Allograft: Piece by piece replace yourself... or Frankenstein your minions into more useful underlings
https://homebrewery.naturalcrit.com/share/YTp5a3Uj7JQt
I designed this spell for my necromancer PC who has a missing arm and wants a new one from some of the spare parts she has lying around. I cobbled it together from resurrection rules, Regenerate, and what i thought would be reasonable. Currently I have it at 4th level, which seems low in comparison to Regenerate, but I have rationalized it as weaker on account of its lack of healing, material costs, casting time, and recovery time/drawbacks. Certainly it still allows for some wacky body horror and concerning combinations (rust monster antennae druids, anyone?), but given the DM discretion aspect it shouldn't spiral out of control. I hope. Let me know what you think!
Allograft:
4th level necromancy
Casting time: 1 hour
Range: Touch
Components: V S M (surgical tools and bandages, a pint of the target’s blood collected within the last 12 hours, and 500gp worth of powdered rubies and onyx which the spell consumes).
Duration: Until dispelled
Classes: Warlock, Wizard
By use of this spell, the caster may magically attach an organic appendage (i.e. finger, limb, organ, or other organic prosthesis) to a target creature within range. Upon completion, the target has full control over the attached piece. A creature may have a concurrent number of appendages attached in this manner equal to their Intelligence modifier (minimum of 1). The appendage to be attached must fulfill the following criteria:
· It must have been removed from its original owner within the prior 24 hours (or otherwise preserved, as by the Gentle Repose spell)
· It must be from a creature of the same size category as the target
· It must have one or two contiguous points of attachment (i.e. a single wing or stomach may be attached, but not a brain, head of snakes, etc.)
The spell takes a heavy toll on the mind and body of the target, and they suffer a -4 penalty to all ability checks, attack rolls, and saving throws for 1 week. Additionally, the target must succeed on a Wisdom saving throw or receive a long-term madness (see DMG).
Appendages from non-humanoid creatures are especially difficult to integrate into a humanoid physiology. Humanoids must make a DC15 Constitution saving throw every 24 hours for 3 days; two successful saving throws and the allograft is successful, two failures and the graft dies, detaches, and crumbles to dust.
Specialized limbs or organs (e.g. wings, eyes, tails, poison glands, etc.) may allow the target access to special abilities befitting the graft, at the discretion of the DM.
Posted Apr 10, 2021, 12:52 PM UTC