Necromancer

The user's magical abilities revolve around manipulating the dead, death, the life-force and/or souls. Users can also use communicate with the deceased, either by summoning their spirit as an apparition or raising them bodily for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.

Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die.

Undead Leader

The first task of a Necromancer is to gain a army of undead to command. For them, the larger army you control represents how powerful of a Necromancer you are.A Necromancer is a gateway to the dead realm allowing those who have perished to rise again and serve their mighty leader.


Death Tools

The Phylactery is the tool of a Lich that grants them their immortallity. The item used is usually something that the Lich held dear in life, wether it be a family heirloom, or an item that remainds them of a life changing event.

The ritual in which they become a Lich is known as "Ritual of Becoming" or "Ceremony of Endless Night." The process is often described as requiring the creation and consumption of a deadly poition, the Elixir of Defilation, which is to be drunk on a full moon. The creation of the potion is always created through acts of utter evil, such as using as an ingredient the blood of an infant slain by the potential sorcerer's own hand, or other,similarly vile components. the potion invariably kills the drinker but if the process is successful it rises again some days later as a lich. Occasionally, this metamorphosis occurs by accident as a result of life-prolonging magic.

Creating A Necromancer

Necromancers are often a part of a cult that they have learned their magic from. They typically come from middle class and are lead by another more powerful necromancer usually this one is also from a higher stature usually some form of nobility. Necromancers are always looking to summon more powerful undead to fight for them. As a necromancer gets older they start to look for ways to extend their own life to even posess immortality.

1

The Necromancer

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Paralyzing Touch 3 2 2
2nd +2 Lich Path Feature 3 3 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Lich's Gaze 4 6 4 3 2
6th +3 Lich Path Feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Lich Path Feature 5 11 4 3 3 3 2
11th +4 Phylactery 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 13 4 3 3 3 2 1
13th +5 5 14 4 3 3 3 2 1 1
14th +5 Lich Path Feature 5 15 4 3 3 3 2 1 1
15th +5 5 16 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 17 4 3 3 3 2 1 1 1
17th +6 5 18 4 3 3 3 2 1 1 1 1
18th +6 Undead Leader 5 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1
20th +6 Undead Army 5 20 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Necromancer quickly by following these suggestions. First make Intelligance your highest ability score, following with Constitution. Second take the acolyte background. Third take the Chill Touch, Mage Hand, and Prestidigitation cantrips and the first level spells Magic Missle and Thunderwave.

Class Features

As a Necromancer, you gain the following class features

Hit points


  • Hit Dice: 1d8 per Necromancer level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5)+ your constitution modifier per Necromancer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Slings, Quarter Staffs, Light Crossbows, Maces, Sickles, Spears, Unarmed
  • Tools: Alchemist's Supplies
  • Saving Thorws: Intelligance, Constitution
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Perception, Persuaion, Religion

Equipment

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

  • any weapon your character is proficient with
  • an arcane focus
  • a valued item of your characters (amulet, picture, ect)
  • alchemist's supplies

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Necromancer spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Necromancer spell list. You learn additional Necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Spell Slots

The 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 must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

2

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Necromancer spell list. The Spells Known column of the Necromancer table shows when you learn more Necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Necromancer spells you know and replace it with another spell from the Necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligance is your spellcasting ability for your Necromancer spells. You use your Intelligance whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Necromancer spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your intelligance modifier
  • Spell attack modifier = your proficiency bonus + your intelligance modifier

Spellcasting Focus

You can use your hand, weapon, or any trinket as an arcane focus (found in chapter 5 of the player's handbook) for your Necromancer spells.

Ritual Casting

You can cast any Necromancer spell you know as a ritual if that spell has the ritual tag.

Paralyzing Touch

Beginning at the 1st level, as a Necromancer, you have Paralyzing Touch. whenever you attack a creature while unarmed you trigger its effect.


