Necromancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: 1 round

With a word and a gesture, you scour the soul of your enemy, for the gods have given you the power to punish as well as redeem. Your target makes a Wisdom saving throw; if it has protection from evil and good active, it makes this saving throw with advantage (as this spell invokes celestials). If it fails this saving throw, it suffers 1d4 psychic damage and has a -1d4 penalty to its next attack roll, ability check, or saving throw before the end of its next turn. If it succeeds, the spell has no effect.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Section 15: Copyright Notice

Mysteries of the Gods: New Cleric Domains and Spells for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Brandes Stoddard

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