Steampunkette
2017-04-30, 11:31 PM
One of the largest flaws I feel that 5e has is that it's minionmancy, specifically as a regards Necromancy, is that it's very limited in structure and feels very samey. There's also the issue that Warlocks, the class with the most "Dark" concept bound up in it, has no access to any of it.
So, to rectify these issues while preserving Action Economy, I created this spell:
Create Skeletons
1st Level Necromancy
Casting Time: 1 action
Range: Personal.
Components: V, S, M (A handful of teeth or bone fragments)
Duration: 10 Minutes
As part of the casting of this spell, choose 1d4+1 squares within 20 feet of yourself. Some of the material components land in those squares, and grow into medium sized skeletons. These skeletons do not follow the standard rules of NPCs, however.
Instead, these skeletons take up a space, and can make opportunity attacks against creatures that attempt to move past them, if you expend your reaction. They can also perform menial labor. As an action, you can force one of the skeletons to make an attack. By expending your movement, you can move all of them up to 15ft, each, following normal rules for difficult terrain.
Skeletons created in this way use your charisma modifier to attack and damage, rather than their own strength or dexterity modifier, and when the duration of the spell ends they collapse into bone-dust.
At Higher Levels: When cast as a 2nd level or higher spell, increase the number of skeletons summoned by a number equal to your charisma modifier.
When cast at 3rd level or higher, you may form the skeletons you have summoned into a wall a number of squares wide equal to the number of skeletons summoned. This wall radiates terror, and any creature within 10ft of the wall must make a Will save or be frightened for 1 minute. While in this form, combine the hit points of all of the skeletons to determine the hp of the wall, which has a damage threshold of 8.
When cast at 4th level or higher, you may choose to maintain concentration on this spell. If you do so, you can expend a bonus action on your turn to cause one of the skeletons to shatter and explode in a shower of shards. Targets within 10ft of the skeleton must make a Dexterity Save or take 2d10 piercing damage and necrotic damage equal to your Charisma modifier. On a successful save they take half damage.
When cast at 5th level, skeletons created by this spell deal double damage on a hit and you can direct a skeleton to attack as a bonus action
With the intent of the spell being unavailable outside of a Pact Ability granted by an Undead Patron...
Thoughts?
So, to rectify these issues while preserving Action Economy, I created this spell:
Create Skeletons
1st Level Necromancy
Casting Time: 1 action
Range: Personal.
Components: V, S, M (A handful of teeth or bone fragments)
Duration: 10 Minutes
As part of the casting of this spell, choose 1d4+1 squares within 20 feet of yourself. Some of the material components land in those squares, and grow into medium sized skeletons. These skeletons do not follow the standard rules of NPCs, however.
Instead, these skeletons take up a space, and can make opportunity attacks against creatures that attempt to move past them, if you expend your reaction. They can also perform menial labor. As an action, you can force one of the skeletons to make an attack. By expending your movement, you can move all of them up to 15ft, each, following normal rules for difficult terrain.
Skeletons created in this way use your charisma modifier to attack and damage, rather than their own strength or dexterity modifier, and when the duration of the spell ends they collapse into bone-dust.
At Higher Levels: When cast as a 2nd level or higher spell, increase the number of skeletons summoned by a number equal to your charisma modifier.
When cast at 3rd level or higher, you may form the skeletons you have summoned into a wall a number of squares wide equal to the number of skeletons summoned. This wall radiates terror, and any creature within 10ft of the wall must make a Will save or be frightened for 1 minute. While in this form, combine the hit points of all of the skeletons to determine the hp of the wall, which has a damage threshold of 8.
When cast at 4th level or higher, you may choose to maintain concentration on this spell. If you do so, you can expend a bonus action on your turn to cause one of the skeletons to shatter and explode in a shower of shards. Targets within 10ft of the skeleton must make a Dexterity Save or take 2d10 piercing damage and necrotic damage equal to your Charisma modifier. On a successful save they take half damage.
When cast at 5th level, skeletons created by this spell deal double damage on a hit and you can direct a skeleton to attack as a bonus action
With the intent of the spell being unavailable outside of a Pact Ability granted by an Undead Patron...
Thoughts?