Laughing Skull (5e Spell)
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|1st-level Necromancy (ritual)|
|Casting time:||10 Minutes|
|Components:||V, S, M ( human skulls, chalk and magical mushrooms )|
You reanimate a fraction of life from one human skull. The skull’s eyes glow red and it starts laughing and jumping uncontrollably, it can be heard from at least 100 feet in open spaces, and double that distance in enclosed ones. It’s voice may sound similar to how it sounded in life, but, besides that the reanimated skull shares nothing in common with it’s past self. The skull is considered an undead, has an AC of 15, 5 HP and no movement speed (can only hop or hoover in its own space). Any creature other than you that can see or hear the skull are affected by the following:
• If the creature is frightened, it is also frightened by the skull.
• Have disadvantage on Constitution saving throws to maintain concentration on a spell.
• If it tries to take a short rest, it must first succeed in a wisdom saving throw. On a failed save, the creature cannot take a short rest while hearing a laughing skull for the next 24 hours. On a success, the creature is immune to these effects for the next 24 hours.
• If it tries to take a long rest, it must succeed in a wisdom saving throw. On a failed save, the creature spent the full duration of a long rest with insomnia, and can’t receive any benefits from this rest, it gains a level of exhaustion and has nightmares for the next 1d6 days. On a success, the creature is immune to these effects for the next 24 hours.
When you cast this spell, any Laughing skulls previously created by you that are still alive is destroyed. As an action, You may touch a living Laughing skull and either make it rest, turning it indistinguishable from a normal skull and ceasing all it’s effects, or awaken it, making it return to its original state.
At Higher Levels. Given that you have enough human skulls, When you cast this spell using a spell slot of 2nd level or higher you create one extra skull for every spell slot level above first.
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