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Acid Burn

  • casting time1 action
  • rangeSelf (15-foot Cone)

  • componentsV, S
  • durationInstantaneous

You magically produce a spray of acidic formula in a 15-foot Cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 Acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Drakkenheim Evocation cantrip

Bacterial Barrage

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 Necrotic damage to the target. If the target is suffering from the Poisoned condition or a disease, it instead takes 1d12 Necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Drakkenheim Necromancy cantrip

Poison Needle

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Poison damage. If the Poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Drakkenheim Conjuration cantrip

Acrid Orb

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a vial of stomach acid and a pinch of sulfate

You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 Acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Acid damage. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the exploding Acid damage increases by 1d6 for each slot level above 1st.

Drakkenheim 1st-level evocation

Envenom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a vial of basic poison

Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 Poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes Poisoned for the spell's duration. While Poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 Poison damage on a failed saving throw. On a success, the spell ends on that target. A Lesser Restoration spell cast on the target ends this spell early. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st

Drakkenheim 1st-level conjuration

Infect

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a petri dish

You inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. The creature takes 1d12 Necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends. A Lesser Restoration spell cast on the target ends this spell early. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.

Drakkenheim 1st-level necromancy

Stream of Consumption

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of Exhaustion, and you regain Hit Points equal to 1d4 + your spellcasting ability modifier. On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can't target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.

Drakkenheim 1st-level necromancy

Toxic Shield

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 minute

a drop of dwarven blood

You gain Resistance to Poison damage and Advantage on saves against being Poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 Poison damage to the attacker. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the Poison damage increases by 1d8 for every 2 slot levels above 1st.

Drakkenheim 1st-level conjuration

Biohazard

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 minute

a withered root and a drop of vinegar

You coat a 15-foot-wide Cube with toxic sludge for the spell's duration. The area is Difficult Terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 Poison damage and is Poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breathe. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd

Drakkenheim 2nd-level conjuration

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Caustic Grip

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

For the spell's duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as a Magic action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 Acid damage to the target, and the creature is Restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. A creature Restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained. Each time a creature ends its turn Restrained by this spell, it takes an additional 4d4 Acid damage. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Drakkenheim 2nd-level evocation

Grasping Ghost

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a finger bone and a scrap of fabric

A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 Necrotic damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.

Drakkenheim 2nd-level necromancy

Invigorate

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 hour

a syringe and a blood sample

Choose up to three creatures within range. Each target gains 10 Temporary Hit Points. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the Temporary Hit Points increase by 5 for each slot level above 2nd.

Drakkenheim 2nd-level abjuration

Ocular Necrosis

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 Necrotic damage and is Blinded until the end of your next turn. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the Necrotic damage increases by 1d6 for each slot above 2nd.

Drakkenheim 2nd-level necromancy

Corrosive Blast

  • casting time1 action
  • rangeSelf (30-foot Cone)

  • componentsV, S, M
  • durationInstantaneous

a vial of acid

A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot Cone must make a Dexterity saving throw. A creature takes 10d4 Acid damage on a failed save, or half as much damage on a successful one. The acid destroys any objects made of organic materials in the spell's area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the Acid damage increases by 2d4 for each slot level above 3rd.

Drakkenheim 3rd-level evocation

Fetid Blade

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of acid and a pinch of iron dust

You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 Acid damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes Poisoned until the end of the attacker's next turn. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the Acid damage increases by 1d4 for each slot level above 3rd.

Drakkenheim 3rd-level evocation

Pestilence

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a withered flower

You infect up to three creatures you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 Necrotic damage and gains 1 level of Exhaustion. If a target succeeds on three of these saves, the spell ends for that creature. A Lesser Restoration spell cast on a target ends this spell early for that creature.

Drakkenheim 3rd-level necromancy

Tranquilizing Toxin

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

One target you choose within range must make a Constitution saving throw or take 8d6 Poison damage and become Poisoned until the end of your next turn. While Poisoned in this way, the target is also Stunned. On a successful saving throw, the target takes half damage and is not Poisoned. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the Poison damage increases by 1d6 for each slot level above 3rd.

Drakkenheim 3rd-level evocation

Venomous Aura

  • casting time1 bonus action
  • rangeSelf (10-foot Emanation)

  • componentsV, S, M
  • duration1 minute

scales or fangs of a venomous snake

You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within your 10 feet Emanation are Poisoned until the start of their next turn.

