Table Of Contents

Necromancy ................................................................................................................................................................................................................9

Spell List......................................................................................................................................................................................................................9

Spell Descriptions......................................................................................................................................................................................................9

Credits

  • References : Player's Handbook, Monster Manual

  • Deathknight Class Symbol : Wowwiki.com (Grako)

  • Deathknight information introduction : Wowwiki.com

Table of Contents | Deathknight

Deathknight

The sound of metal scraping against metal rings throughout the chamber as a powerful figure steps over the bodies of the dead. He sinks his massive, skull-adorned blade into the body of an orc, and a pale, ghostly smoke rises from the corpse, coils around the blade, and finally settles into a harsh symbol carved into its surface.

Blood flies as an elf moves relentlessly across the battlefield, slaying foes one after another with her twin blades, seemingly impervious to the attacks of her enemies. A massive beast rears up in front of her, a challenge even the mightiest of warriors would shrink before, but the elf only grins as she drives headlong into what must be certain doom.

Dripping water forms into icicles as they run down the shoulders of a heavily armored dwarf. The blizzard rages about him unnoticed. A silver-scaled dragon crashes into a nearby snowbank, its wings tattered by arrows and driving hail. It raises its head to stare the dwarf in the face, moments before his axe drives its way deep into its skull.

Whatever their original calling, all death knights now serve the powers of death and destruction. Death knights are ruthless and practical warriors, meting out death without mercy to any who stand in their way.

Champions of the Lich King

Years after the destruction of Draenor, the immensely powerful Lich King created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince Arthas Menethil, once a mighty paladin of the Silver Hand who sacrificed his soul to claim the runeblade Frostmourne in a desperate bid to save his people. The rest are primarily made up of other fallen paladins whose souls were twisted and bound to the will of the Frozen Throne.

Unlike Gul'dan's death knights, these dark champions possess unholy strength; however, they do not possess free will and their minds are inexorably entwined with and dominated by the Lich King's vast consciousness. Despite the potential loss of free will, some powerful mortals are intrigued by the promise of immortality and pledge their souls freely into the Lich King's service to achieve it. Baron Rivendare is an example of this.

In the years since Arthas shattered the Frozen Throne and merged with the Lich King, the power and fury of the death knights has only grown. Now these unrelenting crusaders of the damned eagerly await the Lich King's command to unleash their fury on Azeroth once again. Unlike death knights of the Old Horde, the Scourge's death knights are not limited to their use of ranged spell casting abilities. In addition, these tireless death knights are considerably stronger, faster, and more agile than they were in life. However, both generations are equally destructive and terrifying to engage in the field of battle


The Ebon Blade

A new group of death knights, the Death knights of Acherus, was later created by the Lich King to garrison the necropolis of Acherus: The Ebon Hold for the ultimate purpose of assaulting Light's Hope Chapel and destroying the Argent Dawn. In the Wrath of the Lich King expansion, these death knights are freed from the will of the Lich King and ally themselves with their former factions. Working closely under the guiding blade of Highlord Darion Mograine and the bolstered Argent Crusade, the newly-freed death knights have begun their march to Northrend.

The Knights of the Ebon Blade is a faction consisting of the renegade death knights that broke free of the Lich King's control after the battle of Light's Hope Chapel (in other words, player-created death knights). Led by Highlord Darion Mograine, the Knights of the Ebon Blade have allied themselves with the Alliance and the Horde with the help of Highlord Tirion Fordring of the Knights of the Silver Hand, and have pledged to do their part in defeating their former master, the Lich King. Their main base is Acherus: The Ebon Hold, taken from the Scourge after breaking free. It should be noted that the Knights of the Ebon Blade are not a separate player faction such as the Alliance and Horde. For the purposes of gameplay, player-created death knights still belong to either the Alliance or Horde depending on their race/faction.

Quick Build

You can make a deathknight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier or acolyte background. Third choose from the following 1st-level spells Death Grip and Dark Command or Icy Touch and Plague Strike spells.

