TEXT: KAZERABET’S
  ART OF NECROMANCY
  Volume II: Cysts and Grafts
  Explore the forbidden arts in this supplement for 
  the world’s greatest roleplaying game 
  
  Kazerabet’s art of NecromaNcy | spells
  2
  Credits
  Designer, Editor, Author: Kevin Thomas Schlüter 
  Proofreader: Zack Schwartz
  Cover Art: Enrique Meseguer (darksouls1) – pixabay.com
  Interior Art: DM’s Guild Stock Art
  InDesign Template: Nathanaël Roux
  Kazerabet’s Font: AnkeCalligraphic 2.0–Andreas Höfeld, 
  fontgrube.de
  Kazerabet’s Paper: andreas160578–pixabay.com
  About the Author
  Kevin Thomas Schlüter has spent the most of the past decade in and 
  out of the Middle East, North Africa, and other deserts, working in 
  a type of real-world wizard’s guild. He can be contacted at:
  tom.of.vile.darkness@gmail.com or   
  @thomas_schluter.
  Sources and Inspiration
  Collins, Andy & Cordel, Bruce. Libris Mortis: The Book of Undead. 2004.
  Cordel, Bruce. Open Grave: Secrets of the Undead. 2009.
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the 
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  Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented 
  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  In my travels In Faerûn, I’ve encountered a Few thIngs I had 
  never encountered nor even read about in my youth in Zakhara, leading 
  me to think there is some cultural reason why the ancient Kadari never 
  developed these strange curiosities. Perhaps they did discover the secrets of 
  blending the living and the dead and that knowledge has yet to be unearthed, 
  but none of the shades of the great geomancers, high priests, or necroman-
  cer-kings that I interrogated had any knowledge of such practices.
  Two of the oddest are undead cysts and grafts. Whether willingly or 
  not, undead flesh or bone can be melded with the mortal frame. Why 
  would anyone do this willingly? Some misguided urge for power, I suspect, 
  would be the most common reason other than, perhaps, as a prosthetic for 
  a limb or other part damaged or lost to violence or happenstance.
  Either way, the results shocked even me when I learned that there are 
  those who would hunt down undead creatures to harvest their parts and 
  implant them in the living, or those who could access arcane power from 
  a seemingly inert lump of undead flesh growing within their bodies. I’ve 
  even seen the results of that lump of flesh gestating, and being born into 
  this world as a strange and deadly beast. Truly these are aspects of the Art 
  which warrant further study and much caution.
  —Kazarabet, Philosopher-Queen of Ysawis
  Introduction
  T
  he blendIng oF lIvIng and undead Flesh doesn’t 
  appeal to many, but some necromancers or other 
  villains pursue power and there is power in this 
  horrific commingling of the living and the dead. 
  This volume focuses on two options for doing so: 
  the necrotic cyst and undead grafts.
  Necrotic cysts sometimes grow in the living, and the Mother Cyst 
  feat allows one to gain its power symbiotically. The corrupt feat me-
  chanic allows characters to gain access to this feat easily. Occasionally, 
  these cysts grow a mind of their own, and emerge as skulking cysts.
  Undead grafts must be harvested from fallen enemies and 
  surgically applied. Once done, however, they can replace missing 
  or damaged limbs and organs and provide other benefits (and some-
  times complications).
  Necrotic Cysts
  Necrotic cysts are strange bits of undead flesh that feast on the living. 
  They can spawn spontaneously when an undead creature uses natural 
  or unarmed attacks on the living, or be created by necromantic magic. 
  Undead grafts (see below) can also spawn necrotic cysts. Shockingly, 
  some individuals can control this rare condition, communing with 
  their own necrotic cysts and gaining magical power to manipulate 
  their own cyst and spread the disease to others.
  Even more shocking is that occasionally cysts develop a dark sen-
  tience after consuming a host. These free-willed skulking cysts feed 
  off the living and implant their spawn in those they attack, ensuring 
  that necrotic cysts slowly spread if not combated.
  Corrupt Feats
  Feats are an optional addition to the dungeons & dragons rules; 
  the standard means of acquiring them (if the Dungeon Master 
  allows feats) is in place of an Ability Score Increase from your class. 
  Corrupted feats are a new kind of feat: they can be selected as usual, 
  Contents
  IntroductIon ......................................................................................2
  necrotIc cysts ...................................................................................2
  corrupt Feats ....................................................................................2
  undead graFts ...................................................................................3
  Harvesting Undead Parts ..............................................................3
  Attaching a Graft ...........................................................................3
  undead graFts ...................................................................................3
  new spells ..........................................................................................5
  new adversarIes ................................................................................6
  Skulking Cyst .................................................................................7
  NPCs ...............................................................................................7
  KAZERABET’S ART OF NECROMANCY
  VOLUME II: CYSTS AND GRAFTS
  
