Drain Stamina:
Spell School: Necrotic
Casting time: 1 action
Duration: Concentration, up to 1 minute
Range: 60 feet?
Chose a creature you can see. At the beginning of each of that creature's turns, it must make a Constitution check or lose (gain?) one level of Exhaustion. The spell ends if the creature leaves the range of the spell or succeeds on their check.
Compare to
sickening radiance from Xanathar's...
[SECTION]
Sickening Radiance
4th level evocation
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.[/SECTION]
Your proposed spell affects one creature instead of several. So maybe it's -1 level compared to
sickening radiance.
Your spell also deals no damage (nor has the "emit greenish light" rider). So maybe it's -1 more level.
However, your spell makes it possible to impose multiple levels of exhaustion...and circumvents the usual save rules, calling for a Con "check" (to which proficiency bonus never applies). Exhaustion is one of the most dangerous things in the game (right up there with choking & poisons that KO). So that's probably +2 levels.
Lastly, we need to compare the end conditions. Exhaustion imposed by
sickening radiance goes away when the spell ends (i.e. the caster's concentration is broken, the caster willingly ends spell, or effect is dispelled).
Your homebrew spell follows a different method: to stop the exhaustion from accruing, all you need to do is move 60 feet away from the caster (I believe that's your intent – this verbiage is problematic for a couple reasons) OR succeed on your Con check. HOWEVER, the way you've written it the exhaustion you've suffered up until that point does not go away (as is the case with
sickening radiance). That's a very significant difference. It's hard to determine how that should adjust the spell's level, because lasting exhaustion means different things for a PC vs. for a monster/NPC (who usually has less "screen time") – thus, it affects the PC more.
One thing to be aware of is that your homebrew spell could be devastating when combined with
hold person or similar spells/effects that restrain/paralyze. Heck, it would even be devastating with grapple tactics. If the target can't move away, then their only recourse is to hope they succeed on their Con checks sooner than later. Because of this synchronicity – and because my hunch is that my previous point about long-lasting exhaustion implies your version is more potent than
sickening radiance – I think this is probably +1 level.
So my hunch is that – in it's current version – your
Drain Stamina is a 5th level spell.
This makes sense if you look at another 5th level spell –
greater restoration – which introduces the ability to offset one level of exhaustion per casting. That parallels your homebrew nicely, don't you think?
EDIT: Ninja'd by [MENTION=19270]toucanbuzz[/MENTION]!