Introduction | Deathknight

Deathknight

Level Proficiency Bonus Features Spells Known Runes Spell Level
1st +2 Rune Weapon, Rune Magic 2 1 1
2nd +2 Fighting Style 2 2 1
3rd +2 Death Presence 3 2 1
4th +2 Ability Score Improvement 3 2 1
5th +3 Extra Attack 4 2 2
6th +3 Death Presence 4 2 2
7th +3 Horn of Winter 5 2 2
8th +3 Ability Score Improvement 5 2 2
9th +4 Power of the Grave 6 2 3
10th +4 Death Presence 6 2 3
11th +4 Forceful Deflection 6 2 3
12th +5 Ability Score Improvement 6 3 3
13th +5 7 3 4
14th +5 Energize Rune Weapon 7 3 4
15th +5 Death Presence 7 3 4
16th +5 Ability Score Improvement 7 3 4
17th +6 8 3 4
18th +6 8 4 5
19th +6 Ability Score Improvement 8 4 5
20th +6 Master of Death 8 4 5

Class Features

As a deathknight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per deathknight level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per deathknight level after 1st

Proficiencies


  • Armor: All Armor
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon
  • (a) five javelins or (b) any simple melee weapon
  • (a) an explorer’s pack
  • Chain mail

Rune Magic

As a death knight, you can use rune magic, allowing you to channel the power of death into powerful, often destructive spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Chapter 1 | Deathknight

Runes

The Death Knight table shows how many runes you can have filled with power at any given time. If you attempt to fill a rune with power beyond this limit, one of your already filled runes is expended. To cast one of your death knight spells, you must expend the power stored within a rune. The Death Knight table shows what level spell you cast when you use a rune in this way. Spells Known At 1st level, you know two 1st-level spells of your choice from the death knight spell list. The Spells Known column of the Death Knight table shows when you learn more death knight spells of your choice. A spell you choose must be of a level no higher than what’s shown in the table’s Rune Level column for your level. Additionally, when you gain a level in this class, you can choose one of the death knight spells you know and replace it with another spell from the death knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Strength is your spellcasting ability for your death knight spells, since the power derives from your ability to manifest your will over the latent powers of death and destruction that fill you and the world around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a death knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your rune weapon as a spellcasting focus for your death knight spells.

Runic Weapon

All death knights learn the art of rune carving, allowing them to carve mystic runes into their weapons. Carving a rune into a weapon takes one hour. Once a rune has been carved, you can fill it with power over the course of an hour, which you can do during a short rest. You must be touching the weapon that the rune is carved into during this time, and you can only fill one rune with power at a time. Additionally, all of your runes are filled with power when you finish a long rest. Once a rune has been filled with power, you can then later use that rune to cast spells. In addition, any weapon with a power-filled rune carved into it counts as a magic weapon for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.


Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Death Presence

At 3rd level, you gain one of the following presence of death of your choice. You may choose from Blood, Frost, or Unholy, each of them have there own unique characteristics. From Blood's ability to sustain a lot of damage though self healing, Frost's ability to deal an impressive amount of damage while being durable and Unholy which relies on your control over a undead ghoul.

Ability Score improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Horn of Winter

Beginning at 7th level, you can carve special runes into a horn, granting it special powers that activate when you blow on it. Creating a horn of winter takes 4 hours.
Once you have created a horn of winter, you can then use your action to blow on it, granting temporary hit points equal to your Charisma modifier to you and all friendly creatures that can hear it. As long as they have these hit points, those creatures have advantage on saving throws against being frightened. Non-friendly creatures that hear the horn must make a Wisdom saving throw or be frightened of you until the start of your next turn. The save DC for this is the same as for your spells. Once you have used the horn, the power in its runes are depleted and can only be restored during a long rest. You cannot have more than one horn filled with power at any given time.

Power of the Grave

At 9th level, your mastery over death gives you some of the abilities of undead creatures. You gain Resistance to Poison and Necrotic damages.

Chapter 1 | Deathknight

Forceful Deflection

Beginning at 10th level, your AC is increased by 1 as long as you are wielding a rune weapon and not using a shield.