  Kazerabet’s art of NecromaNcy | spells
  3
  or taken for free by applying their corruption (assuming prereq-
  uisites are met). A corrupt feat can later be selected as normal, in 
  which case its corruption is ignored. Mother Cyst is one example of 
  a corrupt feat.
  Mother Cyst
  Prerequisites: Afflicted with a necrotic cyst, possessing an undead graft, or 
  suffering from an undead disease such as mummy rot
  Corruption: Your Constitution score is reduced by 2 points.
  You gain control of the necrotic tissue growing inside you and host 
  a mother cyst. You add the following spells to your class list (or each 
  class list if you have multiple classes), even if you don’t ordinarily 
  have a spell list. You may use Charisma as your spellcasting ability for 
  these spells or any spellcasting ability granted by your race or class.
  As a bonus action, you can create a mother cyst spell slot equal to 
  the number of hit dice you expend (to a maximum equal to your pro-
  ficiency bonus). This mother cyst spell slot can only be used to cast a 
  mother cyst spell, and is lost when you finish a short or long rest.
  Mother Cyst spells
  Spell
  Level 
  Spell
  1 
  necrotic awareness
  2 
  necrotic cyst
  3 
  necrotic burst, necrotic influence, necrotic scrying
  4 
  necrotic domination
  5 
  necrotic empowerment
  Undead Grafts
  The mortal body wasn’t meant to fuse with undead parts, but that 
  hasn’t stopped necromancers and death priests—both malevolent and 
  benevolent—from doing just that. Grafting an eye or hand or more to 
  a mortal body requires a lot of skill and often a little magic as well.
  Harvesting Undead Parts
  Finding suitable undead grafts can be difficult. After a typical com-
  bat, the chance that the required parts can be found is about 20% 
  per creature. Successfully harvesting the parts requires a Wisdom 
  (Medicine) check. The difficulty for this check is 18 or 20 for leg-
  endary creatures. If the check fails, the potential parts are ruined.
  At the Dungeon Master’s option, the check can be rolled in secret. If 
  the check fails by 5 or more, the graft appears to have been harvest-
  ed correctly, but also grants a complication. Roll on the Complica-
  tion table if the imperfect graft is successfully attached.
  Attaching a Graft
  The easiest method of attaching the graft is via the graft flesh spell 
  (see below). With this spell, the graft always holds for 24 hours. 
  The caster must still roll to attempt to permanently graft the undead 
  flesh onto the host, but may roll Intelligence (Arcana or Religion) in 
  lieu of Wisdom (Medicine) with this spell.
  Surgically attaching an undead graft is also possible. Attaching an 
  undead graft requires the surgeon to spend an hour to make a DC 18 
  Wisdom (Medicine) check; anyone without proficiency makes the 
  check with disadvantage. A surgeon cannot be aided by anyone who 
  isn’t proficient in Medicine, the Herbalist’s Kit, or the Poisoner’s kit. 
  If the check fails, the materials for the graft are destroyed and the 
  potential host loses half their remaining hit dice and suffers 1d4+2 
  levels of exhaustion.
  Attaching multiple grafts always involves a complication, roll on 
  the Complication table for each graft after the first.
  harvesting and attaChing
   
