Investiture of Darkness | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ultimate Adventurer's Handbook

Investiture of Darkness

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, smoky shadows and crackling necrotic energy envelope you like a cloak and you gain the following benefits:
  • You are immune to necrotic damage.
  • Dim light and darkness, including magical darkness, don’t impede your vision.
  • While you’re in an area of dim light or darkness, including another creature’s shadow, you can use your bonus action to teleport to another area of dim light or darkness that you can see.
  • You can use your action to create a 15-foot sphere of magical darkness centered on a point you can see within 30 feet of you. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If a creature of a type other than undead dies within the darkness, it rises as a zombie under your control at the start of your next turn, as though the corpse were under the effects of the danse macabre spell. You roll initiative for each zombie created this way. The darkness lasts until the spell ends, or until you use your action this way again. When the spell ends, each zombie created by the spell becomes inanimate.

Created by

Diarioz.

Statblock Type

Spell

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