Energize Rune Weapon

Starting at 14th level, when you attempt to refill a rune on a short rest you may refill two instead of one .

Master of Death

At level 20, your rune weapon(s) grow in strength. When you die, your soul naturally seeks out your rune weapon (if you have more than one weapon carved with runes, it seeks out the closest) and hides inside of it, rather than moving on to the afterlife. While hidden this way, you cannot see, hear, speak, or take any actions. You are dimly aware of living creatures within 100 feet of you, but cannot discern anything about them. When a creature touches your sword, you can cast the Dominate Person, Beast, or Monster (as appropriate) spell targeting them. The spell has a duration of 8 hours when cast this way. If the target breaks free of your spell, you can’t cast it on them again within the next 24 hours. If the creature fails to break free from your domination before the spell’s duration ends, they must make a final Charisma saving throw against your Rune power save DC. If they fail, their soul is forcibly removed from their body, and yours leaves your sword to take its place. You use the new body’s base Strength, Dexterity, and Constitution scores, and any racial statistics, but retain your Intelligence, Wisdom, and Charisma scores and all of your class levels, including any ability score increases or feats you gained.

Chapter 1 | Deathknight

Chapter 2: Subclasses

This chapter presents three Subclasses presented in the form of Aspects. These options are available when you make a character, provided that your DM allows them in your campaign.


Blood Beast

medium undead, Lawful Evill


  • Armor Class 13
  • Hit Points 82(15d10+3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Senses darkvsision 60ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Blood Link. Damage dealt by this creature refills the deathknights blood pressence feature.

Actions

Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.


Blood Aspect

The aspect of Blood focuses on the physical act of dying, and uses the power of blood to fortify the death knight’s body against death and debilitate wounded enemies. Blood knights often seem (and sometimes are) wild and violent as they revel in death and the spilling of blood.

Blood Presence

Beginning when you choose this archetype at 3rd level, you gain the ability to draw blood from enemies you hit. When you attack with your runed melee weapons, you may as a bonus action pull health up to 10 hit points at a time from the wounds you deal. You may only draw healing from your enemies up to a total of your death knight level times five per long rest.

Scent of Blood

Beginning at 3rd level when a creature within 30 feet is dropped to 0 hit points you gain Advantage on your first attack next turn.

Blood Tap

Starting at 6th level you can use your action to channel your own life force into death energy, refilling one of your runes by spending one of your Hit Dice.

Purgatory

Starting at level 10 When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and become immune to damage until the start of your next turn. You can’t use this feature again until you finish a long rest.

Blood Beasts

Starting at 15th level you may summon two blood beasts for up to 10 minutes, these beasts damaging attacks cause you to regain your health pool granted from your blood presence feature equal to the damage dealt. You can do this once per long rest.

Chapter 2 | Deathknight

Frost Aspect

The aspect of frost focuses on the emotional aspect of dying, and the sense of loss and emptiness that it causes, and uses this power to hone the death knight’s mental and physical abilities to perfection. Frost knights often seem (and sometimes are) emotionless and uncaring, with little regard for the sanctity of life.

Frost Presence

Starting at level 3 when you choose this aspect at level 3, whenever you deal cold damage to a creature, that creature’s speed is reduced by 10 feet until the start of your next turn.

Blood of the North

Starting at level 3 you gain Resistance to Cold damage. An are no longer affected by the cold weather.

Might of the Frozen Wastes

After achieving level 6, your runic weapon becomes coated in ice making it incredibly heavy. Each of your runic magic attacks will knock the target prone, unless they make a Strength saving throw.

In addition the ice is razor sharp causing your weapon attacks to critical on a 19 or 20.

Icecap

Starting at 10th level when you critical an enemy with an attack you refill one the use of one of your runes.

Remorseless Winter

Starting at 15th level, you may cause, icy winds swirl in a 20-foot-tall cylinder with a 40-foot radius centered on you. The area is heavily obscured, and exposed flames in the area are doused. The wind constantly batters creatures within it to the ground, making it into difficult terrain and deafening any creatures within the area.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 2d10 cold damage, falls prone and is restrained until the start of your next turn. On a successful save, it takes half damage and no other effects. You are immune to the effects of the ability.

