

- CURSED SWORD OF THE NECROMANCER HOMEBREW 5E MANUAL
- CURSED SWORD OF THE NECROMANCER HOMEBREW 5E FULL
- CURSED SWORD OF THE NECROMANCER HOMEBREW 5E PLUS
Your body can still move and acts under your command but is considered Blinded and cannot speak until the head returns. Your head begins to hover off your body and float independently, your head gains a fly speed equal to your movement speed. While your hand is detached in this way, you cannot use two-handed weapons, any attacks your body makes are made at disadvantage and you have disadvantage on casting spells that require a somatic component.ĭetach Head. If the hand moves more than 60ft from you or is reduced to 0 hit-points, the hand becomes inert and cannot move and must be reattached to your body. The hand can't activate magical items, or carry more than 10 pounds. You can move the hand up to 30 feet each time you use it. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can use your action to control the hand.
CURSED SWORD OF THE NECROMANCER HOMEBREW 5E MANUAL
Your dominant hand falls to the ground and becomes a Crawling Claw (Monster Manual pg. After a long rest you can choose one of the following abilities:ĭetach Hand.

Because of your relentless undead fortitude your body is capable of detatching and reattaching limbs. You can’t discern color in darkness, only shades of gray.īody Construction. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Thanks to your undead nature, you have superior vision in dark and dim conditions. Your base walking speed is 30 feet.ĭarkvision. Skeletons match the height, but are half the weight of humans. Your Constitution score increases by 2, and your Dexterity score increases by 1. Since there's no official Skeleton Race, I created this from the Monster Manual entry on Skeletons, while also throwing in some extra abilities from other creatures and my own crazed ramblings in an attempt to make up for the common vulnerability. The red version of the cursed blade releasing its curse.We are beginning a Curse of Strahd Campaign and one of my players wants to make a Skeleton Necromancer.
CURSED SWORD OF THE NECROMANCER HOMEBREW 5E FULL
Targets aside from you get a Wisdom Saving Throw (DC: 15) to halve the damage- you simply take the full damage automatically, as the wielder.
CURSED SWORD OF THE NECROMANCER HOMEBREW 5E PLUS
Furthermore, if you fail this Saving Throw as part of expending the last remaining Charge of this weapon, the weapon itself destabilizes and unravels in a torrent of directionless curses, dealing you and all other units within 40 feet 6d6 psychic damage plus 6d6 necrotic damage. You gain Advantage to this Saving Throw if you used the Bestow Curse function, and the target failed their own Saving Throw, or Disadvantage if you used the Bestow Curse function, and the target succeeded their own Saving Throw. Additionally, you may expend 3 or more Charges as part of making an Attack check with this weapon, to a maximum of 9 if that Attack is successful, in addition to dealing 1d6 additional necrotic damage per Charge expended, you may immediately cast Bestow Curse, at a Spell Level equal to the number of charges expended, upon any single target damaged by the attack (a Wisdom Saving Throw DC: 15 resists.)Ĭurse - Unstable Hexes: Whenever you expend any number of charges, after the effect resolves, you must roll a Wisdom Saving Throw (DC: 10 + the number of charges expended)- on a Failure, you incur 1d6 necrotic damage per Charge expended this way.

You may expend up to 5 of these Charges at any time as a Bonus Action in order to cast Hex at a Level equaling the number of Charges expended. You gain +1 bonus to attack rolls and damage rolls with this magic weapon.Ĭurse Bringer: This weapon holds up to 10 charges, regaining 1 charge (up to its maximum) at dawn each day. This sword's fuller smolders with a dull light, typically red or green- while invoking its dread power, this baleful light briefly expands to eclipse the whole of the blade. Weapon (any sword), rare (requires attunement)
