# Dread Necromancer A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for their obscene spells. They call upon restless, tormented spirits of the dead, seeking their arcane secrets. they might be a consummate villain, or perhaps a tortured hero whose obsession with death leads them along questionable moral paths. ### Creating a Dread Necromancer ## Quick Build You can make a Dread Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity and possibly Charisma for the Deception skill. Lastly, choose the Sage or Hermit background. ## Class Features As a Dread Necromancer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Dread Necromancer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Dread Necromancer level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields (dread necromancers armor and shields must be made of bones and hide or leather) - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows, scythe - **Tools:** None - **Saving Throws:** Intelligence, Wisdom - **Skills:** Two from Arcana, History, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Religion, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a dagger or (b) a scythe or (c) a quarterstaff - (a) a component pouch or (b) an arcane focus - (a) a scholar's pack or (b) an explorer's pack - A spellbook ### Spell Casting As a student of the dark arts, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting. ``` ``` #### Cantrips At 1st level, you know two cantrips of your choice from the dread necromancer spell list. You learn additional dread necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dread Necromancer table. #### Spell Book At 1st level, you start with a spellbook containing four, 1st-level spells from the Dread Necromancer spell list. Your spellbook is everything you've learned while studying the dark arts. You must keep it safe from harm or be lost. For the rules on Spell Books see page 114 of the Player's Handbook for the complete rules on copying spells into your spellbook. #### Preparing and Casting Spells The Dread Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of dread necromancer spells that are available for you to cast each day by studying your spellbook. To do so, choose a number of Necromancer spells from your spellbook equal to your Intelligence modifier + your Necromancer level. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a short rest, due to your familiarity and knowledge of the necromantic arts. Preparing a new list of dread necromancer spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your Dread Necromancer spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with a spell. #### Ritual Casting You can cast a spell from your spellbook as a ritual if that spell has the ritual tag and it is in your spellbook. You do not need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your dread necromancer spells.
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##### Dread Necromancer | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spell Casting | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Among the Dead, Dark Path| 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Aura of Terror, Dark Path Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Dark Path Feature| 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 14th | +5 | Deathly Constitution | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Aura Improvement, Dark Path Feature | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Lichdom | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
##### Simple Melee Weapon | Weapon | Cost | Damage| Weight| Properties| |:----:|:-------------:|:-------------:|:-------------:|:-------------:| | Scythe | 1gp | 1d6 slashing | 3 lb. | Finesses, versatile (1d8) |
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\page #### Learning Spells of 1st Level and Higher Each time you gain a level you can add two spells from the Dread Necromancer spell list to your spellbook. Each of these spells must be of a level for which you have spell potential spell slots available as shown on the Dread Necromancer table. On your adventures, you might find other spells you can add to your spellbook (see p. 114 of the Player's Handbook). ### Among the Dead At 2nd level, Undead have difficulty harming you due to your bond with them. If an undead, targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC an undead needn't make the save when it includes you in an area effect, such as the explosion of *fireball*. On a failed save, the creature must choose a new target or forfeit targeting you potentially wasting the attack or spell. On a successful save. The undead becomes immune to this effect for 24 hours or if you target it with an attack or a harmful spell it will become immune to this effect for 24 hours. You also gain advantage on saving throws against fear effects caused by undead. ### Dark Path At 2nd