Drakkenheim 3rd-level transmutation

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Blood Worm

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a jar full of leeches

You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 Necrotic damage, and the attacker regains Hit Points equal to the Necrotic damage dealt. Each time the infected target takes this Necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the Necrotic damage increases by 1d6 for each slot level above 4th.

Drakkenheim 4th-level necromancy

Corpse Explosion

  • casting time1 reaction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause the triggering creature's body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of a point centered on the triggering creature's body take 4d8 Necrotic damage and 4d8 Acid damage, or half as much damage on a successful Dexterity saving throw. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 Acid damage for each slot level above 4th.

Drakkenheim 4th-level necromancy

Corrupting Spores

  • casting time1 bonus action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a dried mushroom

A small patch of three poison mushrooms magically sprout in a 5-foot square that you can see within range. The mushrooms emit toxic spores, and any creature that starts its turn within 10 feet of the mushroom patch must make a Constitution saving throw. On a failed save, the creature takes 1d8 Poison damage for each mushroom in the patch and is Poisoned until the start of its next turn. Until the spell ends, you can use a Bonus Action on your turn to cause an additional mushroom to sprout within the patch. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, one additional mushroom sprouts with the initial patch for each slot level above 4th.

Drakkenheim 4th-level necromancy

Last Rites

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a small piece of brass, a rose petal, and a drop of holy water

You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a Wisdom saving throw. The target takes 8d8 Radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on celestials or constructs. If you target an undead or fiend, it makes the saving throw with Disadvantage, and the spell deals maximum damage to it. If an undead or fiend is reduced to 0 Hit Points by this spell, it dies and its body is reduced to ash. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, you may target an additional creature within 30 feet of each other for each spell level above 5th.

Drakkenheim 4th-level abjuration

Poison Wave

  • casting time1 action
  • rangeSelf (30-foot Emanation)

  • componentsV, S, M
  • durationInstantaneous

a withered root and a drop of vinegar

A wave of poisonous fumes emanates from you. Creatures in a 30 feet Emanation make a Constitution saving throw. On a failed save, each creature takes 4d12 Poison damage and is Poisoned until the end of your next turn. On a successful saving throw, a creature takes half as much damage and does not become Poisoned. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.

Drakkenheim 4th-level conjuration

Summon the Thing with the Writhing Tail

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a tuft of cat hair and a dead rat

You call forth The Thing with the Writhing Tail. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block below. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Drakkenheim 4th-level conjuration

Vitriol Ichor

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a vial of nitric acid and a flask of water

Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature's natural or manufactured armor to become corroded and brittle for the spell's duration. While its armor is corroded, the creature's AC becomes 10 + the creature's Dexterity modifier. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th.

Drakkenheim 4th-level transmutation

Acid Rain

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of sulfur and ground coal

Until the spell ends, acid rain falls in a 40-foot-tall Cylinder with a 40-foot radius centered on a point you choose within range. The area is Lightly Obscured, and exposed flames in the area are doused. Chemical pools accumulate on the ground in the area, making it Difficult Terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it takes 3d6 Acid damage and must make a Dexterity saving throw. On a failed save, it falls Prone in the pools, taking an additional 3d6 Acid damage. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the Acid damage increases by 1d6 for each slot level above 5th.

Drakkenheim 5th-level conjuration

Nerve Gas

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

samples of phosphate and chlorine mixed with a drop of pure alcohol

You create a 10-foot-radius Sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog's area is Heavily Obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make an Intelligence saving throw. On a failed saving throw, the creature takes 3d6 Psychic damage and becomes Stunned until the start of its next turn. On a successful saving throw, the creature takes half as much damage and is not Stunned. Creatures are affected even if they hold their breath or don't need to breathe. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 Psychic damage for each slot level above 5th.

Drakkenheim 5th-level necromancy

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Septic Shock

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of a rotten liver

Choose a creature you can see within range that doesn't have all its Hit Points. You infect the target's wounds with putrefying bacteria. The target must make a Constitution saving throw. If it has less than half its maximum Hit Points remaining, it makes the saving throw with Disadvantage. On a failed save, the target takes 10d8 Necrotic damage and gains 1 level of Exhaustion. On a successful save, it takes half as much damage and does not gain any Exhaustion levels.

