Call Hauntling | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Necromancy Can Be Good

Call Hauntling

1-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
Materials: a vial of ink; a small bag of sweets worth 1 sp, which the spell consumes
Duration: Instantaneous
You paint a small sigil on your body with the ink, allowing a Hauntling to use you as a tether to your plane of existence. They appear within an unoccupied space within range. If you cast this spell while a hauntling is already tethered to you, the first sigil will fade, and that hauntling will disappear.   The hauntling acts independently of you, but they always obey your commands. In combat, they roll their own initiative and act on their own turn. They cannot take reactions normally.   When the hauntling drops to 0 hit points or your sigil is tarnished, they disappear. You may or may not tether the same hauntling after you cast this spell again.   While your hauntling is within 50 feet of you, you can communicate with them telepathically. If the hauntling remains outside of that range for more than 24 hours, your sigil will fade, and the hauntling will disappear
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the hauntling regains access to their reaction.
Available for: Cleric, Necromancer, Warlock, Witch, Wizard

Created by

That.One.Guy.

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Spell

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