D&D 5E Necromancy Cantrip Idea

Nice spell! Here's how I would tweak it:

Traitor Shadow
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

You point at a creature within range and drain some of the target's life force into its shadow. The target must make a Constitution saving throw. If it fails, its shadow separates from its body and comes under your control.

On the turn you use this ability, and as an action on each of your subsequent turns, you can command the shadow to deal 1d4 necrotic damage to its host, then move up to 30 feet and make a melee attack against a creature within 5 feet of it. It uses your spell attack bonus. On a hit, it deals 1d4 necrotic damage.

This spell's damage (both to its host and when attacking) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • Removed the concentration requirement (which is a very punishing requirement for an attack cantrip).
  • It's weak on the first round, since the full damage is gated behind both a Con save and an attack roll.
  • To make up for this, 50% of the damage on subsequent rounds is automatic and inescapable.
  • Changed the flavor to use the creature's shadow. I personally find this more evocative than conjuring a wraith, but YMMV.
  • Tightened up the wording.
 
Last edited:

log in or register to remove this ad

For scaling, would it be too much to give it more attacks like Eldritch Blast?

Also, I think maybe the designated target only works as a restriction if you have to land a hit to summon the thing in the first place.

So, Wisdom save for the target, on a fail the target takes 1d6 necrotic damage and the wraith has HP equal to twice the damage dealt. It has AC 10+mod+prof, speed 30, and acts on your initiative. It can move on its own,
but uses your actions to attack, dealing 1d6 necrotic on a hit. It can take Opportunity Attacks using your reaction. It can only target the original target of the spell.

I almost feel like it’s too restricted at that point, with concentration?
I like it. I suggested making it a targeted spell primarily to get rid of concentration, so no arguments from me there.
 

Hmm. I don't like the automatic damage on a cantrip, for either version.
I'm not sure about the concentration, either, but here's an attempt at the concept that I think is about balanced:

Devouring wraiths
Necromancy cantrip
Casting time: 1 bonus action
Range: 30'
Components: V, S, M (a weapon which has taken the life of a sentient creature)
Duration: Concentration (1 minute)

The space around you becomes filled with shadowy forms which follow your movements and attack on your command. On each of your turns until the spell ends, you may use an action to direct the wraiths to attack a target within the spell's range, who must make a Wisdom saving throw or take 1d4 necrotic damage and have disadvantage on its next saving throw.
The spirits attack more targets when you reach higher levels: two targets at 5th level, three at 11th level and four targets at 17th level. You may designate the same target more than once.

(Following the Vicious Mockery and Eldritch Blast molds on this, obviously. The material component feels like good flavour (... and its not as if it's hard for a party to come across such a thing most of the time, which is the test of a decent material focus - something which could be taken away, but can be replaced relatively easily). I think multiple attacks could easily be OP, though, which is why on balance I kept Concentration, and set it to saving throws rather than advantage on attacks against the target - it will usually cost more resources to take real advantage. That could still be too much, though - another options for the rider might be "and becomes vulnerable to necrotic damage until the end of your next turn". I couldn't think of a great wording for this, but I do really like something like "and the next time the target causes another creature to make a saving throw before the end of your next turn, that saving throw is made with advantage".

(Edit: Actually putting the trigger clause in. Doh)
 

Nice spell! Here's how I would tweak it:

Traitor Shadow
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

You point at a creature within range and drain some of the target's life force into its shadow. The target must make a Constitution saving throw. If it fails, its shadow separates from its body and comes under your control.

On the turn you use this ability, and as an action on each subsequent turn, you can command the shadow to deal 1d4 necrotic damage to its host, then move up to 30 feet and make a melee attack against a creature within 5 feet of it. It uses your spell attack bonus. On a hit, it deals 1d4 necrotic damage.

This spell's damage (both to its host and when attacking) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  • Removed the concentration requirement (which is a very punishing requirement for an attack cantrip).
  • It's weak on the first round, since the full damage is gated behind both a Con save and an attack roll.
  • To make up for this, 50% of the damage on subsequent rounds is automatic and inescapable.
  • Changed the flavor to use the creature's shadow. I personally find this more evocative than conjuring a wraith, but YMMV.
  • Tightened up the wording.
The flavor of this on a Hexblade warlock, against their Hexblade’s Curse target especially.