level, you choose one of three paths into the dark arts of the Dread Necromancer: the Undead Lord, the Plague Blade, or the Soul Caster, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 18th level. ### 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. ### Aura of Terror At 6th level, you exert an aura of terror and fear that forces living enemies within 10 feet of you to have disadvantage on saving throws against fear. Constructs, Oozes and Undead with Wisdom scores of 8 or less, are immune to this effect. As a bonus action, you can deactivate or reactivate this aura. At 18th level, the range of this aura increases to 30 feet. ### Deathly Constitution At 14th level, You gain the Undead Fortitude trait, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+ the damage taken. On a success, you drop to 1 Hit Point instead. If the damage is from a Critical Hit or is Radiant damage you can't use this ability. You also gain the Undead Nature trait, as such you appear to affects that identify undead within an area, as well as immunity to poison and the poisoned condition, and resistance to necrotic damage. ``` ``` ### Lichdom At 20th level your research into the dark arts has revealed one of its darkest rites. The ritual of Lichdom, during this process you create a phylactery that is unique to you. Your phylactery is a special object which holds and safeguards a lich’s soul. In order to craft this wondrous item, you must spend one day performing a ritual to bind your soul to your artifact. Once completed and you perform the Ritual of Lichdom, your body dies and turns into a withered husk that cannot be subject to the animate dead spell, or any other similar magical effects. You now rise as an undead lich within 5 feet of your phylactery. Your phylactery can be a small jewel encrusted box, a gemstone with pulsating runes, one of the other items mentioned above, or any other treasure a lich can dream up for their eternal existence. Should you be reduced to zero hit points and die, your lich body crumbles to dust and, in 1d10 days, it reforms within 5 feet of your phylactery. Your phylactery must be intact in order for you to return. If your phylactery has been destroyed, you do not reform and you cannot be brought back by normal means, such as by the resurrection or revivify spells. Similarly, a phylactery caught in an area of antimagic, such as one created by the antimagic field spell, cannot reform its lich. That lich is trapped inside their phylactery until it is removed or the field dissipates. ## Dark Path Your research into the dark arts reveals the four dark paths that necromancy can lead you down. At second level you must pick which of these dark paths you shall focus your research. The methods that come to the followers of these paths are detailed below. ### Undead Lord The most common among the Dread Necromancers, those that take up this path are known for their influence over the undead, as well as for having an uncommonly strong undead servants, they are more commonly seen strengthening their minions and providing support from the back then they are seen on the front lines. #### Undead Swarm At 2nd level your influence over the undead allows you to create minor undead with ease, as a bonus action you are able to raise a skeleton with the following benefits: - Its hit points are equal to 2*proficiency modifier d8 + your dread necromancer level - It adds your proficiency modifier to its damage rolls At 4th level, you gain the ability to create a number of skeletons equal to your proficiency bonus. These skeletons have do not benefit from the increased health, they do benefit from the improved damage. The undead lasts for 24 hours or until you use this ability again. You can use this ability once per Long rest. You gain access to the undead lord spell list.
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\page #### Aura of Puppetry At 6th level, you are able to subtly influence the motion and makeup of your undead swarm. Any undead created through the use of the undead swarm feature add your Intelligence modifier to their saving throws. #### Control Undead At 10th level, you begin to forcefully exert your control over the undead. You add the *animate dead* spell to your spellbook if it is not there already. As an action, you hold your Arcane Focus above your head and speak an ancient incantation. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, If the undead fails, they come under your control for 24 hours or until you use this ability again. Undead that succeeds the save are immune to the effects for 24 hours. This ability only affects undead if its challenge rating is at or below a certain threshold, as shown in the Control Undead Table. You can only use this ability once per long rest. ##### Control Undead | Dread Necromancer Level | Controls Undead of CR... | |:----:|:-------------| | 10th | 1 or lower | | 13th | 2 or lower | | 16th | 3 or lower | | 19th | 4 or lower | #### Enhance Undead At 18th level, you have learned to enhance the undead created by your undead swarm with necrotic energy. As an action, you release necrotic energy in a 60-foot radius centered on you. Any undead created by your undead swarm feature gain temporary hit-points equal to your Dread Necromancer level and also deal an extra 2d8 necrotic damage with their attacks this benefit lasts for 24 hours or until you use this ability again. You can only use this ability once per long rest. ### Plague Blade The plague blade focuses their research on the arts of disease. Using their own body for their experiments and turning themselves into a walking biological weapon. Through their research, they develop new poisons and diseases. Their power comes at the cost of being able to hide among normal mortals, as their body shows the signs of their experiments as it becomes sickly and covered in festering sores and welts. #### Bonus Proficiencies At 2nd level, you gain proficiency martial weapons and simple weapons. ``` ``` #### Diseased Blade At 2nd Level, your experimentation with your own body has allowed you to turn your own blood into a poison. You gain advantage on saving throws against poison, and resistance to poison damage. You can also coat your weapon in your blood to use as a poison on others. As a bonus action you can deal 3 hitpoints of damage to yourself, when you do so you coat your weapon in your blood, the next creature you hit with this weapon must make a Constitution saving throw against your spell save DC or be poisoned for a minute, a creature that is poisoned by this feature takes poison damage equal to your Intelligence modifier at the start of its turn and makes a constitution saving throw at the end of its turn, on a success they are no longer poisoned. If anyone besides you tries to use your blood as a poison it doesn't work. You gain access to the plague blade spell list. #### Penetrating Sickness At 6th level, you are able to subtly influence the bodies of others making them more susceptible to poisons and disease. Creatures of your choice within your aura of terror are affected in the following way: - The creature loses its resistance to poison damage, and immunity becomes resistance. - The creature loses any immunity to being poisoned it may possess. #### Aura of Disease Beginning at 10th level, your experimentation has allowed you to further increase the potency of your own body. You infect yourself with a disease of your own creation, as a result, your body becomes covered in festering wounds and sores that release toxins and spores into the air around you. As a bonus action you gain an aura that affects any creatures you choose that start their turn within 10 feet of you must make a Constitution Saving throw against your spell save DC, or take 2d4 poison damage, if they succeed they take no damage, you can deactivate this aura with a bonus action. You also gain the ability to spread your poisonous blood much easier. As an action, you cause boils to grow on a creature under the effect of your diseased blade within 60 feet of you. At the start of that creature next turn, the boils burst shooting diseased blood out in a 10-foot radius, all creatures in the radius must make a Constitution saving throw be poisoned as if you had hit them with your diseased blade. You can only use this ability once per short rest. As a result of the disease that you have infused into your own body, your system has become too toxic for most diseases to survive. You become immune to all non-magical diseases. #### Plague Touch Beginning at 18th level, your experimentation has allowed you to develop a horrific disease that is unique to you. As an action, you can make a melee weapon or spell attack (your choice) against a creature within 5 feet of you. If you succeed on this attack the creature must make a Constitution saving throw against your spell save DC. On a failure, they take 10d12 poison damage, and you infect them with Necrotic Rot. On a success, they take half damage and are not infected with Necrotic Rot.
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\page Necrotic Rot is a magical disease that takes one day to incubate. Once the disease has fully taken hold the creature's flesh starts to rot away. At the start of each day, an infected creature loses 2d8 Hitpoints of their Hitpoint Maximum. This health cannot be healed until you are cured of Necrotic Rot. In order to be cured of Necrotic Rot, an infected creature must be the recipient of an 8th-level Remove Curse spell and a Greater Restoration spell within one minute of each other. If an infected creature's Hitpoint Maximum is reduced by 0 or less by this disease it dies, and cannot be brought back other than with a wish spell. You can use this ability once per long rest. ### Soul Caster Spirit