RAISE DEAD

Necromancy Level 5

STANDARD

Casting Time 1 hour
Range Touch
Components V, S, M
Duration Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Components. A diamond worth at least 500 gp, which the spell consumes.

Spell Variants & Exotic Components – level 5
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 hour
Range Touch
Components V, S, M
Duration Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit points. Previous creature alignment affects the chance of bringing the target back to life. This spell variant assumes that the alignment the target had in life influences what Outer Plane (Upper Plane or Lower Plane) the soul has been sent.
Good Alignment. The soul must be convinced to leave the Upper Plane where it is dwelling. The spellcaster must make a successful Charisma saving throw. The DC is 8 + the target’s proficiency bonus. If the saving throw is successful, the soul returns to its host body. If the saving throw fails, then the spell fails. The spellcaster can make a new attempt after 24 hours, but the Charisma saving throw is made with disadvantage.
Neutral Alignment. The soul is lost somewhere in Limbo, Mechanus or Pandemonium. The spells works as the standard version under all aspects, but the casting time is 24 hours.
Evil Alignment. The soul is somewhere prisoner in a Lower Plane. Escaping depends on its will power. The target must make a Wisdom saving throw, the DC is 8 + target’s proficiency bonus. If the saving throw is successful, the soul returns to its host body. If the saving throw fails, then the spell fails. The spellcaster can make a new attempt after 24 hours, but the Wisdom saving throw is made with disadvantage. Once the soul return to the its body, the target suffers the normal penalties and loses 1 point of constitution. The lost constitution can be restored by a Greater Restoration spell.
Components. Diamond worth 500 gp.

SPELL VARIANT #2

Casting Time 1 hour
Range Touch
Components V, S, M
Duration Instantaneous

You touch one undead target with a successful attack roll. The undead must make a Charisma saving throw or take 10d6 damage. A successful saving throw negate the damage. If the spellcaster decide to consume the Holy Symbol, then the undead makes the saving throw with disadvantage.
Components. Diamond worth 500 gp, Holy Symbol worth 1,000 gp (consumable).