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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.
Cleric spellsNecromancy schoolLevel 6

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.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/harm. Point a phone camera at this code to open the Harm page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.