Danse Macabre

5th-Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: VS
Duration: (C) 1 minute

Threads of dark power leap from your fingers and conjure a troupe of undead corpses or spirits that begin dancing in a 15-foot cube centered on a point within range. Until the spell ends, when you Move on your turn, you can move the troupe up to 30 feet. The space counts as difficult terrain to hostile creatures.
When a creature begins its turn within 30 feet of the troupe, the creature must make a Wisdom saving throw. On a failed save, they suffer one of the following effects:
  • The creature is Frightened until the start of its next turn. A creature frightened in this way is Dazed, and must use all of its movement on its turn to drop to its knees as it contemplates the fragility of life and how vain the glories of life are. A creature who fails this saving throw by 5 or more is Incapacitated instead of Dazed.
  • The creature is Charmed until the start of its next turn. A creature Charmed in this way is Dazed, and must use all of its movement on its turn to move towards the troupe, entering its space if possible, as it seeks to join the Danse Macabre. An undead creature immune to the Charmed condition can be affected by this as long as they can be Turned. On a failed saving throw, the creature is Dazed instead of Charmed. In either case, a creature who fails this saving throw by 5 or more is Incapacitated instead of Dazed.
The first time a Large or smaller creature enters the space of the troupe on its turn, or when it starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 2d12 necrotic damage and is grappled as the troupe pulls them into a dance. When you move the troupe on your turn, grappled creatures move with it. The DC to escape the grapple is equal to your spell save DC. A creature that starts its turn in the area and is already grappled by the troupe takes 2d12 necrotic damage. A creature Charmed by this spell automatically fails this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the spell's influence increases by 10 feet, and the damage for being caught in the dance increases by 1d12, for each spell level above 5th. Additionally, the size of the cube increases by 5 feet for every two spell levels above 5th.

Source: Homebrew inspired by XGE 153

Changelog