   
  Harvesting 
  Attaching
  Rarity 
   
  DC 
   
  DC
  Common  
  12 
   
  16
  Uncommon 
  14 
   
  18
  Rare 
   
  16 
   
  20
  Very Rare 
  18 
   
  22
  Legendary 
  20 
   
  24
  CoMpliCations
  d20 
  Complication
  1 
  Spreading disease. You develop a necrotic cyst.
  2 
  Mind of its own. The first time you roll a 1 on an 
  attack roll, saving throw, or skill check on your turn, 
  your grafts cease to function until the end of your 
  next turn.
  3 
  Vile appearance. You suffer disadvantage on all Cha-
  risma checks unless your graft is hidden or disguised.
  4 
  Exhausting. You suffer disadvantage on Strength, 
  Dexterity, or Constitution checks. You can gain one 
  level of exhaustion to ignore this complication for 
  one hour.
  5 
  Vitality sap. When you finish a long rest, you only 
  regain half as many hit dice as normal. Any hit die 
  rolled for healing that rolls above half it’s potential 
  is reduced to half (e.g. a roll of a 5 on a d8 is con-
  sidered a 4).
  6 
  Reject healing. Magical healing always restores the 
  minimum value, rather than rolling. 
  Undead Grafts
  one thIng I cannot yet understand Is the Fact that an undead 
  graft does not always grant the recipient the same power as the donor itself 
  had. The undead animus reacts in strange ways to the flesh of the host. I 
  would inquire with my old colleague Doctor Tolbert, but she has long since 
  passed from this plane to join her husband in another life. My inquiries to 
  the Anatomical Academy, of which Doctor Tolbert was a member, have gone 
  unanswered, leaving me to suspect that society may be defunct. I suppose I 
  shall have to venture out into the world to examine this further, or perhaps 
  simply craft my own undead and harvest some parts for grafting.
  —Kazerabet, Philosopher-Queen of Ysawis
  The following undead grafts are suggestions for use, the Dungeon 
  Master may develop others for a campaign as well. There is no a 
  priori reason that these options must be available to player characters 
  unless the Dungeon Master and players all want to use undead grafts.
  Any saving throw from an undead graft is based on your Consti-
  tution score:
  Graft save DC = 8 + your proficiency bonus + your 
  Constitution modifier
  Graft attack modifier = your proficiency bonus + your 
  Constitution modifier
  Undead graft rarity
  Rarity 
   
  Grafts
  Common 
  ghostly hair, skeletal hand, spirit eye
  Uncommon 
  bonemail, dead heart, necromantic brain
  Rare 
  enervating arm, necromantic brain, tene-
  brous arm, vampiric palms & soles
  Very Rare 
  necromantic brain, paralyzing arm, vam-
  piric teeth, wailing tongue, withered eye
  Legendary 
  necromantic brain
  
  Kazerabet’s art of NecromaNcy | spells
  4
  Bonemail
  Uncommon Undead Graft 
  Component: Pieces of bone from any corporeal undead
  Shards of bone are implanted under your skin. Regardless of the ar-
  mor you are wearing, your Armor Class cannot be reduced below 16.
  Dead Heart
  Common Undead Graft 
  Component: a rotting heart of a zombie
  You replace your still-beating heart with the stubborn heart of a zom-
  bie. When an attack would reduce you to 0 hit points, you make a 
  Constitution saving throw. The difficulty is 5 plus the damage inflict-
  ed. If you succeed, you are instead reduced to 1 hit point. Once you 
  use this feature, you cannot do so again until you finish a long rest.
  Enervating Arm
  Rare Undead Graft 
  Component: The intact arm from a deathlock or wight
  A withered arm replaces one of your usual limbs. You can make an 
  unarmed attack with the withered limb, adding your proficiency 
  modifier to your Strength modifier to hit and the attack deals 1d10 
  + your Strength modifier damage. Those who are struck by your 
  unarmed attack must make a Constitution saving throw or their hit 
  point maximum is reduced by the same amount as the damage and they 
  cannot benefit from healing magic until the end of your next turn. The 
  maximum hit point reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point maximum to 0.
  If you can make multiple attacks in one round, you can only make 
  one attack with an Enervating Arm each round.
  Some variants of this arm have been described as an incorporeal 
  version drawn from a wraith.
  Ghostly Hair
  Common Undead Graft 
  Component: the scalp of an incorporeal undead creature with hair.
  Your hair is luxurious and thick, sometimes waving in a breeze 
  none can feel. Should anyone attempt to touch or cut your hair, 
  they cannot feel anything other than a scabrous scalp. In the light 
  of a full moon, however, the hair appears thin and wispy, flowing 
  wildly as though you were in a storm.
  Necromantic Brain
  Rarity Varies Undead Graft 
  Component: brain tissue from a lich, mummy lord, or brain in a jar
  By implanting bits of brain from an undead spellcaster, you gain 
  some of their knowledge. Consult the Necromancy Spells Known 
  table based on the rarity of the item to see how many additional 
  spells you know for having this graft, and the die to roll on the Nec-
  romantic Brain Spells table. You know these spells and can cast one 
  spell of 1st level or higher without expending a spell slot via this 
  graft. After you do that, you cannot do so again until you complete 
  a long rest: you can, however, still expend any spell slots you may 
  have from your class to cast these spells as normal. You can use your 
  Constitution or any spellcasting ability you might have from your 
  race or class to cast these spells.
  neCroManCy spells Known
  Rarity 
   
