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  Contents
  Contents
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  Introduction
  Introduction
  The Forces of life and Death
  The Forces of life and Death
  What is Necromancy?
  What is Necromancy? ................................................
  What is Positive Energy?
  What is Positive Energy? ........................................
  What is Negative Energy?
  What is Negative Energy? .....................................
  What is an Undead
  What is an Undead ........................................................
  Necrology
  Necrology .............................................................................
  The Dread Necromancer
  The Dread Necromancer
  Class Features
  Class Features ..............................................................
  Dark Paths
  Dark Paths ........................................................................
  Path of the Nightmare ...............................................................
  Path of the Centurion ................................................................
  Path of the Rider .........................................................................
  Path of the Spiritcatcher ...........................................................
  Path of the Plaguebringer .........................................................
  Path of the Death Master ..........................................................
  New Spells
  New Spells
  Spell Lists
  Spell Lists ..........................................................................
  Spell Descriptions
  Spell Descriptions ...................................................
  Cantrips ........................................................................................
  1st Level .......................................................................................
  2nd Level ......................................................................................
  3rd Level .......................................................................................
  4th Level .......................................................................................
  5th Level .......................................................................................
  6th Level .......................................................................................
  7th Level .......................................................................................
  8th Level .......................................................................................
  9th Level .......................................................................................
  Unusual Spells
  Unusual Spells .............................................................
  Cyst Spells ...................................................................................
  Wormbound Spellls ...................................................................
  Corrupt Spells .............................................................................
  Other Character Options
  Other Character Options
  Feats
  Feats .........................................................................................
  Multiclassing
  Multiclassing ...............................................................
  Races
  Races ........................................................................................
  Backgrounds
  Backgrounds ..................................................................
  Equipment
  Equipment .......................................................................
  Cleric Domains
  Cleric Domains .........................................................
  Paladin Oaths
  Paladin Oaths ............................................................
  Ranger Conclaves
  Ranger Conclaves ..................................................
  Gods of Undeath
  Gods of Undeath ....................................................
  Other DM Options
  Other DM Options
  Spell Schools
  Spell Schools ..............................................................
  New Damage Types
  New Damage Types ..................................................
  Undead Minions
  Undead Minions .......................................................
  Deathless
  Deathless .........................................................................
  Variant Turning & Rebuking
  Variant Turning & Rebuking .....................
  Animate Dead & Create Undead
  Animate Dead & Create Undead ............
  Haunting Presences
  Haunting Presences .............................................
  Curses
  Curses ..................................................................................
  Dealing with Resurrection
  Dealing with Resurrection ........................
  "Zombie, Do This!"
  "Zombie, Do This!" ................................................
  Uncontrolled Zombies?
  Uncontrolled Zombies? .................................
  Necromantic Rituals
  Necromantic Rituals .........................................
  Dark Gifts
  Dark Gifts .......................................................................
  Terrain
  Terrain ...............................................................................
  Diseases
  Diseases ..............................................................................
  Cursed Weather
  Cursed Weather ........................................................
  Special Equipment
  Special Equipment .................................................
  Magic Items ...............................................................................
  Artifacts ......................................................................................
  Magic Locations .......................................................................
  Positoxins ..................................................................................
  New Monsters
  New Monsters
  Appendix: Other Resources
  Appendix: Other Resources
  Extras
  Extras
  Created by JAPG. 
  Created using the Homebrewery, with formatting tips from
  this document. You can find my other Homebrewery works
  here. 
  Current Version: 1.0 
  Cover image: Necromancer Lich by Daniel Comerci
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  Introduction
  Introduction
  T
  his book is a collection of resources for both
  players and DMs, heavily themed around
  necromancy, undeath, and dark magic.
  Whether you are a DM looking to design a new
  villain, or a player dissatisfied with the options
  for a necromancer in the Player's Handbook, I
  hope you find this book useful.
  The Dread Necromancer
  The Dread Necromancer
  In 5e, necromancer wizards are quite powerful, because
  wizards are powerful. However, necromancer wizards don't
  make particularly good necromancers. They end up playing
  much like any other wizard.
  The dread necromancer is a response to that problem. It is
  a highly specialized class that is the absolute master of
  necromancy, but unable to do much else. If you like the idea
  of having an unusually powerful minion, or specializing in
  fear effects, or having a legion at your beck and call, this class
  is for you.
  Spells
  Spells
  What would a splatbook be without new spells? I have a
  metric ton of these. Most are converted from 3.5, with a fair
  amount pulled from AD&D. A few are of my own design.
  I generally balance towards the upper end of the curve—so
  my second level spells are balanced off of blindness/deafness
  or suggestion, not enthrall or Melf's acid arrow. However, I
  have also worked hard to ensure that they are not
  overpowered, with a few exceptions.