Suddenly I’m reminded of the fact that I want to make invocations for cantrips other than Eldritch Blast.
 

Are these wraiths targetable creatures? They can't be damaged but if they're targetable, they could be prime for abuse. They might need an actual challenge rating, or at least some stats. It can be targeted to be banished or turned (I'm assuming it's undead).

I might be in the minority but I actually like the concentration portion. It keeps it from being a no-brainer during combat just a little bit. I feel cantrips should be encouraged not to be used as anything other than a back-up since they are the weakest form of damage dealing bar invocations. They are at-will and if they are castable every combat with minimal risk, it will be the class's identity.
 

Are these wraiths targetable creatures? They can't be damaged but if they're targetable, they could be prime for abuse. They might need an actual challenge rating, or at least some stats. It can be targeted to be banished or turned (I'm assuming it's undead).

I might be in the minority but I actually like the concentration portion. It keeps it from being a no-brainer during combat just a little bit. I feel cantrips should be encouraged not to be used as anything other than a back-up since they are the weakest form of damage dealing bar invocations. They are at-will and if they are castable every combat with minimal risk, it will be the class's identity.

The rule is generally that spell visual effects are immaterial unless they say so. There are spells that conjure dust clouds, but don't need to mention that the cloud is not targetable. It's only spells that create discrete moving objects that tend to have mention of game stats (so for instance, spiritual weapon creates something that looks like a creature on the field, so the spell clearly indicates that it's not tangible unless it hits you). In all the versions of this concept in the thread (that I can recall at the moment, at 5:18am), they have been more dispersed, whispy sorts of things - I don't think it would be necessary generally to say you can't target them.
 

Minor Psychic Wraith
Necromancy cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute, concentration

You lock eyes with a creature you can see within range, and speak the name of a minor psychic wraith, calling it from the body of your enemy. The wraith appears in a space within 5 ft of the target, and immediately makes an attack using your melee spell attack against a target of your choice within 5ft of it, and can move up to 20 feet as part of the same action. It's attack deals 1d4 necrotic damage to the target of the attack, as well as an additional 1d4 damage to the initial target of this spell. The wraith cannot take damage or be subject to conditions, and is ethereal. You can command the wraith to repeat this attack, and move it's speed, as an action on your turn. If you take another action instead, you can command it to move up to twice it's speed as part of that action.

This spell’s damage, both the attack's damage and the secondary damage, increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


SO, other than wording which I know needs a thorough combing, what do y'all think? Damage is in line with other cantrips, and the rest of the cantrip is mostly flavor. It's really a limited ranged attack against two targets that does 1d4 damage to each. If it was two ranged spell attacks, rather than 1 target automatically taking damage if the other does, it could easily target 3 creatures instead without being overpowered. I figure making it something that can be targeted would actually make it too powerful, though perhaps if it getting hit hurt the caster rather than it having HP? But that's complexity that I'm not sure serves the story much.

Anyway, the idea is, it's a spiritual construct made of necrotic energy that comes from a creature and attacks it's allies. I want necromancers to have something that feels like a minor necromancy, rather than just another attack.

Although the damage output seems to be in line, and the fluff is great, I must agree with @Hawk Diesel that the spell structure is pretty unusual for a cantrip. I would suggest, that you up the damage a bit plus making it, so only the second target gets damage, but instead add a fear effect for one round for the target from whom the wraith emerges. I mean, it is pretty scary if some wraith emerges from your body. But still I rather see this, even with my suggested alterations, (depending on the damage) as at least a first level spell, if you put in the concentration part.

Imho cantrips never should require concentration, since they also do never require spell slots. They are magic tricks, which can get potent in later levels, or, in the case of sorcerers, get metamagic enhancements, but they are not high science, like spells on which you have to concentrate.

Edit: Think about a undead familiar rather if you want to give necromancers a thematically fitting goodie. It would be perfectly ok to have a familiar perform all the stunts (emerging, but as I suggested with minor fear but w/o damage) and then attacking another enemy for 1d4.
 