reapers focus their studies on the manipulation of souls. They develop a close bond with a shadow that grants them insight into the world of spirits. Masters of this style can combine with their shadow to gain immense power. #### Shadow Familiar At 2nd level, your research into the power of souls reveals to you a unique ritual. When you perform the ritual you gain the service of a familiar, a spirit that assumes the form and game statistics of a shadow, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. The shadow can act as your shadow, as a bonus action it can attach or detach itself from you. While the shadow is acting as your shadow you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Intelligence modifier. While acting as your shadow, the shadow can’t be targeted by any attack or other harmful effects; only you can cast spells on it; it can’t take damage, and it is incapacitated. When the shadow is not acting as your shadow you do not cast a shadow. As an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. In combat, you roll initiative for the shadow and control how it acts. The shadow doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The shadow vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the shadow back to you—no matter where it is or whether it died—and it reappears within 5 feet of you. You gain access to the Soul Caster spell list. If your kills a creature it doesn't create a new shadow. #### Shadow's Reach At 6th level, your bond to your shadow allows you to temporarily travel as it does. As a bonus action you can teleport to an unoccupied space you can see that also in dim light or darkness within the range of your aura of terror. You can also use this ability to teleport to another creature's shadow, but this places you in the space directly behind them. ``` ``` #### Power of the Soul At 10th level, you learn to use the power of the souls of those you kill to damage your enemies and boost your allies. Whenever you kill a creature with a necromancy spell of 1st level or higher you separate the creature's soul from its body. Its soul is turned into a soul shard which floats in the air and orbits around you for a minute. As a bonus action on each of your turns, you can expend one of the shards, you can expend two shards using an action, sending them streaking toward a point or points you choose within 120 feet of you. Once a shard reaches its destination or impacts against a solid surface, the shard explodes. The explosion covers a 5-foot radius and either deal 2d6+ half your Dread Necromancer level necrotic damage, or grants 2d6+half your Dread Necromancer level temporary hit points. If you choose to deal damage each creature in the explosion must make a Dexterity Saving throw, taking half as much damage on a success. #### Shadow Form At 18th level, you gain the ability to merge with your shadow spirit. As a bonus action when your shadow is acting as your shadow, your body merges with your shadow’s form. While Merged you gain the following benefits: - You gain resistance to acid, cold, fire, lightning, thunder bludgeoning, piercing, and slashing from nonmagical attacks. - You gain immunity to necrotic, poison, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained. - You gain darkvision of 60 ft if you already have darkvision the range increases by 60 ft. - Your speed increases to 40ft. - You use the shadows bonus to stealth if it is higher then yours. - You gain Amorphous, you can move through a space as narrow as 1 inch wide without squeezing. - You gain Shadow Stealth, while in dim light or Darkness, the shadow can take the Hide action as a Bonus Action. your stealth bonus is also increased by 2. - You also gain Strength Drain, as the shadow attack, except you don't make more shadows when you kill a creature. - You also add your dread necromancer level as necrotic damage to the damage rolls of all spells that you cast in this state. - Your equipment stays on you, taking on a shadowy appearance, and you can use your equipment and spells as you would normally. You can stay merged in this way for 1 minute. You can only use this ability once per short or long rest.
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\page ### Curse Master Curse masters focus their studies on the creation and casting of debilitating curse. They weaken their enemies from within sapping them of their strength and vitality. True masters have been known to cause those unfortunate enough to be exposed to their curses to shrivel and wither with age. #### Hex Master You have become a master of casting hexes and can cast almost without effort. Beginning at 2nd level, you add the *Hex* spell to your list of known spells and it is always prepared this does not count against the number of spells known or your prepared spells. You may also cast *hex* as 1st level spell without expending a spell slot once per short rest. At 10th and 18th level you can cast *hex* once more per short rest. At 18th level you no longer need to concentrate on *hex* when cast with this feature. You also gain access to the Curse Master spell list. #### Enhanced Curses At 2nd level, you are able to cast truly devastating curses. When you cast *hex* or *bestow curse* on a creature you can channel dark energy into the cures to enhance its effect. You can add one of the following effects to your *hex* or *bestow curse*: - **Decrpify.