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Spirit Shroud 5E Guide | Tasha’s Cauldron Necromancy Spell


Next up we’ve got a spell that is great for those that want to be able do more damage with their attacks. Spirit Shroud is a 3rd-level Necromancy spell so you can get it fairly early on. It is a self cast spell and can be cast during a bonus action. And it lasts for up to 1 minute so the spell doesn’t take long to use but it won’t last very long either.

Spirit Shroud 5E Guide

  • Level: 3rd
  • School: Necromancy
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V,S
  • Duration: 1 Minute
  • Class:  Cleric, Paladin, Warlock, Wizard

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

spirit shroud 5e

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Spell Breakdown

So Spirit Shroud is a little bit of a weird spell. When in use you call forth the spirits of the dead which float and flit all around you throughout the duration of the spell. So obviously it might look a little weird to any characters that don’t particularly like Necromancy all that much. When this is happening, any attack you make can deal an extra 1d8 of extra damage to a creature that is within 10 feet of you. But the cool part here is that the damage can be one of three types: Radiant, Necrotic or Cold. And you decide which type it is when you cast the spell. Plus any creature that you are able to see within 10 feet of you has a speed reduction of 10 feet until the start of your next turn.

So this is generally a great spell for not only dealing extra damage but also targeting the weaknesses of certain enemies. Plus it can slow nearby enemies down so that you or your party members can have an easier time dealing with a mob. This spell gets even better at higher levels when you use it in a spell slot of 4th level or higher. Since every two spell slots above 3rd will allow you to add an extra 1d8 to your roll. This means the spell scales relatively well.

Conclusion

That wraps up our Spirit Shroud 5E guide. Miss anything? Let us know in the comment section below!

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