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5e Spooky Compendium

Dark Scythe
2nd level necromancy
In this compendium, you will find ...
Casting Time: 1 bonus action
3 New Weapon Spells Range: Self
8 New Exclusive Spells Components: V, S
5 Revised Versions of Official Spells Duration: Concentration, up to 1 minute
The College of the Fear Bard Subclass
You weave together threads of darkness to create a large
All the illustrations present in this compendium are the property scythe of solidified shadows in your hand. This magic lasts
of Wizards Of The Coast.
until the spell ends. It counts as a simple weapon with which
you are proficient. It deals 2d8 necrotic damage on a hit and
has the two-handed and the reach properties.
Until the spell ends, you don't provoke opportunity attacks
1. Weapon Spells when you move and when you make an attack with the
scythe, you can use your spellcasting modifier instead of your
Ravenous Throw strength for both the attack and the damage rolls.
Necromancy Cantrip In addition, as an action, you can swing the dark scythe to
Casting Time: 1 action mow down your enemies. When you do so, make a melee
Range: Self attack with the scythe against each creature within a 15-foot
Components: S, M (a melee weapon worth at least 1 sp with cone before you.
the Thrown property)
Duration: 1 round If you drop the weapon, it dissipates at the end of the turn.
You brandish the weapon used in the spell’s casting and make Thereafter, while the spell persists, you can use a bonus
a ranged attack with it against a creature that is at least 10 action to cause the scythe to reappear in your hand.
feet from you. On a hit, the target suffers the weapon attack’s At Higher Levels: When you cast this spell using a 3rd- or
normal effects, and a dark energy gnaws the creature's 4th-level spell slot, the damage increases to 3d8. When you
defenses. The next time the creature is hit by a melee cast it using a 5th- or 6th-level spell slot, the damage
weapon attack, it takes an extra 1d6 necrotic damage. increases to 4d8. When you cast it using a spell slot of 7th
level or higher, the damage increases to 5d8.
At Higher Levels. At 5th level, the ranged attack deals an
extra 1d6 necrotic damage to the target on a hit, and the Spell Lists. Cleric, Paladin, Warlock, Wizard
necrotic damage from the melee weapon attack increases to
2d6. Both damage rolls increase by 1d6 at 11th level (2d6
and 3d6) and 17th level (3d6 and 4d6).
Spell Lists. Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Tormenting Pike
Enchantment Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a melee weapon worth at least 1 sp with
the Reach property)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make
a melee attack with it. On a hit, the target suffers the weapon
attack’s normal effects, and the first time it attacks a creature
other than you before the spell ends, it takes psychic damage
equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals an
extra 1d8 psychic damage to the target on a hit, and the
damage the target takes if it attacks a creature other than you
increases to 1d8 + your spellcasting modifier. Both damage
rolls increase by 1d8 at 11th level (2d8 and 2d8) and again at
17th level (3d8 and 3d8).
Spell Lists. Artificer, Cleric, Sorcerer, Warlock, Wizard