Paralyzing Touch. you reach out to touch a creature dealing 1d6 cold damage. The target must succeed a Constitution saving throw against your spell DC, or be paralyzed for 5 seconds. The target becomes immune to Paralyzing Touch for the next 24 hours. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Path of a Lich

At 2nd Level, you choose a path that you will begin to follow to become a Lich: Path of the Banelich, Path of the Demilich, Path of the Psilich, or Path of the Archlich, all detailed at the end of the class description. Your path choice grants you features at the 2nd, 6th, 10th and 14th 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.


Lich's Gaze

Beginning at the 5th level, as a Necromancer you begin to develop a Frightening Gaze, granting you proficitency in Charisma (Intimidation) checks, if you are already proficient in Intimidation, double the proficiency effect. You can also use this as an action.


  • Frightening Gaze. You fix your gaze on one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw against your Spell DC, or become frightened for 10 seconds. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Frightening Gaze for the next 24 hours.

Phylactery

Beginning at the 11th level, you can start a personal quest to create your Phylactery. All information on the quest is found in the quests description.

Phylactery Creation Quest

Items required

  • Vauled item of character
  • Elixir of Defilation

The Creation of the Elixir


The ingrediants may be changed at your DM's discretion

  • The blood of an infant killed by your hand
  • An eye of a currently living person (same race as your race)
  • The soul of an ally (this can be a friend of your characters, or one of the other players in the game)

Ceremony of Endless Night


After the creation of the Elixir of Defilation, on the next full moon you may drink the Elixir. Once the vial has been completely drank, you die. After 1d10 days you arrise from the dead. The valued item of your character becomes its Phylactery


Phylactery


A lich's phylactery is usually kept in a tiny metal box. The box itself has 40 hit points and 20 AC

Lich Born

Upon completion of Phylactery Creation Quest, you become undead in addition to your other types, as well, after you die you arise in 1d10 days within 5ft of your phylactery. If your phylactery is destroyed (provided your DM doesn't decide you die from this) you can spend 10 days and 5000g to restore the destroyed item. After you may rebind your soul with the Phylactery.

3

Undead Leader

Beginning at the 18th level, you learn the Control Undead spell and may cast it once per day without expending a spell slot. If you cast Control Undead this way, you may only target 1 creature.

Undead Army

Beginning at the 20th level, you may choose to use up a spell slot to keep any undead you have raised alive, a 1st level spell slot can keep one undead alive, while a 2nd level spell slot can keep two alive (3rd keeps three and so on). A spell slot that is being used to keep an undead alive is considered used and cannot be unspent until the undead are no longer being kept alive by it. As a bonus action you may sacrifice any undead you have raised.

The Lich Paths

When a Necromancer is beginning to learn about the dark arts they usually worship some demon or entity that contains immense power. The Banelich is a lich that origonally was a cleric of bane, they continue to worship bane even as an undead. While a Demilich looks to further themselves and will even travel to different planes of existance to increase their knowledge and power.

Path of the Banelich

Bane

Beginning at the 2nd level, you can learn spells from the clerics spell list.

Touch of Bane

Beginning at the 6th level, when you use Paralysing Touch roll 1d8 instead of 1d6 and the damage increases by 1d8 henceforth instead of 1d6

Death Gaze

Beginning at 10th level, you can use Frightening Gaze as a bonus action, in addition the target also takes 2d10 cold damage on a failed save. This damage increases by 1d10 at 14th level (3d10) and at 18th level (4d10)

Banes Blessing

Beginning at 14th level, at the start of your turn you heal for 1d10 + your constitution modifier.


Path of the Demi Lich

Lich Vision

Beginning at the 2nd level, you gain darkvision, if your race already has darvision it is extended by an additional 60 feet instead

Demi Touch

Beginning at the 6th level, Paralysing Touch no longer paralyses a target, instead they take 1d10 instead of 1d6 and the damage increases by an additional 1d10 instead of a 1d6.

Magic Immunity

Beginning at the 10th level, you have an advantage on all saving throws against magic. In addition on a successful save you take no damage, and half damage on a failed.

Demi Lich Flight

Beginning at the 14th level, your movement turns into fly 60 feet. In additon your natural AC increases by 2.

