Harm
Level 6 · Necromancy
- Damage
- Save
Listed under necromancy, Harm costs a 6th-level slot for cleric casters. Cast time: Action. Range 60 feet, components V/S, duration instantaneous. Effect: You unleash virulent magic on a creature you can see within range.
Stat Block
- Level
- 6
- School
- Necromancy
- Casting Time
- Action
- Range / Area
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Cleric
- Material
- —
Description
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The school of Necromancy is the one that frightens its targets before the spell connects. A Necromancer at the casting position is already winning the morale fight. Harm is Necromancy because the spell works on the boundary between life and death — draining, raising, or extending vitality. Spells of Harm's level usually shape an entire encounter, not a single round.
Class Fit
- Cleric: On a Cleric sheet, Harm competes with Bless, Spiritual Weapon, Spirit Guardians, and Healing Word for daily prep slots. The 60-foot range on Harm leaves room for the caster to stay in the back line.
Related Spells
Frequently Asked Questions about Harm
- What level spell is Harm?
- In D&D 5e, Harm is classified as a level 6 spell of the Necromancy school. Available classes: Cleric.
- How much damage does Harm deal?
- At base level, Harm's damage is 14d6 (necrotic).
- What save does Harm require?
- Targets of Harm make a Constitution saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
- What is the range of Harm?
- The range on Harm is 60 feet — far enough that most casters can stay clear of the front line.
- What components and casting time does Harm need?
- The cast: Harm is cast with V, S, taking the usual Action.