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3. Exclusive Spells
Warlock's Exclusive Spells
Dark Obelisk The spell ends if a Dispel Magic or Remove Curse spell is
2nd level conjuration cast on the doll or on the target, if you get the hair of the
target off the doll or if the doll is destroyed.
Casting Time: 1 action
Range: 60 feet If you use a spell focus, the Wish spell or any other mean to
Components: V, S, M (a black pebble carved into a pyramid) ignore or replace the material components of that spell, the
Duration: Concentration, up to 1 minute spell fails. It has no effect and you loose your spell slot.
You point at a free space on the ground that you can see Shadow Monster
within range, and conjure a 5 feet long, 5 feet large and 10
feet high black pillar at this location. The unsettling Obelisk 7th level illusion
is covered in old runes and blocks the lines of sight and Casting Time: 1 action
movements. It has 16 AC and 20 hit points. Range: 90 feet
Components: V, S, M (a candle)
When a creature moves within 10 feet of the Obelisk, it Duration: Concentration, up to 1 minute
becomes poisoned until it is no longer within 10 feet of the
black pillar, as the Dark Obelisk absorbs all wills and desires A huge and frightening monster made of unholy shadows
of those who dare to approach. forms around you. It can take many forms : a giant wolf, a
black dragon, a demon, or a hungry shark flying around you
In Higher Level. When you cast this spell using a 3rd-level for instance. Each creature within 15 feet of you when you
spell slot or higher, you can choose that the area affected by cast that spell must succeed a wisdom saving throw or be
the Dark Obelisk increases by 5 feet for each spell level above frighten of you for the duration of the spell. A frightened
2nd, up to a maximum of 25 feet. The hit points of the obelisk creature can make a new wisdom saving throw at the end of
also increase by 10 for each spell level above 2nd. each of its turns. On a success, it is no longer frightened.
Cursed Doll In addition, for the duration of the spell, the Shadow Monster
6th level necromancy turns around you. As a bonus action, you can command it to
attack a target within 15 feet of you. Make a melee spell
Casting Time: 10 minutes (ritual) attack against the target. On a hit, it takes 5d10 necrotic
Range: Touch damage.
Components: V, S, M (a doll worth at least 500 gp and a lock
of hair from your target) When a creature willingly moves within 15 feet of you
Duration: until dispel without having used the disengage action, you can use your
You tie the lock of hair of a humanoid to the doll used as reaction to make the Shadow Monster attack that creature.
component for the spell. For the duration, the soul and the Make a melee spell attack against the target. On a hit, it takes
5d10 necrotic damage.
physical body of your target (the creature from which the hair
comes), are linked to the doll. As long as the target is on the In higher level. When you cast this spell with a spell slot of
same plane as the doll, a creature with an intelligence of 8 or 8th or 9th level, the damage dealt by the Shadow Monster on
higher that carries the doll can use it to perform the following a hit increases by 1d10 for each spell level above 7th.
rites :
When you cast a spell while holding the doll in your hand, Power Word : Blind
you can target the creature that is linked to the doll even if 9th level necromancy
it isn't in range, and even if you have no line of sight Casting Time: 1 action
toward it. Range: Self (60-foot radius)
As an action, you can sting the doll with a needle. When Components: V
you do so, the creature that is linked to the doll suffers Duration: Instantaneous
from a sudden and intense pain. Its speed is halved until Choose any number of creatures you can see within 60 feet of
the end of its next turn, and the next time it makes an you. If a target has less than 150 hit points, its eyes are
attack rolls, an ability checks or a saving throws before the suddenly sucked inside their orbit, letting only two empty and
end of its next turn, it makes the roll with disadvantage. bleeding holes where they used to be. The target is blinded,
As an action, you can tickle the doll with a feather. When and only a Wish, Power Word : Heal, or a 9th level Greater
you do so, the creature must succeed a constitution saving Restoration spell can restore its sight.
throw or start laughing uncontrollably until the end of its
next turn. While laughing, it falls prone and its speed is
reduced to 0.
If you throw the doll in a fire, the target takes 10d10 fire
