Necromancy has always been to me one of the most interesting school in D&D.
The following homebrew spells of mine are still beta, but you can already incorporate them in your campaign.
Blackmantle
5th-level necromancy spell
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny or small mummified animal)
Duration: Concentration, up to 1 minute
You create a shimmering aura around up to three creatures you can see within range. The target must succeed on a CON saving throw or be affected by it. An affected creature cannot regain hit points until the spell ends.
Classes:
Cleric, Wizard
Ray of Fatigue
necromancy cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
A beam of red energy springs from your finger toward a creature within range. The target must succeed on a CON saving throw or suffers one level of exhaustion until the end of its next turn. On a successful save, the effect ends on it. You can affect more creatures when you reach higher levels: two at 5th level, three at 11th level and four at 17th level. If a target is affected multiple times by this spell, the effect stacks.
Classes:
Cleric, Sorcerer, Warlock, Wizard
Revenance
3rd-level necromancy spell (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust and a drop of blood)
Duration: Concentration, up to 1 hour
You enhance the internal willpower of the undead. Choose up to three undead creatures of CR 3 or lower within range. Affected creatures the duration of the spell radiate a faint aura of magic and cannot be frightened.
On Higher Levels:
When you cast this spell using a spell slot of 4th level or higher you can affect 1 more undead creature for each slot level above 3rd. Alternatively when you cast this spell using a spell slot of 4th level or higher you can affect three creatures with CR up to the slot level you have used.
Classes:
Cleric, Wizard
Edit: I've modified the spells according to Mr Andrea Bergamelli's and Mr Lino Giusti's advices.
Bye.
The DM
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