  Number of Spells  
  Roll
  Uncommon 
  1, cantrip 
   
  d3*
  Rare 
   
  2, up to 1st level  
  d6
  Very Rare 
  3, up to 2nd level  
  d10
  Legendary 
  4, up to 3rd level  
  d20
  *Roll a d3 by rolling a d6 and dividing by 2, round up.
  neCroMantiC Brain spells
  Roll 
  Spell
  1 
  DM’s choice*
  2 
  chill touch
  3 
  spare the dying
  4 
  false life
  5 
  inflict wounds
  6 
  ray of sickness
  7 
  blindness/deafness
  8 
  gentle repose
  9 
  ray of enfeeblement
  10 
  DM’s choice*
  11 
  animate dead
  12 
  bestow curse
  13 
  feign death
  14 
  speak with dead
  15 
  vampiric touch
  16–20 
  DM’s choice*
  *For more options, see Mordenkainen’s Tome of Foes or Kazera-
  bet’s Art of Necromancy Volume I: Spells
  Paralyzing Arm
  Rare Undead Graft 
  Component: an arm of a ghoul, ghast, or lich
  A ghoulish arm replaces yours. You can make an unarmed attack 
  with the withered limb, adding your proficiency modifier to your 
  Strength modifier to hit and the attack deals 1d10 + your Strength 
  modifier damage. If the target is a creature other than an undead, it 
  must succeed on a Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. Once you paralyze 
  a creature in this way, you cannot do so until you complete a short 
  or long rest.
  If you can make multiple attacks in one round, you can only make 
  one attack with a Paralyzing Arm each round.
  Rotting Fist
  Very Rare Undead Graft 
  Component: a hand from a mummy or mummy lord
  Your hand is now a desiccated husk. When you make an unarmed 
  attack with your rotting fist, it deals 1d4 bludgeoning damage plus 
  an additional 2d6 necrotic damage. If the target is a creature, it must 
  succeed on a Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain Hit Points, and its hit point max-
  imum decreases by 2d6 for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target dies, and its 
  body turns to dust. The curse lasts until removed by the Remove 
  Curse spell or other magic.
  Once you curse a creature with your Rotting Fist, you cannot do 
  so again until you finish a short or long rest.
  Skeletal Hand
  Common Undead Graft 
  Component: a hand from any corporeal undead
  Your hand now has no flesh, only bone that didn’t belong to you. 
  This hand functions like a normal hand for you. Additionally, it can 
  be used for  unarmed strikes. When you do this, the skeletal hand 
  The necromancer Nebt Bhakau once was the advisor 
  to the Mad Padisha of Afyal. I wonder how 
  many necromancers earn their high positions by 
  promising the king a full head of hair...
  -K
  
