Friday, October 2, 2015

New Spell: Bind Undead (D&D 5e)

1st-level necromancy (ritual)
Casting time: 1 minute
Range: 30 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

By means of this spell you target one undead creatures within range which you can see. The target must make a Wisdom saving throw. On a failed save the target must obey your verbal commands. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.
Skeletons and zombies which are subjected to this spell are treated as if you created them by means of the 3rd level spell Animate Dead. Thus, such creatures can be mentally commanded as a bonus action if they are within 60 feet of you. If you currently control a skeleton or zombie they do not get a saving throw when you target them with this spell. To maintain control of one of these creatures for another 24 hours you may cast either this spell or Animate Dead before the current 24-hour period ends, reasserting your control as if you created it originally.
Undead with a higher challenge rating than you are immune to this spell. Undead with an intelligence of 8 or higher have advantage on their initial saving throw. If the subject has an Intelligence of 13 or higher it can repeat the saving throw once per hour until it breaks free.
At Higher Levels; When casting this spell, you may target one additional undead creature for each slot level above 2nd.

This spell is added to the Wizard spell list and may replace a spell on the Cleric's Death Domain spell list.

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Necromancers in D&D have aggravated me for years. The fact that the Wizard-specialist necromancer has, for several editions, been strictly inferior to generalist (evil) Clerical counterparts is unconscionable. While this has, mostly, been rectified in 5e we now have Oathbreaker Paladins swooping in and manipulating undead at half the level that either Wizard or Cleric necromancers can.
Further, the idea that arch-necromancers have to spend crippling amount of resources (at least, now, just time and not a fortune distorting the economy and artificially inflating the value of black gemstones) to maintain their undead legions, or simply get story-power to do so, is another thing that has always irritated me. I've ended up finding or, more often, creating spell entire additional lists of spells to justify the existence of these archetypes.

Final note; if I have Death Domain Clerics or Oathbreaker Paladins (either PC or NPC) show up, I will likely switch the Touch of Death and Control Undead types of Channel Divinity between them. On the off chance that the character is a PC I might make that an option, but it'll probably just be something I fiat during character creation.

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