** Crippling energy courses through your target's body. The target creature must make a Constitution saving throw against your spell save DC or have their speed reduced by 10 feet and only deal half damage with their weapon attacks and unarmed strikes for the next minute. Any creature affected by decripify can a Constitution saving throw against the curse At the end of their turns. On a success, decripify ends. - **Leech.** Necrotic energy drains the vitality from your target and grants you their strength. The target creature must make a Constitution saving throw or take 1d4 necrotic damage at the start of their turn for the next minute. You heal a number of hit points equal to half the necrotic damage dealt with those affected. At the end of their turn affected creatures may make a Constitution saving throw ending leech on a success. - **Frailty.** You place dark energy within the target that lies in wait for a moment of weakness. For the next minute if the target creature's current hit point total falls below your spellcasting modifier* half your level (round down) they must make a Constitution saving throw or have their health total reduced to 0. Frailty can only be activated once a long rest and requires you to be 10th level in this class. You can only use this ability once per short rest. At 10th and 18th level you gain another use of this ability per short rest. ``` ``` #### Umbral Distraction At 6th level, you are able to subtly undermine the concentration of those around you through the dark energy of your curses. As a bonus action, you can cast a minor curse upon a creature within the range of your aura of terror. If that creature is concentrating on an ability, such as a spell they must make a concentration check DC equal to your spell save DC or lose concentration. #### Spreading Darkness At 10th level, you can cause the dark energy of your curses to spread infecting others. As an action, you can cause dark energy to burst forth from the creature affected by your *hex* or *bestow curse* in a 30-foot radius. All creatures in the area are affected as if you had initially cast *hex* or *bestow curse* on them. If the original target was affected by decripify or leech that affect spreads with the *hex* or *bestow curse*. You can only use this ability once per short rest. You gain a second use at 18th level. > ##### Spreading Darkness Saves and Duration > If the effect spread requires a save to occur, all creatures within the radius of spreading darkness make the save. For example, in order to spread *bestow curse* the creatures in the region would make a wisdom save to resist. > > Each new creature affected by spreading curse is affected by the same amount of time as remains in the initial casting of the spell. For example, if the initial casting of *hex* ended four rounds after Spreading Darkness for the initial target the effect of *hex* ends for all creatures affected. #### Shroud of Madness At 18th level, as an action, you are able to place a devastating curse upon a target within 60 feet of you the target makes a Wisdom saving throw DC equal to your spell save DC, on a failure the curse drags forth horrors from within their mind for the next minute. The nature of these horrors depends on the target and range from horrific monstrosities to traumatic experience and horrors in their past. Either way, they are driven to a state of unimaginable terror by the visions they see. The physical effect depends upon the creature's reaction to the horrors some are paralyzed with fear while others desperately fight back against the visions. When a creature initially fails the Wisdom saving throw roll a D6, on a roll of 4 or lower the target is paralyzed by their fear and thus becomes stunned for the duration. On a roll of 5 or higher, the creature makes a melee attack against a random creature within range if there is no creature within range the creature uses its movement to get as far away from any other creature as it can. The creature also takes 4d6 psychic damage at the start of its turn. Attacks against the affected creature are made with advantage no matter the physical effect. At the end of the creatures turn, they repeat the saving throw ending the effect on a success. This ability has no affect on a creature immune to being frightened.
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\page You can use this ability once per long rest.
