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Harm

Necromancy
Level: 6th-level
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S

You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Spell Details

School: Necromancy
Level: 6
Ritual: No
Concentration: No
Classes: Cleric
A-Tier Massive single-target damage with no concentration required, but limited by range and save mechanics.

Player Guide

Use Harm as a devastating finisher against weakened enemies or those with poor Constitution saves. Position yourself safely at 60 feet range before casting, as the spell requires you to see the target but doesn't require a ranged attack roll. Combine with abilities that impose disadvantage on saves or reduce enemy CON for maximum effectiveness. Avoid wasting it on enemies likely to succeed the save; reserve it for high-value targets or clinching damage.

DM Tips

Harm is a powerful spell best reserved for boss encounters; consider whether enemies have magical healing available. The 60-foot range makes it excellent for ranged casters but vulnerable to dispel magic or counterspell in high-level play.