Can be used once per long rest.

Chapter 2 | Deathknight

Unholy Aspect

The aspect of unholy focuses on the physical remains of death, the flesh and bones left to rot after the spirit has left, and uses them to further their quest for power. Unholy knights often seem (and sometimes are) sacrilegious and irreverent, treating the bodies of their friends and enemies alike with little respect.

Unholy Presence

Starting at third level you move with unholy vigor. From now on your movement speed is increased by 5 feet. This bonus increases to 10 feet at level 5 and again at level 11 to 15 feet.

Ghoul Master

Beginning at level 3 you may raise an undead ghoul as an action that accompanies you on your adventures and obeys your commands and is no larger than Medium. The ghoul obeys your commands as best as it can and your ghoul gains a variety of benefits while it is linked to you.

The ghoul obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your ghoul has abilities and game statistics determined by your level.

Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your demon companion also adds your proficiency bonus to its AC and to its damage rolls.

Your ghoul gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 1st, your ghoul gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw of your choice.

If the ghoul is destroyed, you may recreate one from the corpse of a fallen enemy.

  • All ghouls are base before any additional bonuses from above.

Corpse Explosion

Starting at 6th level you channel unholy energy into a corpse within 20 feet causing it to explode dealing necrotic damage equal to the targets current health on a failed dex save to everything within 10 feet of it. This spell may also be used on any undead target whose challenge rating is equal or lower that 1/4, the target must make a Constitution save or be destroyed. The CR increases as you level to 1 at level 8, 2 at level 11, 3 at level 14, and finally 4 at level 17.

This ability may be used an amount of times equal to your constitution modifier per long rest.

Desecration

Starting at level 10 whenever you hit an enemy with a unholy ability the area around him up to 5 foot radius becomes desecrated terrain. This terrain is considered rough terrain and requires twice as much movement to move through.

The first time an enemy is in the desecrated terrain they have disavantage on there first attack after which they become immune to this effect.

Dark transformation

Starting at 15th level your undead minion may also perform a multi-attack using his claws.

Also you may empower him with unholy magics causing him to grow one size category, increasing his damage by 1D6 and gaining 20 temporary hit points for 1 min. You can empower him once per long rest.



Ghoul

Medium Undead (Neutral)


  • Armor Class 11
  • Hit Points 24 (3D8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (0) 7 (-2) 10 (0) 6 (-2)

  • Condition Immunities Poison
  • Senses passive Perception 11
  • Languages Understands previous life language but can't speak

Leap. If your ghoul moves at least 10 feet he may leap at his target. On a hit the target must succeed on a saving throw of 12 or be knocked prone. If the target is prone the ghoul may use his bite attack.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 4 (1d6) slashing damage

Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 6 (1d8) piercing damage

Chapter 2 | Deathknight

Chapter 4: Spells

This chapter describes the most common spells in the world of Azeroth . The chapter begins with the spell lists of the warlock. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Please be aware if spells sound similar to phb they probably are just renamed as they fit thematically into the spell list. So if used in conjunction with the stuff on the phb just be aware of this.

Necromancy

Necromancers are macabre manipulators of life and death. Necromancy is similar to the magics used by warlocks, however, instead focuses on the study of death rather than demonology. They are capable of reviving living creatures from death to do their bidding as undead servants.

Death Knight Spell List

Spells marked with an asterisk can be located in the back of the PHB.

1st Level

  • Dark Command
  • Death Coil
  • Death Grip
  • Detect Evil and Good*
  • Detect Magic*
  • Frost Strike
  • Icy Touch
  • Plague Strike
  • Rune Strike
  • Shadow Infusion
2nd Level

  • Archerus Deathcharger
  • Blood Boil
  • Bone Shield
  • Chains of Ice
  • Icebound fortitude
  • Obliterate
  • Outbreak
  • Path of Frost
3rd Level

  • Heart Strike
  • Howling Blast
  • Mind Freeze
  • Strangulate
  • Speak with Dead*
  • Unholy Frenzy

4th Level

  • Anti-Magic Barrier
  • Breath of Sindragosa
  • Death and Decay
  • Wraith Walk
  • Outbreak
5th Level

  • Army of the Dead
  • Control Undead
  • Dancing Rune Weapon
  • Glacial Advance

Spell Descriptions

The spells are presented in alphabetical order.