  Kazerabet’s art of NecromaNcy | spells
  5
  uses your proficiency bonus, deals 1d4 slashing damage, and has the 
  light and finesse properties.
  Skeletal Leg
  Common Undead Graft 
  Component: a hand from any corporeal undead
  One of your legs is just dry bones. The leg functions normally.
  Spirit Eye
  Common Undead Graft 
  Component: an eye from an incorporeal undead.
  Your eye socket lies empty, save for a dim spark of light which 
  allows you to see. You also have darkvision out to 10 feet, or 10 
  additional feet if you already possessed darkvision. 
  Tenebrous Arm
  Rare Undead Graft 
  Component: an arm of a shadow
  Your arm ends in inky blackness, which is only vaguely arm-shaped. 
  You cannot manipulate physical items or creatures with your arm 
  unless you are in total darkness, but it can be used for an unarmed 
  strike. When you do so, you are proficient in your unarmed strike, 
  it deals 1d12 necrotic damage, and has the light and finesse prop-
  erties. You have advantage with this attack as long as you are not 
  in bright light. Any target hit by your unarmed strike must make 
  a Strength saving throw or have their Strength score reduced by 
  1d4 until they finish a long or short rest. A creature with a Strength 
  score of 0 dies.
  If you can make multiple attacks in one round, you can only make 
  one attack with a Tenebrous Arm each round.
  Vampiric Palms and Soles
  Uncommon Undead Graft 
  Component:  palms and soles from a vampire or vampire spawn
  Your hands and feet gain the mystical ability to climb difficult sur-
  faces. You gain a climb speed equal to half your speed. You can even 
  climb upside down on ceilings without making a check.
  Vampiric Teeth
  Rare Undead Graft 
  Component: teeth and jawbone of a vampire
  The mouth of a vampire replaces yours, allowing you to take 
  sustenance from the blood of the living. You may make a bite attack 
  that you are proficient with and deals 1d6 points of damage. On 
  a hit, you reduce the target’s hit point maximum by the amount 
  of damage you dealt and regain hit points equal to the amount of 
  damage you dealt. The target’s hit point maximum remains reduced 
  until they finish a long rest. A target whose hit point maximum is 
  reduced to 0 dies.
  You can only make one bite attack per round, even if you are 
  allowed multiple attacks.
  Wailing Tongue
  Rare Undead Graft 
  Component: a tongue of an allip or banshee
  An incorporeal tongue replaces your tongue. As part of an Attack 
  action, you can release a mournful wail in lieu of an attack, provided 
  that you aren’t in sunlight. This wail has no effect on constructs and 
  undead. All other creatures within 30 feet of you that can hear you 
  must make a Constitution saving throw. On a failure, a creature takes 
  3d6 psychic damage. On a success, a creature takes half damage.
  Once you use this power, you cannot do so again until you finish 
  a long rest.
  Flaw: You cannot speak above a whisper,and those more than 
  10 feet away from you cannot understand your speech without 
  enhanced hearing.
  Withered Eye
  Rare Undead Graft 
  Component: an eye from a bodak, mummy or mummy lord
  You replace an eye with a desiccated eye. As an Attack action, you 
  can target one creature you can see within 60 feet. If the target can 
  see you, it must succeed on a Wisdom saving throw or take 2d6 
  psychic damage and become frightened until the end of your next 
  turn. If the target fails its saving throw by 5 or more, it is also para-
  lyzed for the same duration. A target that succeeds on this saving 
  throw is immune to gaze attacks of all undead with CR 4 or less for 
  the next 24 hours.
  If you can make multiple attacks with a single Attack action, you 
  can use this attack once.
  After 
  you use this 
  attack, you 
  cannot do so 
  again until 
  you finish a 
  short or long 
  rest.
  New Spells
  These spells provide support for undead grafts and necrotic cysts. 
  Many require a mother cyst, which is a curious type of necrotic 
  cyst gained via the Mother Cyst feat. Such a cyst, when removed 
  from the host, is a curiosity worth 1 gp to an interested buyer, but 
  no longer is capable of functioning as a material component when 
  removed from the host.
  Graft flesh and necrotic awareness are found on the sorcerer, 
  warlock, and wizard spell lists and accessible to bards via their Mag-
  ical Secrets class feature. The Dungeon Master may substitute either 
  graft flesh or necrotic awareness for a spell of equivalent level when 
  thematically appropriate to other spellcasters, or grant access to the 
  spell via a boon. The other spells presented here are, in practice, 
  only usable via the Mother Cyst corrupt feat.
  Graft Flesh
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (the flesh to be grafted)
  Duration: 24 hours or Instantaneous
  Your necromantic powers allow you to knit flesh back together. 
  You can reattach one severed or detached body part to its original 
  owner. Any hit point loss is not restored, but lingering effects of an 
  injury (such as blindness from the loss of an eye) are alleviated and 
  hit points can be regained normally.
  If the original body part is not available, you can graft flesh from a 
  member of the same species as the target, such as a different severed 
  limb. The graft can also include a cosmetic change, such as covering 
  scars or even completely fashioning a new face for the recipient. If the 
  grafted flesh is not from the same individual, however, the duration 
  is only 24 hours. After the duration expires, the grafted flesh withers 
  and decays and cannot be used again. Grafted flesh cannot benefit 
  from spells like gentle repose. True seeing and similar means cannot 
  penetrate disguises made from this use of the spell because it is not an 
  illusion, though the graft can be dispelled as normal.
  That some necromancers might craft spells to take 
  advantage of undead flesh feeding off their own 
  bodies is fantastic! What a wondrous time for the 
  Art.
  -K
  
