Phaetar's Unholy Army (5e Spell)

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Phaetar's Unholy Army
9th-level Necromancy (ritual)
Casting time: 1 minute
Range: 150 feet
Components: V, S, M (100 pounds of linen (consumed upon use), 100 ounces of preserving formula worth 1000 gp (consumed upon use), ten sticks of incense (consumed upon use), a jade scarab, the heart of a solar (consume upon use), and ritual circle drawn with the blood of a celestial)
Duration: instantaneous


Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?

You target a group of corpses with waves of unholy energy. If there are 100 corpses within range, they rise as mummies. If there are more than 100, 100 are chosen at random. Each day at midnight, this spell reactivates, targeting any new corpses within 100 miles. After each night, the radius where a corpse can be targeted increases by 10 miles (Night 1, 110 miles, Night 2, 120 miles, Night 3, 130 miles and so on). All corpses targeted by this spell rise as mummies 1 minute after you cast this spell. They follow your every command to the best of their abilities, they last until the caster's death, and if the caster dies, they disintegrate into ash. They have the following modifications to them:

Necrotic Aura. At the start of each of the mummy’s turns, each creature that isn’t undead or the summoner, within 5 feet of it, takes 10 (3d6) necrotic damage, and organic objects in the aura that aren't being worn or carried rot. A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 7 (2d6) necrotic damage, Undead creatures and the summoner regain 10 (3d6) hit points every turn they are in the aura.

Pack Tactics. The mummy has advantage on attack rolls against a creature if at least one of the mummy’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Relentless Bloodlust. As long as the mummy has 100 hit points or fewer, it makes its first attack on each turn with advantage and has resistance to bludgeoning, piercing, and slashing damage from all attacks.

Regeneration. The mummy regains 20 hit points at the start of its turn. If the mummy takes radiant or fire damage, this trait doesn't function at the start of the mummy's next turn. The mummy dies only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. If it dies, the mummy returns to life in 1d6 hours and regains all its hit points, appearing within ten feet of its summoner. Only a wish spell can prevent this trait from functioning.

Multiattack (replaces standard multiattack). The mummy uses its dreadful glare thrice, then make four attacks with its rotting fist Poisoned Form. The Mummy’s melee attacks deal 35 (10d6) extra poison damage and the rotting fist DC is increased from 12 to 22 Sense Magic. The mummy senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Telepathic Bond. While the mummy is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Improved Form. Each mummy has 250 (20d10 +140) HP, instead of 58 (9d8+18) HP, Rotting Fist deals 25 (20d4) bludgeoning damage and 25 (10d4) instead of the amounts listed in the action option and the Dreadful Glare DC is increased from 11 to 22, and if a target fails the saving throw by 5 or more instead of being paralyzed they die

Superior Endurance. The Mummy gains resistance to force, lightning, thunder and radiant damage and immunity to cold, psychic and acid damage Magic Resistance. The Mummy has advantage on saving throws against spells and other magical effects, spells have disadvantage against the Mummy

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