4

Path of the Psilich

The Psilich

Beginning at 2nd level, you may learn an additional cantrip, you may learn another at 5th level, 11th level, and 17th level

Draining Touch

Beginning at the 6th level, Paralysing Touch deals 1d4 damage instead of 1d6 and increases by 1d4 instead of 1d6, in additon the first time you use Paralysing Touch per long rest you are also healed for the damage done this way

Psilich Power

Beginning at the 10th level, you may cast 1st level spells witout expending a 1st level spell slot, this only works if you cast a first level spell in a 1st level spell slot, this increases to 2nd level spells at 14th level. You can not cast a 1st level spell in a 2nd level spell slot using this method

Master of Magics

Beginning at the 14th level, the Psilich gains an additonal 5th, 4th, and 3rd spell slot.


Path of the Archlich

Power of Death

Beginning at the 2nd level, whenever a creature dies within 30 ft of you, you may restore a spent 1st level spell slot

Arch Touch

Beginning at the 6th level, you may use Payalysing Touch as a bonus action. However you can only use Payalysing Touch once per round.

Quick Caster

Beginning at the 10th level, you may spend a spell slot to quick cast any other spell equal to or lower then the spell slot spent.

Power of an Archlich

Beginning at the 14th level, 1st and 2nd level spells you cast from a 1st or 2nd level spell slot counts as though you had cast it from a 3rd level spell slot.

5

Necromancer Spell List

Cantrips

Bladeward
Blood Blade
Chill Touch
Death Bolt
Eldritch Blast
Frost Bite
Ghostly Hands
Mage Hand
Minor Illusion
Prestidigitation
Ray of Frost
Soul Drain
Spare the Dying
Thaumaturgy

Level 1

Armor of Agathys
Arms of Hadar
Command
Deathwatch
Detect Magic
Disguise Self
False Life
Find Familiar
Fog Cloud
Hex
Ice Knife
Inflict Wounds
Life Fades
Mage Armor
Magic Missle
net of Shadows
Shield
Sleep
Spook
Thunderwave
Unseen Servant

Level 2

Arcane Lock
Blindness/Deafness
Blur
Blood Boiling
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Find Steed
Flesh Fails
Hold Person
Invisibility
Levitate
Melf's Acid Arrow
Mirror Image
Phamtasmal Force
See Invisibility


Level 3

Animate Dead
Bestow Curse
Blink
Bonesword
Counterspell
Dispel Magic
Fear
Fireball
Hunger of Hadar
Phantom Steed (Ritual)
Revivify
Slashing Darkness
Speak with Dead
Vampiric Touch

Level 4

Banishment
Blight
Dimension Door
Dominate Beast
Evard's Black Tentacles
Greater Invisibility
Ice Storm
Obfuscation
Phantasmal Killer
Polymorph

Level 5

Bigby's Hand
Cloudkill
Cone of Cold
Darkbolt
Destructive Wave
Dominate Person
Enervation
Hold Monster
Modify Memory
Raise Dead
Reincarnate
Scrying
Telekinesis
Teleportation Circle
Traitorous Blood
Wall of Souls

Level 6

Arcane Gate
Armor of Flesh
Aura of Invisibility
Circle of Death
Conjure Fey
Create Undead
Disintegrate
Eyebite
Globe of Invulnerability
Harm
Investiture of Flame
Investiture of Ice
Magic Jar
Planar Ally
True Seeing
Woeful Stab

6

Level 7

Control Undead
Dark Abyss
Delayed Blast Fireball
Finger of Death
Fire Storm
Forcecage
Mass Life Fades
Plane Shift
Regenerate
Resurrection
Symbol
Teleport
Waves of Exhaustion
Withering Destruction

Level 8

Demiplane
Dominate Monster
Mass Flash Fails
Power Word Stun
Telepathy

Level 9

Eversion
Imprisonment
Meteor Storm
Power Word Kill
True Polymorph
True Resurrection
Spirit Maelstorm
Weird

  • Spells In Italics are custom made spells. See Created Spells for more information.