  Kazerabet’s art of NecromaNcy | spells
  6
  When using this spell to attach a properly harvested undead graft, 
  the caster may substitute an Intelligence (Arcane or Religion) check 
  for the Wisdom (Medicine) check to permanently attach the graft.
  At Higher Levels. If you cast this spell using a spell slot of 5th level 
  or higher, the duration for grafting flesh from another individual 
  increases by 24 hours per slot level higher than 4th and any check to 
  permanently attach an undead graft gains a +1 bonus per slot level 
  higher than 4th.
  Necrotic Awareness
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  For the duration, you sense the presence of necrotic cysts and 
  undead grafts within 30 feet of you. If you sense a necrotic cyst or 
  undead graft in this way, you can use your action to locate it.
  The spell can penetrate most barriers, but it is blocked by 2 feet 
  of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of 
  wood or dirt.
  Necrotic Cyst
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: Instantaneous
  You infect the target with a necrotic cyst unless they succeed on 
  a Constitution saving throw. While the target is infected with a 
  mother cyst, they suffer disadvantage on saving throws against 
  necromancy spells and attacks from undead or which would deal 
  necrotic damage have advantage against the target.
  A necrotic cyst can be cured as a disease, either via a paladin’s lay 
  on hands feature or a greater restoration spell. It counts as an un-
  dead disease that possesses its host for other effects, such as detect 
  poison or disease or protection from good and evil.
  A character proficient in medicine can attempt to remove the ne-
  crotic cyst by taking an hour and making a healing check against your 
  spell save DC with disadvantage. They can only be aided by one other 
  character who must be proficient in medicine, the herbalism kit, or 
  the poisoner’s kit. Each unsuccessful attempt inflicts 1d4 + 2 levels of 
  exhaustion on the victim.
  Necrotic Scrying
  3rd-level necromancy
  Casting Time: 1 action
  Range: Infinite
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: Concentration, up to 1 minute
  You activate another necrotic cyst that you are aware of which 
  functions as a scrying sensor for you. When you cast the spell, you 
  choose seeing or hearing. You can use the chosen sense through the 
  sensor as if you were in its space. As your action, you can switch 
  between seeing and hearing. 
  A thin layer of lead blocks the spell, as can magical protection. 
  The spell is also blocked if you and the target cyst are not on the 
  same plane of existence. If this spell is blocked, you learn that fact 
  but not the cause of the block.
  Necrotic Bloat
  3rd-level necromancy
  Casting Time: 1 action
  Range: 600 feet
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: Instantaneous
  You activate another necrotic cyst that you are aware of, causing 
  rapid growth. The target creature within range that is afflicted by a 
  necrotic cyst must make a Constitution saving throw or suffer 5d12 
  points of necrotic damage, or half that damage if the saving throw 
  is successful.
  If a creature dies as a result of this spell, it cannot be raised or res-
  urrected by magic of a lower level than the slot used to cast this spell.
  At Higher Levels. When you cast this spell using a spell slot of 
  4th-level or higher, increase the damage by 2d12 per slot level used 
  above 3rd. 
  Necrotic Influence
  3rd-level necromancy
  Casting Time: 1 action
  Range: 600 feet
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: Concentration, up to 10 minutes
  You take control of a necrotic cyst to influence its host. Target one 
  creature within range that is afflicted with a necrotic cyst. The target 
  creature must make a Wisdom saving throw. If it fails, you choose 
  whether the creature is frightened of you, poisoned, or paralyzed. 
  The target can repeat the saving throw at the end of each of its turn.
  Necrotic Domination
  4th-level necromancy
  Casting Time: 1 action
  Range: 600 feet
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: Concentration, up to 10 minutes
  You take control of a necrotic cyst to influence its host. Target 
  one creature within range that is afflicted with a necrotic cyst. The 
  target creature must succeed on a Wisdom saving throw or be 
  charmed by you for the duration. If you or creatures that are friend-
  ly to you are fighting it, it has advantage on the saving throw.
  While the creature is charmed, you have a telepathic link with 
  it as long as the two of you are on the same plane of existence. You 
  can use this telepathic link to issue commands to the creature while 
  you are conscious (no action required), which it does its best to 
  obey. You can specify a simple and general course of action, such 
  as “Attack that creature,” “Run over there,” or “Fetch that object.” 
  If the creature completes the order and doesn’t receive further 
  direction from you, it defends and preserves itself to the best of its 
  ability.
  You can use your action to take total and precise control of the tar-
  get. Until the end of your next turn, the creature takes only the actions 
  you choose, and doesn’t do anything that you don’t allow it to do.
  During this time, you can also cause the creature to use a reac-
  tion, but this requires you to use your own reaction as well.
  Each time the target takes damage, it makes a new Wisdom saving 
  throw against the spell. If the saving throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell using a 5th-level spell slot, 
  the duration is concentration, up to 1 hour. When you cast this spell 
  using a 6th-level spell slot, the duration is concentration up to 8 hours.
  Necrotic Empowerment
  5th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an implanted mother cyst, worth 1 gp)
  Duration: 10 minutes (D)
  
