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1st-level necromancy(Cleric, Druid, Sorcerer, Warlock,

Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a nose hair)
DISEASE NECROMANCIES Duration: 1 round
PLAGUE VECTOR One creature that you can see within range must make
3rd-level necromancy (Cleric, Druid, Sorcerer, Warlock, a Constitution saving throw. On a failed saving throw, the
Wizard) target drops whatever it is holding and begins sneezing,
Casting Time: 1 action coughing, retching, or seizing until the end of its next
Range: 60 feet turn. It can't take actions or reactions during that time.
Components: V, S, M (the corpse of a rat) If it was concentrating, its concentration is broken.
Duration: Concentration, up to 1 minute Any creature that is immune to disease, poison, or
exhaustion is also immune to this spell
You attempt to turn one creature that you can see within At Higher Levels. When you cast this spell using a
range into a vector for magical disease. The target and spell slot of 2nd level or higher, you can target one addi-
each other creature of your choice within 10 feet of the tional creature for each slot level above 1st. The creatures
target must make a Constitution saving throw. On a must be within 30 feet of each other when you target them.
failed saving throw, a creature takes 2d6 poison damage
and 1d8 necrotic damage and becomes poisoned until WEAKENING SMITE
the spell ends. On a successful saving throw, it takes 1st-level necromancy(Paladin only)
half as much damage and isn't poisoned
Casting Time: 1 bonus action
A poisoned creature repeats the saving throw at the
Range: Self
end of each of its turns, taking 2d6 poison damage and
Components: V
1d8 necrotic damage on a failure, and ending the effect
Duration: Concentration, up to 1 minute
on itself on a success.
Each time the target fails its saving throw at the end The next time you hit a creature with a melee weapon
of its turn, each other creature of your choice within 10 attack during the spell's duration, your weapon glows
feet of the target that isn't already poisoned by the spell with green energy, and the attack deals an extra 1d8
must make a Constitution saving throw, with the same poison damage to the target. Additionally, if the target is
effects as the spell's initial saving throw. a creature, it must make a Constitution saving throw or
Creatures that are immune to disease are immune to else be poisoned until the spell ends. The poison effect
the spell Once a creature has successfully saved against also counts as a disease.
the spelL it is immune to that casting of the spell Any As an action, the target can make a Constitution check
creature that is poisoned by this spell can be cured by with advantage against your spell save DC to retch magical
any effect that cures diseases. sludge out of its body and end this spell on a success.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the necrotic damage dealt spell slot of 2nd level or higher, the poison damage dealt
increases by 1d8 for every two slot levels above 3rd increases by 1d8 for each slot level above 1st.

ART CREDIT· "Ulcerate" by Johann Bodin ( vl.0) FROM THE IMPERMISSICON

BY BENEVOLENT EVIL (@EvilBenevolent) D&D UNLEASHED

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