The rule is generally that spell visual effects are immaterial unless they say so. There are spells that conjure dust clouds, but don't need to mention that the cloud is not targetable. It's only spells that create discrete moving objects that tend to have mention of game stats (so for instance, spiritual weapon creates something that looks like a creature on the field, so the spell clearly indicates that it's not tangible unless it hits you). In all the versions of this concept in the thread (that I can recall at the moment, at 5:18am), they have been more dispersed, whispy sorts of things - I don't think it would be necessary generally to say you can't target them.
You can grab the Spiritual Weapon and use it as a melee weapon, though.

I understand the need for spells to "only do what they say they do," in order for them to feel structured. But that part of the Sage Advice is an unofficial tweet. Forget it exists and read as if you're a lawyer. Spiritual Weapon creates a weapon. It should be bound by all the requirements any other weapon has, like being targeted. It should be able to be wielded.

Now, you may want to make a case for spiritual guardians, but there's a few differences. First off, the spirits don't do anything. It's implied they deal damage, but there's nothing saying that the spirits are doing anything but looking pretty while the magical essence of the spell itself deals damage.

Let me be clear, I do believe the spirits should also be prone to being targeted. The only reason it isn't specified is because they aren't doing anything. You can banish a spirit but you've effectively wasted your turn. You can banish all the spirits and you've still accomplished nothing since they aren't what's causing the effects. How many spirits are there? Depends on the DM. Can they talk? Ask the DM. Are they friendly? Ask the DM.

These wraiths, on the otherhand, are being a direct force. It's like having a Ranger's companion except they aren't given stats.
 

You can grab the Spiritual Weapon and use it as a melee weapon, though.

I understand the need for spells to "only do what they say they do," in order for them to feel structured. But that part of the Sage Advice is an unofficial tweet. Forget it exists and read as if you're a lawyer. Spiritual Weapon creates a weapon. It should be bound by all the requirements any other weapon has, like being targeted. It should be able to be wielded.

Now, you may want to make a case for spiritual guardians, but there's a few differences. First off, the spirits don't do anything. It's implied they deal damage, but there's nothing saying that the spirits are doing anything but looking pretty while the magical essence of the spell itself deals damage.

Let me be clear, I do believe the spirits should also be prone to being targeted. The only reason it isn't specified is because they aren't doing anything. You can banish a spirit but you've effectively wasted your turn. You can banish all the spirits and you've still accomplished nothing since they aren't what's causing the effects. How many spirits are there? Depends on the DM. Can they talk? Ask the DM. Are they friendly? Ask the DM.

These wraiths, on the otherhand, are being a direct force. It's like having a Ranger's companion except they aren't given stats.
Again, the wording needs work. I knew that when I posted the OP.

The spell could go either way. It could have wording like, “Make a melee spell attack as an action as if you occupied the wraith’s space” or “the wraith makes a melee spell attack using your spell attack modifier against a creature within its reach”. One requires stats and making the wraith a creature, the other doesn’t.

Creature: Can be killed, takes up space

Spell Effect: can’t be killed, doesn’t take up space

Optional: has enough HP to sometimes survive a hit, decent AC, it dying heals or hurts the caster or target.
 

Again, the wording needs work. I knew that when I posted the OP.

The spell could go either way. It could have wording like, “Make a melee spell attack as an action as if you occupied the wraith’s space” or “the wraith makes a melee spell attack using your spell attack modifier against a creature within its reach”. One requires stats and making the wraith a creature, the other doesn’t.

Creature: Can be killed, takes up space

Spell Effect: can’t be killed, doesn’t take up space

Optional: has enough HP to sometimes survive a hit, decent AC, it dying heals or hurts the caster or target.
I think it's a good idea to understand how it would be perceived from a player's POV when they're being attacked by it without getting the specifics of the spell.

If you tell a player "The necromancer summons a wraith and it appears next to you, he makes a melee spell attack and deals this much damage." The first thought that would probably come to mind, and the first action, would be to target the wraith. If they can't do damage, they'll try banishing it.

I don't necessarily think HP is required or even a full statblock. Something like "It has a Charisma and intelligence score of 1, immune to Dex, Strength, and CON saves and has a Wisdom of 10."

But it's already way too complicated for my taste at this rate. It'll probably confuse the mess out of new players and probably won't see much use because of the difficult rules and 1-2d4 damage vs firebolt.
 

Remove ads

Top