  Kazerabet’s art of NecromaNcy | spells
  7
  You take advantage of your mother cyst, letting it fortify you. You 
  gain 50 temporary hit points. While you have these temporary hit 
  points, your armor class becomes 18 unless it is already higher, and 
  you gain advantage on all saving throws.
  While this spell is active, your mother cyst lies dormant and you 
  cannot cast another spell which requires a mother cyst as a material 
  component. If you end this spell, you lose all temporary hit points.
  New Adversaries
  The following new monsters may find a place in any campaign. 
  They can serve as a terrible threat to contain or a catalyst for access 
  to the Mother Cyst feat.
  Skulking Cyst
  A skulking cyst is a sentient bit of necrotic tissue that exists only to 
  propagate. They lurk in the darkness on the margins of the world, 
  seeking out blood to sustain themselves and victims to host their 
  foul spawn. After infecting a living creature with a necrotic cyst, 
  they often flee rather than fight to the death.
  NPCs
  Cyst-hosts walk among the cities and villages of the world, blending 
  in with wherever they go. These can be particularly dangerous 
  when they are accomplished spellcasters in their own right, with the 
  ability to quickly spread necrotic cysts through the population and 
  sometimes little sense of self-preservation. Some cyst-hosts belong 
  to undead worshiping cults, but some others are simply victims 
  driven mad by their necrotic cysts.
  Cyst-Host Acolyte
  Medium humanoid (any race), any alignment
  —
  Armor Class 10
  Hit Points 14 (3d8)
  Speed 30 ft.
  —
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  —
  Skills Medicine +4, Religion +2
  Senses passive Perception 12
  Languages Any One Language (Usually Common)
  Challenge 1/4 (50 XP)
  —
  Necrotic Cyst. The cyst-host acolyte can cast one mother cyst 
  spell per day without expending a spell slot as a bonus action.
  Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcast-
  ing ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks). The acolyte has following cleric spells prepared: 
  Cantrips (at will). chill touch, light, thaumaturgy
  1st level (3 slots). bless, inflict wounds, necrotic awareness*
  2nd level (0 slots). necrotic cyst*
  *New Mother Cyst spell described in this volume or Kazerabet’s 
  Art of Necromancy Volume I: Spells.
  aCtions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: (1d4) bludgeoning damage.
  sideBar: growing Cysts
  At the DM’s option, whenever anyone hosting a cyst 
  completes a long rest, there is a 1% chance the cyst 
  grows. If the cyst grows, the target is affected with the 
  necrotic bloat spell cast with a 5th-level spell slot and a 
  save DC of 14. If the host dies because of this, a skulking 
  cyst is born. Characters with the Mother Cyst feat do not 
  suffer disadvantage on this saving throw.
  Skulking Cyst
  Small undead, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 13 (4d6 + 8)
  Speed 30 ft., climb 30 ft., swim 30 ft.
  —
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 18 (+4) 
  15 (+2) 12 (+1) 14 (+2) 
  6 (-2)
  —
  Saving Throws Constitution +5
  Skills Perception + 5, Stealth +7
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands all languages its host knew in life 
  but can’t speak
  Challenge 1/4 (50 XP)
  —
  Attach. A skulking cyst that attaches to a target enters the 
  targets space and moves with the target. The target may at-
  tempt to dislodge the cyst by spending an action to attempt 
  to escape, using the same rules for escaping a grapple.
  Innate Spellcasting. The skulking cyst’s spellcasting ability is 
  Constitution (spell save DC 13). The cyst can innately cast 
  the following spells, requiring no material components:
  3/day. darkness
  1/day. necrotic cyst*
  *New Mother Cyst spell described in this volume or Kazerabet’s 
  Art of Necromancy Volume I: Spells.
  aCtions
  Multiattack. The cyst makes two viscera lash attacks or a 
  viscera lash and a blood drain attack.
  Viscera Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 5 (1d6 + 2) necrotic damage. If the attack 
  hits, the cyst may attach to the target.
  Blood Drain. A grappled target takes 9 (2d6+2) necrotic dam-
  age and must make a Constitution saving throw (DC 13). On 
  a failed save, the target’s maximum hit points are reduced 
  by the amount of damage this attack inflicted and the cyst 
  may cast its necrotic cyst spell as a bonus action without 
  expending a daily use.
  reaCtions
  Human Shield. When attacked while attached to another 
  creature, the cyst can use its reaction to force the attached 
  creature to make a Dexterity saving throw (DC 13). If the 
  save fails, the attached creature becomes the target of the 
  attack instead of the cyst.
  