damage and the doll is destroyed.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wizard's Exclusive Spell
Explosive Corpse
4th level necromancy
Casting Time: 1 action Swarm Spirit
Range: 90 feet Large Swarm of Tiny beasts (the size of the swarm
Components: V, S, M (a pinch of black powder) increases by one rank for every 2 spell level above
Duration: Instantaneous 4th)
Choose an undead creature under your control, or a dead
body within range. The target explodes in a pestilential cloud Armor Class 10 + the level of the spell (natural
(if it was an undead, it is destroyed and dies as its body is armor)
completely shattered by the spell). Hit Points 20 (Flyings only) or 30 (Insects and
rodents only) + 5 for each spell level above 4th
Choose a damage type between acid, poison or necrotic. Each Speed 20 ft. or 30 ft.(rodents only), Climb 20ft.
creature within 15 feet of it must make a dexterity saving (Insects only), Fly 50ft. (Flyings only)
throw, taking 6d8 damage of the chosen damage type and
being poisoned until the end of its next turn on a fail, or
taking half as much damage without being poisoned on a STR DEX CON INT WIS CHA
success. 3 (-4) 14 (+2) 10 (0) 2 (-4) 9 (-1) 4 (-3)
In Higher level. When you cast that spell using a 5th level
spell slot or higher, the damage increases by 1d8 for each Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened,
spell level above 4th. Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Druid's Exclusive Spell Senses Darkvision 30ft., passive Perception 9
Languages understands the languages you speak
Summon Swarm Swarm. The swarm can occupy another creature's
4th level conjuration space and vice versa, and the swarm can move
Casting Time: 1 action through any opening large enough for a Tiny
Range: 90 feet creature. The swarm can't regain hit points or gain
Components: V, S, M (a silver flute worth at least 400 gp) temporary hit points.
Duration: Concentration, up to 1 hour
You call forth the spirits of many little creatures, that all share Actions
a same mind. The swarm manifests in an unoccupied space Multiattack (swarm has more than half HP). The
that you can see within range. This corporeal form uses the swarm makes a number of attacks equal to this
Swarm Spirit stat block. When you cast the spell, choose a spell’s level.
type of swarm : Insects, Rodents or Flyings. The creatures
from the swarm resemble beasts of your choice of this type Multiattack (swarm has half HP or less). The swarm
(birds, bats, spiders, rats, rabbits etc.), which determines makes a number of attacks equal to half this spell’s
certain traits in its stat block. The swarm disappears when it level (rounded down).
drops to 0 hit points or when the spell ends. Bite.(rodents and flyings only) Melee Weapon
The swarm is an ally to you and your companions. In combat, Attack: your spell attack modifier to hit, Reach 0 ft.,
the swarm shares your initiative count, but it takes its turn one target in the swarm space. Hit: 1d4 + 2 + the
immediately after yours. It obeys your verbal commands (no spell's level piercing damage.
action required by you). If you don’t issue any, it takes the Venomous Bite.(insects only) Melee Weapon Attack:
Dodge action and uses its move to avoid danger. your spell attack modifier to hit, Reach 0 ft., one
target in the swarm space. Hit: 2 piercing damage +
At Higher Levels. When you cast this spell using a spell slot 2d6 + the spell's level poison damage.
of 5th level or higher, use the higher level where the spell’s
level appears in the stat block.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You tap into the nightmares of a creature you can see within
range and create an illusory manifestation of its deepest
4. Forgotten Spells fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed
save, the target takes 4d10 psychic damage and becomes
Revised Versions of Official Spells frightened for the duration. On a successful one, it only
takes half damage and the spell ends. At the end of each of
Some of the spells officially presented in the
Wizards of the Coast books are often seen as
the target’s turns before the spell ends, the target must
underwhelming by the community, and sothey
succeed on a Wisdom saving throw or take 4d10 psychic
don't get to be seen really often in play. Here is a
damage. On a successful save, it only takes half damage
selection of spells I revised to make them more
and the spell ends.
appealing so you can use them in your game At Higher Levels. When you cast this spell using a spell slot
without worrying about their efficiency. of 5th level or higher, the damage increases by 1d10 for each
slot level above 4th.

