Grum's Fix 'em/Hurt 'em (5e Spell)

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Grum's Fix 'em/Hurt 'em
1st-level Necromancy
Casting time: 1 action
Range: Touch
Components: V, S, Drop of blood smeared on target
Duration: Instantaneous


You make a melee spell attack against your target, unless the target is willing and stationary, or incapacitated.

On a hit, you choose to heal the target, or damage the target for 1d4-1 necrotic.

If target is undead, add +1 damage per d4 cast (so +1 until 10th level, +2 at 11th level and +4 at 17th level, in addition to any extra d4s added due to casting at higher levels). The spell has no effect on non-flesh constructs.

If healing a target, the caster takes damage equal to the amount healed. The caster cannot heal more Hit Points than they currently have, but by healing the caster can bring themselves down to 0 HP.

If damaging a target, the caster is healed an amount equal to the damage dealt, up to but not above the caster's maximum HP. If the damage is more than the caster's maximum HP, further damage to the target is halved.

The spell's effect increases when the caster's total levels (all classes) reach 5th, 11th and 17th. At 5th level the spell heals or harms for (1d4+1), at 11th level it is (2d4+1), and at 17th level the spell heals and/or harms for (4d4+1).

The spell can be cast using spell slots at higher levels. Casting it with a 1st level spell slot adds +1d4, and an additional 1d4 for each higher level spell slot used to cast.

Example use: A 1st level character casting the spell as a cantrip would deal 1d4-1 (0 to 3) damage and healing. If that same character cast it with a 1st level spell slot, it would deal/heal 2d4-1- if cast against an Undead it would deal 2d4+1 (1d4-1 base, +1d4 for the 1st level spell slot, +2 because of the 2d4 in the casting). An 11th level character casting the same spell as a cantrip would deal/heal 3d4+1 (4 to 13), or if they used a 3rd level spell slot to cast, would deal/heal 6d4+1 (plus an additional 6 if the target is undead).


1hp worth of fresh blood component allows for 10 castings. This can be from the caster or any other similar being.(Your DM may choose if something happens if foul blood is used.)


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