Curses

As foreboding as the presence of a necromancer can be, none are more ominous or sinister than the practitioners of cursed magic.

Necronomicon Spells

You learn additional spells through The Book of Curses as shown below. They are necromancer spells for you, but don’t count against your number of necromancer spells known.

If you later replace any of these spells, you must replace it with a spell from the necromancer spell list.

Curses Spells

Necromancer Level Spells 1st bane, hex 3rd blindness/deafness, silence 5th bestow curse, slow 7th banishment, elemental bane 9th contagion, insect plague

5

Cursed Spells

Beginning at 3rd level, you can weave powerful curse effects into your necromancy spells. You learn two curses of your choice from the list below. You learn two additional curses of your choice at 8th, and 14th level.

You must know the spell first before you can learn it's curse effect. You can use two curses before finish a short or long rest. At 18th level, if you roll initiative and have no more uses of your Cursed Spells remaining, you regain one use.

Additionally, each time you gain a level in this class you can choose one of the curses you know and replace it with another curse from the list.

Cripple. If a creature fails their save when casting the blindness/deafness spell, you can use your reaction to force the target to make a second saving throw. If the target fails that saving throw, it is both blinded and deafened by the spell. A creature still only needs to make one successful save at the end of their turn to end the spell.

Decrepify. You may choose two different options, instead of one, and apply them to a target if they fail their save when you cast the bestow curse spell.

Destroy. If you target a non-magical plant that isn't a creature with the blight spell, each plant within a 20-foot radius of the target is also affected by the spell.

Frailty. If you reduce a target's hit points to 5 or less with the inflict wounds spell, it is instead reduced to 0 hit points.

Leech. When you regain hit points through the vampiric touch spell, you recover hit points equal to all necrotic damage dealt rather than half.

Plague. If a creature fails all three saving throws after you hit it with the contagion spell, any creature that spends 1 hour within 20 feet of the target also becomes a target of the spell and is treated as if automatically hit by it.

Subvert. If a creature is resistant to poison damage, but not immune, you ignore that resistance when casting the ray of sickness spell.

Sustain. when you cast the false life spell, the temporary hit points you gain is maximized.

Weaken. If you hit a target with the ray of enfeeblement spell, it also has disadvantage on attack rolls with weapon attacks until the spell ends.