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\page ### Dread Necromancer Spells ##### Cantrips (0 Level) - Animate Limb (see end of document) - Chill Touch - Light - Mage Hand - Mending - Ray of Frost - Thaumaturgy - Toll the Dead (XGtE) ##### 1st Level - Comprehend Languages - Detect Magic - Disguise Self - False Life - Fog Cloud - Identify - Inflict Wounds - Sacrifice (see end of document) - Unseen Servant - Witch Bolt ##### 2nd Level - Alter Self - Darkness - Darkvision - Gentle Repose - Magic Mouth - Nystul's Magic Aura - Ray of Enfeeblement - Screams of the Damned (see end of document) - Silence - Spider Climb ##### 3rd Level - Animate Dead - Dispel Magic - Exploding Corpses (see end of document) - Glyph of Warding - Life Transference (XGtE) - Magic Circle - Nondetection - Phantom Steed - Remove Curse - Revivify - Tongues - Vampiric Touch - Water Breathing ##### 4th Level - Blight - Wall of Bones (see end of document) ##### 5th Level - Antilife Shell - Contagion - Graveyard Fog (see end of document) - Raise Dead ##### 6th Level - Circle of Death - Create Undead - Eye Bite - Harm - Magic Jar - Taint the Soul (see end of document) - True Seeing ##### 7th Level - Crypt of the Damned (see end of document) - Finger of Death - Resurrection ##### 8th Level - Abi-Dalzim's Horrid Wilting (XGtE) - Clone - Fell Presence (see end of document) ##### 9th Level - Imprisonment - Mortal Coil (see end of document) - Soul Rend (see end of document) - True Resurrection ### Undead Lord Spells ##### Cantrips (0 Level) - Blade Ward - Guidance - Resistance ##### 1st Level - Expeditious Retreat - Ice Knife - Shield ##### 2nd Level - Crown of Madness - Enlarge/ Reduce - Magic Weapon - Warding bond ##### 3rd Level - Feign Death - Haste - Protection from Energy ##### 4th Level - Dimension Door - Fire Shield - Ice Storm ##### 5th Level - Danse Macabre (XGtE) - Hold Monster - Negative Energy Flood (XGtE) ##### 6th Level - Disintegrate - Investiture of Ice ##### 7th Level - Symbol
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\page ##### 8th Level - Mind Blank ##### 9th Level - Foresight ### Plague Blade ##### Cantrips (0 Level) - Booming Blade - Green-Flame Blade - Poison Spray ##### 1st Level - Armor of Agathys - Detect Poison and Disease - Ray of Sickness ##### 2nd Level - Blur - Melf's Acid Arrow - Protection from Poison - Shadow Blade (XGtE) ##### 3rd Level - Blink - Haste - Stinking Cloud ##### 4th Level - Stone Skin - Polymorph - Freedom of Movement ##### 5th Level - Cloud Kill - Greater Restoration - Steel Wind Strike (XGtE) ##### 6th Level - Flesh to Stone - Tensers Transformation ##### 7th Level - Regenerate ##### 8th Level - Animal Shapes ##### 9th Level - Invulnerability ### Soul Caster ##### Cantrips (0 Level) - Eldritch Blast - Frostbite - Message ##### 1st Level - Dissonant Whispers - Ice Knife - Sleep ``` ``` ##### 2nd Level - Hold Person - Invisibility - Phantasmal Force - See Invisibility ##### 3rd Level - Blink - Sending - Speak with Dead - Spirit Guardians (Necrotic damage) ##### 4th Level - Banishment - Compulsion - Phantasmal Killer ##### 5th Level - Contact Other Plane - Dominate Person - Enervation (XGtE) ##### 6th Level - Soul Cage (XGtE) - Wind Walk ##### 7th Level - Etheralness ##### 8th Level - Illusory Dragon (XGtE) ##### 9th Level - Weird ### Curse Master ##### Cantrips (0 Level) - Fire Bolt - Minor Illusion - Vicious Mockery ##### 1st Level - Bane - Cause Fear (XGtE) - Tasha's Hideous Laughter ##### 2nd Level - Blindness/Deafness - Crown of Madness - Silence - Web ##### 3rd Level - Bestow Curse - Enemies Abound (XGtE) - Fear - Slow ##### 4th Level - Confusion - Compulsion - Phantasmal Killer
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\page ##### 5th Level - Dominate Person - Dream - Insect Plague ##### 6th Level - Flesh to Stone - Mental Prsion (XGtE) ##### 7th Level - Power Word Pain (XGtE) ##### 8th Level - Maddening Darkness (XGtE) ##### 9th Level - Power Word Kill The Description for Animate Limb, Sacrifice, Screams of the Damned, Exploding Corpses, Wall of Bones, Graveyard Fog, Taint the Soul, Crypt of the Damned, Fell Presence, Mortal Coil, and Soul Rend are presented [here](http://homebrewery.naturalcrit.com/share/HkW91YLqx).
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