Drakkenheim 5th-level necromancy

Toxic Barrage

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

Four death cap mushrooms

You create four rays of pure poison and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 3d6 Poison damage. If a target is hit by one or more of these rays, it must make a Constitution saving throw. On a failed save, the target is Poisoned for 1 minute. While Poisoned in this way, the target can repeat the saving throw at the end of each of its turns. On a success, it is no longer Poisoned. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, you create one additional ray for each slot level above 5th

Drakkenheim 5th-level conjuration

Mephitic Vapors

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a vial of chlorine

You douse a 20-foot radius area centered on a point you can see within range with acrid slime, which remains for the spell's duration. The area becomes Difficult Terrain, and any creature wholly within the area is Blinded and can't take Reactions. A creature who starts its turn in the area must succeed on a Constitution saving throw or take 2d8 Poison damage and 2d8 Acid damage and gain one level of Exhaustion. Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 Poison damage and 1d8 Acid damage for each slot level above 6th.

Drakkenheim 6th-level conjuration

Vile Necrosis

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a vial of coagulated blood

You point your finger towards a creature within range, projecting a pale green beam of debilitating energy at them. Make a ranged spell attack against the target. On a hit, the target takes 12d6 Necrotic damage, and it becomes Weakened. A Weakened target can make a Constitution saving throw at the end of each of its turns. On a successful save, the weakness ends.

Drakkenheim 6th-level necromancy

Grievous Wounds

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a needle and several stitches

Choose a creature you can see within range. You momentarily strip the target's physiology of all resilience, enough that a mere scratch can become a terrible injury. Until the end of your next turn, the target loses any damage Resistances or Immunities, becomes vulnerable to all damage, and makes all its saving throws with Disadvantage.

Drakkenheim 7th-level necromancy

Miasma

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a freshly harvested corpse lily

You create a wall of sickly, yellowish green, toxic fumes on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, emits toxic fumes. It deals 8d8 Poison damage to each creature that ends its turn within 30 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn. The other side of the wall deals no damage. A creature who takes Poison damage from the wall must make a Constitution saving throw or become Poisoned for the duration of the spell Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th.

Drakkenheim 7th-level evocation

Breath of Nightshade

  • casting time1 action
  • rangeSelf (60-foot Cone)

  • componentsV, S, M
  • durationInstantaneous

A pair of deadly nightshade flowers

You exhale a 60-foot Cone of lethal poison. Each creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature becomes Poisoned for 1 hour. While Poisoned by this spell, the creature is Paralyzed. The spell ends for an affected creature if it takes any damage.

Drakkenheim 8th-level conjuration

Plague Wind

  • casting time1 action
  • rangeSelf (120-foot Cone)

  • componentsV, S, M
  • durationInstantaneous

mucus from a ghoul

You summon a roiling wind of flesh devouring disease and excruciating blood boiling fumes that sweeps over the area emanating from you in a 120-foot Cone. Creatures in the area must make a Constitution saving throw. On a failed saving throw a creature takes 5d8 Poison damage and 5d8 Necrotic damage or half as much damage on a success. After taking this damage, any affected creature with 25 Hit Points or fewer remaining immediately dies and is reduced to a weathered skeleton as their flesh and soft tissue blows off like ash.

Drakkenheim 8th-level conjuration

Pandemic

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

the fetid corpse of a plague rat

You infect one creature you can see within range with a deadly and highly infectious disease which lasts until it is cured by Greater Restoration, Heal or Wish. Other spells and magical effects which remove diseases fail to cure the infection caused by this spell. While infected, a creature must make a Constitution saving throw at the start of each of its turns. On a failed saving throw, it takes 10d8 Necrotic damage and becomes Incapacitated until the start of its next turn. On a successful save, it takes half as much damage and is not Incapacitated. An infected creature must make the saving throw at the start of each of its turns until it dies or is cured. A creature who starts its turn within 10 feet of a creature infected by this spell must make a Constitution saving throw. On a failed saving throw, that creature contracts the infection. When you cast the spell, you can choose yourself and up to eight other creatures to be unaffected by the infection caused by this casting of the spell.

Drakkenheim 9th-level conjuration

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Touch of Death

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

the finger of a hag

Make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 200 Poison damage. This damage ignores any Resistance or Immunity the creature has to Poison damage, and can't be reduced or prevented in any way. The potent poison lingers in the targets body and pulls it towards death. A target reduced to zero Hit Points by this Poison damage automatically fails Death Saving Throws until it finishes a Long Rest. A Heal or Greater Restoration spell cast on the target also ends this effect.

Drakkenheim 9th-level necromancy

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