Witch Bolt Circle of Death


1st level Conjuration 6th level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 150 feet Self
Components: V, S, M (a twig from a tree that has been struck Components: V, S, M (The powder of a crushed black pearl
by lightning) worth at least 500 gp , which the spell consumes)
Duration: Concentration, up to 1 minute Duration: Instantaneous 1 month
A beam of crackling, blue energy lances out toward a A sphere of negative energy ripples out in a 60-foot-radius
creature within range, forming a sustained arc of lightning 700-foot-radius sphere from a point within range around
between you and the target. Make a ranged spell attack you. Each creature in that area must make a Constitution
against that creature. saving throw. A target takes 8d6 3d6 necrotic damage on a
On a hit, the target takes 1d12 lightning damage, and on failed save, or half as much damage on a successful one.
each of your turns for the duration, you can use your action to Undeads and constructs are not affected by that spell. All
deal 1d12 lightning damage to the target automatically. The non magical plants in the area instantly wither and die.
spell ends if you use your action to do anything else. at the As you absorb the life around you, you gain 15 hit points
start of each of its turns for the spell duration, if the and your maximum hit points is increased by 15.
target is within 30 feet of you and doesn't have total cover
from you, it automatically takes 1d12 lightning damage. If there is none or only very few life forms in the area
The spell also ends if the target is ever outside the spell’s (because you are in a desert, or because Circle of Death
range or if it has total cover from you. If the target is not has already been casted in that area in the past year), you
within 30 feet of you (or if it has total cover from you) at don't gain any hit points and your maximum hit points
the start of its turn, the spell ends. isn't increased.
You must use one free hand to maintain the arc, but At Higher Levels: When you cast this spell using a spell slot
you can use your other hand freely (for making weapon of 7th level or higher, the damage increases by 2d6 the
attacks, using objects, casting a spell etc.) while radius of the sphere increases by 700 feet and the
concentrating on that spell. number of hit points and hit points maximum you gain
At Higher Levels. When you cast this spell using a spell slot increase by 5 for each slot level above 6th.
of 2nd level or higher, the initial damage increases by 1d12
for each slot level above 1st. When you cast this spell using Finger of Death
a 3rd or 4th level spell, the target takes an additional 7th level necromancy
1d12 lightning damage every time it should take damage Casting Time: 1 action
from that spell (for a total of 2d12). The damage is also Range: 60 feet
increased by 1d12 when you use a 5th or 6th level spell Components: V, S
slot (for a total of 3d12), and when you use a 7th or Duration: Instantaneous
higher spell slot (4d12).
You send negative energy coursing through a creature that
Phantasmal Killer you can see within range, causing it searing pain. The target
4th level illusion must make a Constitution saving throw. It takes 7d8 + 30
necrotic damage on a failed save, or half as much damage on
Casting Time: 1 action a successful one.
Range: 120 feet
Components: V, S A humanoid killed by this spell rises at the start of your next
Duration: Concentration, up to 1 minute turn as a zombie that is permanently under your command,
following your verbal orders to the best of its ability.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
When a living creature (an aberration, a beast, a celestial, a Abi Dalzim's Horrid Wilting
dragon, a fey, a fiend, a giant, a humanoid, or a monstrosity) is 8th level Necromancy
killed by this spell, you can choose to expend black
pearl's dust worth at least X gp, where X is equal to the Casting Time: 1 action
amount of xp you would earn if you killed the creature. Range: 150 feet
When you do so, the creature rises at the start of your Components: V, S, M (a bit of sponge)
next turn as a zombified version of itself, permanently Duration: Instantaneous
under your command and following your verbal orders to You draw the moisture from every creature in a 30-foot cube
the best of its ability. All the black perl's dust is consumed centered on a point you choose within range. Each creature
by the spell. in that area must make a Constitution saving throw.
The zombified creature keeps its own statblock and all of Constructs and undead aren’t affected, and plants and water
the abilities it had in life, but gains the traits of the elementals make this saving throw with disadvantage. A
following template: creature takes 12d8 necrotic damage on a failed save, or half
as much damage on a successful one, and any creature
taking damage from this spell also get its hit point
maximum reduced by an amount equal to the damage
Zombified taken. This reduction lasts until the creature finishes a
long rest. The target dies if this effect reduces its hit
The creature becomes an undead in addition to its
other types.
point maximum to 0.
Nonmagical plants in the area that aren’t creatures, such as
Armor Class The AC of the creature is reduced by 2 trees and shrubs, wither and die instantly.
(minimum 1)
Hit Points The hit point maximum of the creature
and its number of hit dice are halved (minimum Art Credit : Wizards of the Coast
1)
Speed The speed of the creature is reduced by 10 ft.
(minimum 10 ft.)

The dexterity of the creature becomes 6 (-2).


The intelligence of the creature becomes 3 (-4).
The wisdom of the creature becomes 6 (-2).

Damage Immunities poison


Condition Immunities poisoned
Senses darkvision 60 ft.
Languages Understands all languages it spoke in life
but can't speak

Undead Fortitude. If damage reduces the zombified


creature to 0 hit points, it must make a
Constitution saving throw with a DC of 5+the
damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie
drops to 1 hit point instead.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bard : College of Fear