  Kazerabet’s art of NecromaNcy | spells
  8
  Cyst-Host Commoner
  Medium humanoid (any race), any alignment
  —
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  —
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  —
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  —
  Spellcasting (innate). The cyst-host commoner’s innate 
  spellcasting ability is Charisma (spell save DC 10, +2 to hit 
  with spell attacks). It can innately cast the following spells, 
  requiring no components:
  1st level (at will). necrotic awareness*
  2nd level (3/day). necrotic cyst*
  *New Mother Cyst spell described in this volume or Kazerabet’s 
  Art of Necromancy Volume I: Spells.
  aCtions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Cyst-Host Mage
  Medium humanoid (any race), any alignment
  —
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  —
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  —
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses: passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  —
  Necrotic Cyst. The cyst-host mage can cast one mother cyst 
  spell per day without expending a spell slot as a bonus action.
  Spellcasting. The cyst-host mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The cyst-host mage has the following 
  wizard spells prepared:
  Cantrips (at will). chill touch, light, mage hand, prestidigitation
  1st level (4 slots). detect magic, mage armor, magic missile, 
  necrotic awareness*, shield
  2nd level (3 slots). blindness/deafness, misty step, necrotic cyst*
  3rd level (3 slots). counterspell, fireball, necrotic burst*, necrotic 
  influence*, necrotic scrying*
  4th level (3 slots). greater invisibility, ice storm, necrotic domina-
  tion*
  5th level (1 slot). cone of cold, necrotic empowerment*
  *New Mother Cyst spell described in this volume or Kazerabet’s 
  Art of Necromancy Volume I: Spells.
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + piercing damage.
  Cyst-Host Priest
  Medium humanoid (any race), any alignment
  —
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
  —
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  —
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  —
  Necrotic Cyst. The cyst-host priest can cast one mother cyst 
  spell per day without expending a spell slot as a bonus action.
  Divine Eminence. As a bonus action, the cyst-host priest can 
  expend a spell slot to cause its melee weapon attacks to 
  magically deal an extra 10 (3d6) necrotic damage to a target 
  on a hit. This benefit lasts until the end of the turn. If the 
  priest expends a spell slot of 2nd level or higher, the extra 
  damage increases by 1d6 for each level above 1st.
  Spellcasting. The cyst-host priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The cyst-host priest has the following 
  cleric spells prepared:
  Cantrips (at will). chill touch, light, thaumaturgy
  1st level (4 slots). cure wounds, guiding bolt, necrotic aware-
  ness*, sanctuary
  2nd level (3 slots). necrotic cyst*, lesser restoration, spiritual 
  weapon
  3rd level (2 slots). dispel magic, necrotic burst*, necrotic influ-
  ence*, necrotic scrying*, spirit guardians
  *New Mother Cyst spell described in this volume or Kazerabet’s 
  Art of Necromancy Volume I: Spells.
  aCtions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  Many might bear a necrotic cyst their whole lives, 
  without eve knowing it. Sometimes they don’t even 
  realize the cyst has grown a mind of its own.
  -K
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Kazerabet's Art of Necromancy/Kazerabet's Art of Necromancy Volume 2 - Cysts and Grafts.pdf