  It is my belief that 9th level spells, and content for 17th
  level or above in general, should be overpowered. If you
  disagree with how I have balanced things, feel free to nerf any
  of my spells.
  For obvious reasons, almost every spell here is in the
  necromancy school. This is definitely not meant to be a nerf
  to the other schools of magic! If you have a diviner or
  transmuter player, by all means, give them more options. But
  that falls outside the scope of this book, which is about
  necromancy. You can find some of my work for other classes
  here.
  Monsters
  Monsters
  This book has a cornucopia of monsters, many of them from
  the excellent work Libris Mortis. Most of them are undead,
  though not all. Additionally, quite a few variant abilities are
  provided for some old favorites, and I've also incorporated
  many templates so that you can quickly build a zombie
  dragon or a bodak hydra.
  Other Stuff
  Other Stuff
  I've included a variety of other options for both players and
  DMs For players, there are subclasses, equipment, a new
  race, feats, and more.
  For DMs, I provide variant rules, advice on dealing with
  common quandries such as minionmancy and resurrection,
  and a variety of inspiration for creating necromancer NPCs
  and designing adventures featuring them. This is also where
  I put some rules about dark magic in general, such as cursed
  weather and terrain hazards.
  Adaptation
  Adaptation
  By and large, the material below is setting-neutral. However,
  some of the gods exist in specific settings (Velsharoon in the
  Forgotten Realms, for instance), and a few assorted odds and
  ends have ties to specific settings (the Irian crystal, for
  instance, is tied to the plane of Irian in the Eberron setting).
  Some spell names are setting-specific as well, such as Tvash-
  prull's bonefiddle.
  If you are a player, talk to your DM about similar
  equivalents for your setting (Greyhawk has the god Mellifleur,
  who is very similar to Velsharoon, and there might be a
  notorious bard to take the place of Tvash-prull) or how they
  might fit in (perhaps in Planescape, the Irian crystal is found
  on the Plane of Positive Energy, or mined from the
  Quasielemental Plane of Mineral). If you are a DM, use your
  own imagination, look up what other DMs have done, or send
  me a message and I'll be happy to provide ideas!
  Personal Note
  Personal Note
  Necromancy actually isn't my favorite school of magic; that's
  divination. However, I was overall rather satisfied with the
  depiction of diviners in 5e, while I was seriously
  disapppointed with necromancers. So I wrote this book to
  make necromancy more flavorful and more viable.
  I have spent hundreds of hours reading dozens of books to
  create this text. I hope you enjoy learning the secrets of the
  undead as much as I enjoyed writing them!
   
  Image used: 
  "Lich" 
  by Battle for Wesnoth
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  The Forces of Life and Death
  The Forces of Life and Death
  B
  efore diving into the mechanics, I've written up
  a brief discussion of several concepts that must
  be discussed to properly understand
  necromancy and the undead.
  What is Necromancy?
  What is Necromancy?
  “Necromancy is not just one school of magic
  among many. It is an Art, one that requires the
  Artist’s entire devotion.”
  —Kazerabet, Angel of the Dark
  Necromancy is perhaps the most maligned and least
  understood school of magic. In some regions, it is banned
  outright; in others, it forms the backbone of society. It is
  frequently feared, frequently distrusted, and there are those
  who say that good folk have no business involving themselves
  in it.
  But what really is necromancy? I shall begin by listing what
  it is not.
  Necromancy is not inherently evil. It can certainly be
  applied to evil purposes, and indeed evil necromancers
  include some of the mightiest foes of good. But the school
  of magic, in and of itself, is not evil.
  Necromancy is not just reanimation of the dead. One of
  the necromantic arts is reanimation, and reanimation
  makes up the majority of many a necromancer's interest.
  But the school has many other applications as well.
  Necromancy is not the exclusive domain of the wizard,
  nor the cleric. Both have access to tricks and techniques
  the other lacks.
  Put simply, necromancy is the school of magic that
  manipulates, creates, or destroys life or lifeforce. It
  includes the animation of the dead and creation of the
  undead, the resurrection of the living, healing and life drain,
  and a variety of curses and debilitating spells.
  Necromancy often channels energy from either the Positive
  Energy Plane or the Negative Energy Plane. Sometimes, it
  manipulates lifeforce already present, such as in the
  blindness/deafness spell.
  Colors of Necromancy
  Colors of Necromancy
  Three colors of necromancy exist: black, gray, and white.
  These do not deal with morality, but rather the spell's nature.
  Black necromancy is destructive, gray necromancy provides
  utility, and white necromancy heals. Note that destruction
  can be used for good, and healing for evil.