Bardic College
College of Fear
Members of the College of Fear learn all the secrets of the Awaken Phobia
True Fear, and know how to frighten others by telling horror Starting at 6th level, when you use your Inspire Fear feature
stories or exploiting their worst phobias. It is said that gazing on a creature, you can also choose to awake an unbearable
directly at the eyes of one of them is enough to cause you phobia in its heart (creatures immuned to being frighten
nightmares for the rest of your life... aren't affected). When you do so, roll on the Phobia Table to
know what phobia is awaken for that target. The phobia lasts
Horror Stories for 1 hour, and a creature can only be affected by one phobia
Starting at 3rd level, when a creature benefits from your song at a time. If you awake a second phobia on a creature, the
of rest, you can choose to tell it an horror story. When you do phobia stays the same but its duration is refreshed.
so, if the creature can hear and understand you, it becomes Until the end of its phobia, when the targeted creature is
paranoid for the next hour. While paranoid, it adds half your within 15 feet of a source of its phobia (for instance if the
charisma modifier (rounded up) to its passive perception and creature has a phobia for creepy crawlers and is within 15
to its initiative rolls. A creature immuned to being frighten feet of a snake or within 15 feet of an illusion of a snake), it is
can't benefit from this feature. frighten by it until it is no longer within 15 feet of it.
Inspire Fear The targeted creature also gets an additional negative effect
Beginning at 3rd level, you can expend one of your inspiration depending on its phobia (see the Phobia Table below).
dice as a bonus action to inspire fear to a creature within 30
feet that can see or hear you. When you do so, the target
must succeed a wisdom saving throw against your spell save Art Credit : Wizards of the Coast
DC or be frighten by you until the start of your next round.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Terror
Phobia Table Starting at 14th level, you awake a phobia in every creature
Sources
you frighten (not only with your Inspire Fear feature, but also
of the
with any other spell or feature). When you awake a phobia for
d8 Phobia phobia Additional Effect
more than one creature at a time (with a spell that target
multiple creatures for instance), you only roll once on the
Once per round, when the target phobias table, and each creature affected gets the same
takes damage from an insect, a phobia.
insects, rodent, a snake or by the
Creepy rodents Infestation, or Insect Plague Moreover, when a creature that you can see within 30 feet of
1
Crawlers and spells, it takes an extra psychic you becomes frighten, you can call to their inner instinct, as
snakes damage equal to your bardic you know how to control how any creature will react when
inspiration die + your charisma facing its worst fears. When you do so, choose one of the
modifier. following effects (no action required) :
Once per round, when the target Flight : The frightened creature must use its movement to
areas of
takes damage from a creature that move as far as possible from the source of its fear during
darkness
is in darkness or in dim light, or by its next turn, by the safest available route.
the Arms of Hadar, Evard Black
2 Darkness larger
than a 5-
Tentacles, or Dark Star spells, it Freeze : The frightened creature's movement speed
foot cube
takes an extra psychic damage become 0 until the end of its next turn.
equal to your bardic inspiration
die + your charisma modifier. Fight : the frightened creature must make a weapon or a
spell attack against the source of its fear during its next
spaces at
Once per turn, when the target turn if possible, or use the dodge action if the source of its
least 10
Great feet lower
takes fall damage, it takes an extra fear isn't a creature or if it is out of its reach.
3 psychic damage equal to your
Heights than the
bardic inspiration die + your
current
charisma modifier.
position
Once per round, when the target
takes damage from an undead
creature or by the Chill Touch
4 Death undeads spell, it takes an extra psychic
damage equal to your bardic
inspiration die + your charisma
modifier.
corners
and Once per round, when the target
spaces of takes damage, if its speed is 0, it
Confined
5 10 feet or takes an extra psychic damage
Spaces
less equal to your bardic inspiration
between die + your charisma modifier.
2 walls
everything Once per round, when the target
that can takes piercing damage, it takes an
6 Needles deal extra psychic damage equal to
piercing your bardic inspiration die + your
damage charisma modifier.
everything Once per round, when the target
that can takes thunder damage, it takes an
7 Thunder deal extra psychic damage equal to
thunder your bardic inspiration die + your
damage charisma modifier.
Once per round, when the target
everything
takes fire damage, it takes an extra
that can
8 Fire psychic damage equal to your
deal fire
bardic inspiration die + your
damage
charisma modifier.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Homebrew lovingly made
A big THANK YOU to my patreons.
by LeRoiDeCarreau You are the ones that make all of this possible!
The Early Birds :
You enjoyed that compendium and you want more ? You can find
VIV_ID
a ton of other homebrews on my Patreon! Ryan Magee
Ren Carlisle
Including :
LeoHere
16 other weapon cantrips (for every type of weapon, and
Joseph Lemons
every type of damage!).
joel Castaneda
6 other weapon spells for all classes, so you can summon a
Krosis
giant hammer, a flame sword or even a bow made of pure
FrogDM
light.
Brandon Lukacs
90 Exclusive spells (approximatly 10 new spells for each
caster and half caster class of the game). The Members of the Inner Circle :
A hundred revised versions of official spells (I revised all the
spells that are usually seen as subpar to make them great - Full Mettle
again!).
26 other subclasses (at least 2 for each class). - Andrew Anderson
And more! (there are also new feats, new optional features
for martials, new races etc.!). The Wizard :
- micsma1701
Patreon.com/LeRoiDeCarreau

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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