Anti-Magic Barrier

4th-level alteration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action creates a 10 feet barrier centered on you. Creatures inside the area benefit from Resistance against damage from magical sources until the end of your next turn.

On subsequent turns, you can use your bonus action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you leave the area. You can maintain this effect for a maximum of 1 minute.

Army of the Dead

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon 5 undead with your the ghoul minion template on the unholy deathknight page. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Chapter 3 | Spells

Archerus Deathcharger

2nd-level Necromancy


  • Casting Time: 10 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Hour

A Large undead horse like creature appears on the ground in an unoccupied space of your choice range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use a action to dismiss it or if the steed takes any damage.

Blood Boil

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You cause the blood of nearby enemies to boil. Any number of creatures of your choice within 5 foot radius must make a Constitution saving throw. Each target takes 3d6 fire damage, or half on a successful save. Undead, elementals, constructs, and other creatures without blood are immune to this power.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Bone Shield

2nd-level alteration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: 10 minutes

You create six bones that spin and float around you. As long as at least one bone remains, you have resistance against slashing, bludgeoning, and piercing damage. Whenever an attack that deals one of those types of damage hits you, one bone is destroyed.


Breath of Sindragosa

5th-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon the essence of Sindragosa herself which will continute to breath icy flames in a 15-foot cone in the direction you are facing. If a creature starts or ends there turn in the 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Chains of Ice

2ned-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minute

You create chains of ice to spring up around a creature and attempt to lash it to the ground. The target makes a Dexterity saving throw. If it fails, it is restrained for a number of minutes equal to your Charisma modifier. If the creature was flying, it falls to the ground and is restrained there instead, taking falling damage as appropriate. The target can use its action to make a Strength check against your Rune Power save DC to break free.

Control Undead

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action you may target one undead creature within 30 feet of you.. The target must make a wisdom saving throw on a failed save it must obey the deathknights orders for up to 1 minute. A creature who's CR exceeds the level of the deathknight may not be controlled.

Dancing Rune Weapon

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, V
  • Duration: 1 min

You summon a spectral version of your weapon, When you cast the spell, you can make a melee spell attack against a creature within 5 feet o f the weapon. On a hit, the target takes force damage equal to your weapons damage + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Chapter 3 | Spells

Dark Command

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Concentration, up to 1 minutes

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your undead demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you

Death and Decay

4th-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20 ft sphere centered on a point you can see within range is filled with necrotic energies. Each creature that ends its turn in the area takes 3d8 necrotic damage. This spell has no effect on undead, constructs, or elementals.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Death Coil

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: S, V
  • Duration: Instantaneous

A blast of unholy energy streaks toward a creature in range. Make a ranged spell attack against the target. On a hit, it takes 3d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Death Grip

1st-level Evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is pulled up to 40 feet directly towards you.


Frost Strike

1st-level evocation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You fill your weapon with the chill of death. The next time you hit a creature with a melee weapon attack before this spell ends, that attack deals an extra 1d8 cold damage and the target’s speed is halved until the end of its next turn.

Glacial Advance

5th-level Evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, V
  • Duration: Instantaneous

You summon an advancing line of ice up to 100 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one.

Heart Strike

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S
  • Duration:Instantaneous

You swing your weapon with such force that its as if it reaches for your enemies hearts. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 necrotic damage, or half as much on a successful one.

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

Howling Blast

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: S, V
  • Duration: Instantaneous

As an action make a ranged spell attack against a target within range on a successful attack you will cause 5d6 cold damage to the target and each creature within 5 feet. Each target within 5 feet must make a Dexterity saving throw on a failed save they will take the same damage, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.