Created Spells

Blood Blade

Cantrip - Necromancy


Casting Time: 1 Action
Range: Self
Components: S
Duration: concentration, up to 1 minute


First blood and then a couple more

You deal 1d6 piercing damage plus your spellcasting ability modifier to yourself and summon within your hand a sword made up of your own blood. In terms of properties, weight and damage this sword behaves like either a dagger, longsword, or shortsword, depending on the caster's preference.

Death Bolt

Cantrip - Necromancy


Casting Time: 1 Action
Range: 120 feet
Components: V
Duration: Instantaneous


You hurl a dark ball at a creature or object within range

Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.

At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Ghostly Hands

Cantrip - Necromancy


Casting Time: 1 bonus action
Range: touch
Components: V, S, M (a few grains of dirt from a graveyard)
Duration: Concentration, up to 1 minute


You cover the target's hands or other natural weapons with ghostly energy. For the duration, the creature's unarmed or natural weapon attacks (i.e, claws, teeth) deal 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Soul Drain

Cantrip - Necromancy


Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute


Your hands and other natural weapons become infused with the power of the void. For the duration of the spell, any attack made without a weapon or with natural weapons drains a portion of the target's soul, dealing an additional 1d4 necrotic damage, and granting you temporary hit points equal to the necrotic damage dealt. These temporary hit points can last for up to a minute after the spell ends. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

7

Deathwatch

1st - level Necromancy


Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 10 minutes


Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death

Life Fades

1st - level Necromancy


Casting Time: 1 action
Range: Touch
Components: Somatic
Duration: Instantaneous


You touch your opponent and the chill of the Plane of Shadows washes over them

Succeed on a melee spell attack to deal 3d6 cold damage to the target and force a constitution saving throw. On a failed save, the target also gains one level of exhaustion. This does not stack with multiple casts of this mystery

At Higher Levels. When you cast this spell using a spell slot of 2 or higher add 1d6 to the damage.

Net of Shadows

1st - level Illusion


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


You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them.

You target up to 3 creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets. A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Spook

1st - level Illusion


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


You play upon the natural fears of an enemy. You target one creature in range. That creature perceives you as something inimical. The target must succeed in a Wisdom saving throw or become frightened for the duration. At the end of each of their turns they can make a Wisdom saving throw. On a successful save, the spell ends.

Blood Boiling

2nd - level Necromancy


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


Boiling the blood in their veins

Deal 1d6 necrotic damage to a creature that is visible and within range. At the beginning of its turn the creature must succeed on a constitution saving throw. On a failed save the creature takes 1d4 necrotic damage and is paralyzed for the rest of the round. On a successful save the effect ends.

This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.

At Higher Levels. Deal an extra 1d4 damage to the target of the spell after a failed save for each spell slot level above 2nd.

Flesh Fails

2nd - level Necromancy


Casting Time: 1 action
Range: Touch
Components: Somatic
Duration: 1 Hour


You touch a creature which becomes a shadow of its former self Succeed on a touch based spell attack. If it hits, the subject takes a -4 penalty to strength, a -4 penalty to dexterity, or a -2 to constitution. A creature cannot have more than one type of ability damage from this mystery, and ability damage from this mystery does not stack

8

Bonesword

3rd - level Necromancy


Casting Time: 1 action
Range: Self
Components: V, S, M (one bone at least 6 inches long, which the spell consumes)
Duration: Concentration, up to 10 minutes


A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. It deals an extra 1d6 damage against living creatures, and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living or good-aligned creatures increases by 1d6 for each two slot levels above 3rd.

Slashing Darkness

3rd - level Evocation


Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous


You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.

Make a ranged spell attack against a single creature within range. On a hit, the target takes 7d8 necrotic damage.

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

Obfuscation

4th - level Necromancy


Casting Time: 1 action
Range: 30 feet
Components: Somatic
Duration: 30 seconds


Shadows gather around your opponent, interfering with their perception of the world

This mystery functions as the spell Blindness/Deafness, except that the target does not gain a saving throw at the end of each round

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher you may target an additional target within 30 feet


Darkbolt

5th - level Evocation


Casting Time: 1 action
Range: Self (120 feet)
Components: V, S
Duration: See Below


With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.

You unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn. Choose one of the following two options when you cast this spell:

  • You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
  • When you cast this spell -and as a bonus action on each of your turns thereafter- you can expend one or two of the bolts to fire them at a target or targets you choose within range. When you use this option, the spell's duration is Concentration, up to 10 minutes.

No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.

Enervation

5th - level Necromancy


Casting Time: 1 action
Range: 25 feet
Components: V, S
Duration: Instantaneous


Drains hit points equal to hit dice.

You fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D4, if it succeeds, divide the end result in half. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell

9

Traitorous Blood

5th - level Necromancy


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


You attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher the duration is concentration, up to 12 hours.

Wall of Souls

5th - level Necromancy


Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bone from a dead creature)
Duration: Concentration, up to 1 minutes


You create a wall made of undead spirits that scares all those who get too close.

You create a wall, up to 60 feet long and 20 feet tall composed by spectral faces of ghosts. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that during its turn enters within 30 feet of that side of the wall, must succeed a Wisdom Saving Throw of be frightened until the wall lasts.

Any creature that enters the wall takes 6d8 Necrotic damage (or half as much on a successful Wisdom Saving Throw).

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d8 for each slot level above 5th


Armor of Flesh

6th - level Necromancy


Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes


Sticks and stones may break my bones but pain with never phase me.

As an action, you touch one undead creature that is at least one size category larger and take control of its motor functions. The target makes a Wisdom saving throw against your spell DC. On failure, you take control of the target and use the targets Strength, Dexterity, Constitution, HP, Natural Armor, Features and Attack actions. However you keep your own Intelligence, Wisdom, Charisma, Feats and Class Features. On failure, the target makes an opportunity attack against you and is immune to this spell for 24 hours. You cannot target an undead creature with Legendary actions or a creature of CR 10 or higher with this spell.

If the target dies, the spell ends except that for the rest of the duration you can stay within the corpse. When the spell's duration ends or it is dismissed with a bonus action, you are phased out of the target. You then land within 5ft of the target.

Aura of Invisibility

6th - level Illusion


Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes


Magic wraps around you and your surrounding allies, hiding them from the view of others.

Until the spell ends, the aura moves with you, centered on you. Each creature of your choice within the aura becomes invisible.

Woeful Stab

6th - level Conjuration


Casting Time: 1 bonus action
Range: Self
Components: V, S, M (one dagger, which the spell consumes)
Duration: Concentration, up to 1 minute


A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration.

You are proficient with the woeful dagger and you may use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. It deals 2d4 piercing damage and is a magic weapon.

Once during the spell's duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw. On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns in an attempt to end the effect.

10

Control Undead

7th - level Necromancy


Casting Time: 1 action
Range: 25 ft
Components: V, S, M (A small piece of bone and a small piece of raw meat.)
Duration: 1 minute

You attepmt to gain control of up to 2 target undead creatures. The targets within range of this spell must make a Wisdom saving throw against your spell DC. On a failure this spell enables you to command the undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead creatures will not attack you. At the end of the spell, the subjects revert to their normal behavior. On a success or after the spell ends the targets becomes immune to the effects for the next 24 hours.

Intelligent undead creatures remember that you controlled them.

Dark Abyss

7th - level Conjuration


Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a dark crystal or a dark pearl that is worth 500 gp, which the spell consumes)
Duration: 1 minute


A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil. A hole through time and space is created, and centered on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it. Each creature within 60 ft. must make a Strength or Dexterity saving throw equal to your spell DC for every round that they are within the range of the vortex. Creatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the center, but are able to move away from the center of the abyss, treating each movement away as difficult terrain. On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole. While there, creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape. Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are dazed until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10.


