Decomposition

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M

Duration: Concentration, up to 1 minute

Classes: druid, ranger

Your link to the natural world causes flesh and living tissue that is already injured to decay. Whenever an enemy within range has taken any hit point damage since its previous turn (or since the beginning of combat, if it has not acted yet), its wounds begin to fester and it takes 1d6 necrotic damage. Once decomposition begins, it can be halted only with magical healing, regeneration, or a successful Wisdom (Medicine) check against the spell’s save DC (even though the spell does not actually allow a save). Decomposition only affects a creature once per round, regardless of how many wounds they have. If decomposition ends due to healing or a successful Medicine check, it can begin again if a creature is wounded again. Decomposition ends if a creature moves out of range but begins again if they come within range while the caster continues concentrating.

Section 15: Copyright Notice

The Dragon’s Hoard #30 © 2023, Legendary Games; Authors Jason Nelson, Robert J. Grady, James-Levi Cooke.

This is not the complete license attribution - see the full license for this page