Chapter 3 | Spells

Icy Touch

1st-level Evocation


  • Casting Time: 1 action
  • Range: 40ft
  • Components: V,S
  • Duration: Instantaneous

As an action make a ranged spell attack with a 40 feet range. Attack causes 1d6 cold damage and the target must succeed on a Constitution saving throw or be infected with frost fever. At the end of each of its turns, the target takes 1D6 frost damage and the target can make another saving throw. On a success, the effect ends on the target.

At Higher Levels. Causes 1d6 additional damage per level above 1st.

Icebound Fortitude

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V,S
  • Duration: 1 round

You gain resistance to all damage until the end of your next turn.

Mind Freeze

3rd-level abjuration


  • Casting Time: 1 reaction
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

You freeze the mind of a creature in the process of casting a spell. Make a spell attack against the target. If you hit, you deal 4d8 cold damage, and the target must make a Constitution saving throw to continue casting the spell, as if they took damage while concentrating on a spell. If they fail, the spell fails and has no effect.

Obliterate

2nd-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 round

You fill your weapon with power in preparation for a mighty blow. The next time you hit a creature with a melee weapon attack before this spell ends, that attack deals an additional 2d6 cold and 2d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 cold and 1d6 necrotic for each slot level above 2nd.


Outbreak

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous

You infect a target with a viralent plague, which deals 2d8 poison damage every turn until he makes a successfull Constation saving throw. For each turn he is infected with the plague it attempts to spread to a nearby target which gets a Constitution save to resist. This will continue to spread until no targets are available to spread to.

If any of the targets make there save they are immune to the effects for 24hours.

At Higher Levels. When you cast this spell using a spell slot of 3rdd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Path of Frost

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: M, V, S
  • Duration: Concentration, 1 hour

Hard ice spreads from your feet, freezing the surface of any water within range, creating a stable surface to walk on. This area follows you as you move, allowing you and anyone else within 15 feet of you to walk normally. After you move, any ice outside of the area of effect lasts for 1 minute before quickly melting away.

Plague Strike

2nd-level Necromancy


  • Casting Time: 1 bonus action
  • Range: Melee
  • Components: V
  • Duration: Instantaneous

When you hit another creature with a melee weapon attack, you may use your bonus action to cause the wound to fester. The attack causes 1d6 aditional poison damage and target must succeed on a Constitution saving throw or have there wound fester. The festering wound causes your damaging attacks to deal additional 1d6 poison damage until the target can make a successful saving throw. On a success, the effect ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 poison for each slot level above 3rd.

Rune Strike

1st-level Abjuration


  • Casting Time: 1 Reaction
  • Range: Melee
  • Components: S
  • Duration:Instantaneous

Make a melee weapon attack against the creature that dealt damage to you. Add your charisma modifier to the damage roll of that attack.

Chapter 3 | Spells

Shadow Infusion

1st-level Necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S,
  • Duration: Instantaneous

You may cause dark energy to invigorate your minion. Your minion that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Strangulate

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: 1 minute, Concentration

An invisible hand of death grabs a creature’s throat and begins strangling them dealing 3D8 necrotic damage and preventing them from speaking or breathing. The target makes a Constitution saving throw. On a successful save the target takes half damage and, the target can speak and breath normally.

On each subsequent turn, you may continue the spell. If you do, the creature takes 3d8 necrotic damage and makes a Constitution saving throw. On a successful save the target takes half damage and, the effect ends.

Unholy Frenzy

2nd-level Abjuration


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You infuse your minion that you can see within range its mind and body with death energy, sending it into a killing frenzy. The target goes into a frenzy for the duration of the spell.

While in a frenzy, the creature must use its movement to move towards any creature it can see that it can reach this turn if possible, and then use its action to attack that creature. It cannot cast spells or maintain concentration on any spell except this one while in a frenzy.

Whenever it uses the Attack action, it makes one more attack than usual. At the start of each of its turns, it takes 1d6 necrotic damage. This damage can’t be reduced or prevented in any way.


Wraith Walk

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You transform yourself, along with everything you are wearing and carrying, into a spectral image for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 45 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a spector, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

Chapter 3 | Spells