes.

Vampiric Soul: You can bend the minds of others to your will and call creatures of the night to serve your bidding.

Zombie Hulk: You can increase your size and use special melee attacks.

* - (a vampire reduced to ash)

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Paladin (Legacy) - Oathbreaker Fighter (Legacy) - Eldritch Knight (Legacy)

Gannoh

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