Basic Rules (2014) - Modified
5-level Necromancy
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d8 necrotic damage and is poisoned. While poisoned in this way, the creature has disadvantage on disadvantage on saving throws made with the ability of your choice.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of these saves, the target is no longer poisoned, but instead suffers one of the below diseases for the next 7 days.
If the creature receives an effect that would otherwise end the poisoned or diseased condition while still affected by this spell, the creature must succeed on a Constitution saving throw against your spell DC or the condition does not end.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
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