Mass Life Fades

7th - level Necromancy


Casting Time: 1 action
Range: 60 ft
Components: Somatic
Duration: Instantaneous


The chill of the Plane of Shadows seeps into an area

Target a point within 60 feet. In a 20 foot radius around that, each creature takes 10d6 cold damage and gains 2 levels of exhaustion. On a successful Constitution save, they take half damage and do not become exhausted. The levels of exhaustion from this mystery do not stack with each other, so a creature hit by a second casting would not gain additional levels of exhaustion.

Waves of Exhaustion

7th - level Necromancy


Casting Time: 1 action
Range: 60 ft cone
Components: V,S
Duration: Instantaneous


Ripples of crippling energy emanate from your body.

You raise your hands and thrust them forward as you lean back as crippling energy flies from your finger tips. Creatures within range of this spell must make a Constitution saving throw against your spell DC. On failure, the creature takes 1 level of exhaustion. If a creature fails the save by 5 or more, the creature takes an additional level of exhaustion.

Withering Destruction

7th - level Necromancy


Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a withered flower, a piece of obsidian worth at least 50 gp, and an amethyst worth at least 100 gp)
Duration: Instantaneous


A bolt of dark energy that leaps at the target. You point your finger at the target, and a beam of dark energy leaps from it and strikes your target, dealing 9d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 8 or higher, increase the damage by 1d10.

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Mass Flesh Fails

8th - level Necromancy


Casting Time: 1 action
Range: 60 ft
Components: Somatic
Duration: Instantaneous


You manipulate an area, darkening it and cutting your foes off from some of their strength

You target a point, and all creatures within a 20 foot radius take either 6 ability damage to strengh, 6 ability damage to Dexterity, or 4 ability damage to Constitution. You must select the same type of damage for all the creatures. Ability damage from this spell does not stack, and a creature can only suffer damage to one spell at a time this way. This spell replaces any ability damage delt by the mystery Flesh Fails

Eversion

9th - level Necromancy


Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a humanoid skull, which the spell consumes)
Duration: Concentration, 30 Seconds


With a single gesture, you turn the enemy inside out. When you cast the spell on a living target, it is forced to make a Constitution saving throw. On a failed save, the target take 6d12 necrotic damage and looses half of its speed. On a successful save it takes half damage and its speed is reduced by 25%.

Each round you maintain concentration on this spell, you force the target to take additional Constitution saving throws:

Round 2. On a failed save, you deal 6d12 necrotic damage to the target, and its speed is reduced to 0. On a successful save it takes half damage and its speed is reduced to 50% of its original total movement speed.

Round 3. On a failed save you deal 6d12 necrotic damage to the target, and give the target a disadvantage on attack rolls. On a successful save the target takes half damage and is not disadvantaged.

Round 4. On a failed save you deal another 6d12 necrotic damage to the target, and give the target disadvantage on ability checks and saving throws. On a successful save the target takes half damage and is disadvantaged only on saving throws.

Round 5. On a failed save you deal 12d12 necrotic damage to the target.

When casting this spell or at anytime during its continuation, the target is already under or drops to under 100 hit points it is turned fully inside out and dies.

If the spell is used against an object, it automatically fails its save and is destroyed. All constructs are immune to this spell.


Spirit Maelstorm

9th - level Necromancy


Casting Time: 1 action
Range: 200 ft
Components: V, S
Duration: Concentration, 1 minute


You bring forth a maelstrom of spirits that destroy those in it by calling the spirits surrounding you. You invoke their fury to create a giant maelstrom of vicious spirits, destroying anything in it's wake. The maelstrom swirls on a circle of 80 feet diameter, any creature that starts it's turn in it must make a Wisdom saving throw, on a failure they take 15d8 necrotic damage and 15d8 force damage, on a success they only take half. As a bonus action, on your turn you can move the maelstrom, anything in it's path must make the saving throw or take the damage.

Any creature that isn't inside the maelstrom but is at least 40 feet away from it and can see the spell must also make a Wisdom save throw, if they fail they become frightened of the maelstrom, and must use their turns to run away from it. If they success they won't become frightened, but they still won't get closer than 40 feet from it intentionally.

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