  Black Necromancy
  Black Necromancy
  Black necromancy destroys or weakens life. Generally
  speaking, any necromancy spell that deals hit point damage
  or requires a saving throw is black necromancy.
  Gray Necromancy
  Gray Necromancy
  Spells that neither harm nor heal the living fall into gray
  necromancy. Animate dead belongs here, as the creation of a
  skeleton deals no harm—but ordering it to attack a village
  certainly does, while ordering it to save villagers is a
  decisively helpful act. Astral projection and speak with dead
  are two more gray spells.
  White Necromancy
  White Necromancy
  White necromancy helps; it does not harm. Spells such as
  cure wounds, raise dead, and false life are all white
  necromancy.
  Different Colors
  Different Colors
  The colors described here are different than the
  ones in the Complete Book of Necromancers. If
  you want to use that book's rules, have gray
  necromancy include most damaging and disabling
  spells, and black necromancy only the darkest and
  most fearsome ones, such as necrotic termination.
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  What is Positive Energy?
  What is Positive Energy?
  “Life is like anything, berk. Too much is just as bad
  as too little.”
  —Kansmaath Hugh, planewalker
  Positive energy is power incarnate, the stuff that drives life. It
  fuels all living beings, from worms to humans to demon
  lords. It is creation, growth, vigor, and nothing can live
  without it.
  However, positive energy can be dangerous to the living. It
  can be channeled into searing destruction to overload flesh
  and spirit—many (though not all) spells that deal radiant
  damage use positive energy to kill.
  A common misconception is that positive energy is good.
  While it is certainly beneficial for a creature to have in
  moderation, it has no moral alignment any more than fire
  does. It is a force of nature. If you have access to the 3.5 book
  Elder Evils, the monster Ragnorra is a superb example of
  positive energy turned to wicked purposes.
  What is Negative Energy?
  What is Negative Energy?
  “Anyone who's seen a rotten, decayed piece of
  wood that was once part of a vibrant, living tree
  tumbles to the forces embodied in the Negative
  Energy Plane.”
  —Tarsheva Longreach, planewalker
  Negative energy is the polar opposite of positive energy,
  manifesting as the decay and entropy that ultimately befall all
  things. It withers flesh, rots corpses, and desiccates tissue.
  Every living thing has a drop inside them, as they age and
  grow weak, that drop expands into a lake.
  It also fuels undead. All undead, no matter their alignment,
  draw upon this wellspring of decay to exist. However,
  negative energy can either be used to destroy undead
  (withering their flesh further), or to repair and strengthen
  them (reinvigorating them with the power that drives them.)
  Negative energy is not evil. It cares nothing for alignment.
  It is comparable to fire or earth—an elemental building block
  of reality. It is gruesome, and even frightening, but it is
  necessary. If negative energy somehow stopped existing,
  nothing in the world would decay, and no resources would
  ever be returned to the ground.
  What is an Undead?
  What is an Undead?
  Undead come in many forms, but almost every undead is a
  creature or a part of a creature that was once alive. (A few,
  such as the vasuthant, were never alive, but such creatures
  are extremely unusual.) Beyond that, massive variation is
  possible. However, there are several metrics on which
  undead can be categorized:
  Undead Classification
  Undead Classification
  Corporeal or Incorporeal
  Corporeal or Incorporeal
  A corporeal undead has a body; an incorporeal one does not.
  Shadows are a strange case, as they are corporeal but can
  flow like water.
  Rotting or Preserved
  Rotting or Preserved
  Some undead continue to decay long after death, such as
  zombies; others, like mummies, are kept in suspended
  animation from the negative energy coursing through them.
  Complete or Partial
  Complete or Partial
  Wights and zombies are full bodies raised together. Crawling
  claws and brains-in-a-jar are single body parts, and raiments
  are nothing but clothes animated by suffering and hate.
  Mindless or Sentient
  Mindless or Sentient
  Zombies possess no mind, while liches are gifted with
  superhuman brilliance. Others, such as wights, have
  intelligence normal for humans. Liches, wights, and other
  sapient undead still have their souls within them, while a
  zombie's soul has passed on to whatever afterlife awaited it.
  Humanoid or Monstrous
  Humanoid or Monstrous
  Many undead are the remnants of dead humanoids. A few,
  however, are formed from nonhumanoid creatures, such a
  dracoliches, nightcrawlers, and beholder zombies.
  Undead Alignment
  Undead Alignment
  The majority of sapient undead are evil. Hateful, cruel people
  generally have more lingering grudges or regrets and are
  thus more likely to return from the grave.
  However, there are many reasons why a good person might
  consign themselves to an eternity trapped on the Material
  Plane. Some people who suffered awful fates return as
  revenants, determined to bring their killers to justice; others
  with wrongs to right become ghosts.
