Hawk Diesel
Adventurer
So at the request of one of my players that has a particular request for their necromancer character, I have worked with him to create a new spell. I think it's a cool concept, and I think I got the mechanics worked out well enough. I've based it partially around arcane eye and dominate person to gauge the relative power level. I'd appreciate any feedback to improve on the spell or further refine it.
Skin Suit
5th-level necromancy (ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a live emerald wasp)
Duration: Instantaneous
This spell creates a special kind of undead servant that shares a special connection to you, allowing your soul to move between your body and the undead servant. Choose one intact corpse of a Medium or Small humanoid within range. The corpse cannot have been dead any longer than one week. Your spell then raises the target as a Skin Suit. This creature uses the same game statistics as a zombie (the DM has the creature’s game statistics).
On each of your turns, as long as you are on the same plane as your Skin Suit, you can use a bonus action to mentally command your Skin Suit. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Additionally, as a bonus action you can transfer your soul into the Skin Suit. Afterwards, you can perceive through your Skin Suit’s senses and control its actions as if it was your own body. During this time, your body enters a comatose state. This lasts until you use a bonus action to return to your body or the Skin Suit is destroyed.
While your soul inhabits the Skin Suit, you use your own game statistics with the following exceptions:
-You use your Skin Suit’s hit point total, but gain temporary hit points equal to your spellcaster level
-You use your Skin Suit’s armor class
-Any ability check or saving throw that uses Strength, Dexterity, or Constitution is done at disadvantage
-You cannot speak
While your soul inhabits the skin suit, you can cast spells through it as if you had cast them. If the spell requires an attack roll, you use your attack modifier for the roll. However, any spell more powerful than a cantrip has the potential to create a magical backlash. When you cast a spell of first level or higher, you must make a spellcaster check against a DC 10 + the level of the spell cast. Failure results in the spell slot being lost, destruction of the Skin Suit, and you take 1d10 psychic damage.
You can’t have more than one Skin Suit at a time. If you cast this spell while you already have a Skin Suit, the oldest Skin Suit is destroyed. Your Skin Suit remains until it is destroyed. If your Skin Suit is destroyed or leaves the same plan of existence as your body, your soul immediately returns to your body and you take 1d10 psychic damage.
Skin Suit
5th-level necromancy (ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a live emerald wasp)
Duration: Instantaneous
This spell creates a special kind of undead servant that shares a special connection to you, allowing your soul to move between your body and the undead servant. Choose one intact corpse of a Medium or Small humanoid within range. The corpse cannot have been dead any longer than one week. Your spell then raises the target as a Skin Suit. This creature uses the same game statistics as a zombie (the DM has the creature’s game statistics).
On each of your turns, as long as you are on the same plane as your Skin Suit, you can use a bonus action to mentally command your Skin Suit. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Additionally, as a bonus action you can transfer your soul into the Skin Suit. Afterwards, you can perceive through your Skin Suit’s senses and control its actions as if it was your own body. During this time, your body enters a comatose state. This lasts until you use a bonus action to return to your body or the Skin Suit is destroyed.
While your soul inhabits the Skin Suit, you use your own game statistics with the following exceptions:
-You use your Skin Suit’s hit point total, but gain temporary hit points equal to your spellcaster level
-You use your Skin Suit’s armor class
-Any ability check or saving throw that uses Strength, Dexterity, or Constitution is done at disadvantage
-You cannot speak
While your soul inhabits the skin suit, you can cast spells through it as if you had cast them. If the spell requires an attack roll, you use your attack modifier for the roll. However, any spell more powerful than a cantrip has the potential to create a magical backlash. When you cast a spell of first level or higher, you must make a spellcaster check against a DC 10 + the level of the spell cast. Failure results in the spell slot being lost, destruction of the Skin Suit, and you take 1d10 psychic damage.
You can’t have more than one Skin Suit at a time. If you cast this spell while you already have a Skin Suit, the oldest Skin Suit is destroyed. Your Skin Suit remains until it is destroyed. If your Skin Suit is destroyed or leaves the same plan of existence as your body, your soul immediately returns to your body and you take 1d10 psychic damage.
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