  Additionally, some good souls intentionally embrace
  undeath. The most popular avenue towards undeath for such
  individuals is through the Ritual of Crucimigration, which
  turns them into necropolitans. Furthermore, the mightiest
  mages can become liches, and good liches do exist.
  Because of the above factors, undead can be of any
  alignment. However, note that most of the more powerful
  "species" of undead are usually evil, such as wraiths, wights,
  and liches. In contrast, necropolitans (among the weakest
  sapient undead) have no predisposition towards evil.
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  Undead Powers
  Undead Powers
  Undead have as much variation in powers as the living do.
  However, some powers are particularly common to them.
  Ability Drain
  Ability Drain
  Some undead have a touch that can reduce ability scores.
  The most well-known creatures with this power are the
  shadows, who possess a fearsome Strength drain.
  Death
  Death
  A bodak can kill a creature by looking at it. Not many undead
  have a death gaze, but those that do are horrific opponents.
  Disease
  Disease
  Some undead can inflict awful diseases with but a touch.
  Mummy rot is widely known and feared, but it is not the only
  plague carried by the undead.
  Fear
  Fear
  Undead make terrifying foes by themselves, but many have
  access to a supernatural sort of fear—the fear that, with only
  a glance, can leave an archmage running screaming.
  Life Drain
  Life Drain
  An iconic ability of the unliving is the power to suck out life
  with a touch. A wraith's caress deals necrotic damage, and
  reduces the target's maximum HP. Wights can similarly
  destroy lifeforce with but a touch.
  Paralysis
  Paralysis
  Signature weapon of the ghouls, paralysis enables an
  unliving creature to render its foe helpless. A pack of ghouls
  can leave an entire adventuring party frozen in silent
  screams.
  Necrology
  Necrology
  Most undead have no need to eat. They are sustained from
  the negative energy flowing through them, though they can
  still partake in food if they wish.
  A few undead must feed on the living or their bodies will
  start to decay. Vampires need to drink blood.
  A larger group of undead have no bodily need to eat, but
  have a deep psychological need. If they do not eat, they will
  degenerate into mindless hunters until they feed. Wraiths,
  wights, and specters are three members of this group.
  Not Required
  Not Required
  An entry under this column means that an undead can
  partake in the food listed, but it need not. For example, a
  banshee may find lifeforce very delectable, but it can exist
  perfectly well without ever consuming it.
  Inescapable Craving
  Inescapable Craving
  Some undead have no “bodily” requirement to feed, and
  could continue to exist solely on negative energy, but are
  driven to their diet all the same by inescapable cravings.
  These cravings, denied too long, could turn even a sentient
  undead to mindless hunger. Once the feeding is
  accomplished and the hunger sated, the intensity of the
  craving drops back to a tolerable level, but it is a cycle
  doomed to repeat itself.
  Diet Dependent
  Diet Dependent
  Some undead must feed on the living to retain either their
  mobility or some of their other abilities. The link to the
  Negative Energy Plane for undead of these sort grows
  increasingly tenuous the longer they are denied the necessary
  food. At some point, their mobility or one or more specific
  abilities are suppressed until they can feed again.
  However, no matter how enervated by lack of feeding,
  undead cannot be starved to the point of permanent
  deanimation. A fresh infusion of their preferred food can
  always bring them back to their full abilities. Most diet-
  dependent undead can go for 3d6 months before losing all
  mobility.
  Table 1-1: Undead Diet
  Table 1-1: Undead Diet
  Undead Variety
  Undead Variety
  Not
  Not
  Required
  Required
  Inescapable
  Inescapable
  Craving
  Craving
  Diet
  Diet
  Dependant
  Dependant
  Acidwraith
  —
  Organic matter —
  Alhoon
  —
  —
  —
  All-Consuming
  Hunger
  —
  Bodies
  —
  Allip
  —
  Sanity
  —
  Ashen Husk
  Moisture
  —
  —
  Atropal
  —
  —
  —
  Bane Wraith
  —
  Lifeforce
  —
  Banshee
  Lifeforce
  —
  —
  Blackskate
  —
  —
  —
  Blaspheme
  —
  Strength
  —
  Bleakborn
  —
  —
  Warmth
  Bloodhulk
  —
  —
  —
  Bodak
  —
  —
  —
  Bone Naga
  —
  —
  —
  Boneclaw
  —
  —
  —
  Bonedrinker
  —
  Constitution
  —
  Bonespur
  —
  —
  —
  Boneworm
  —
  —
  —
  Boneyard
  —
  —
  —
  Brain in a Jar
  —
  —
  —
  Cinderspawn
  —
  Warmth
  —
  Crawling Claw
  —
  —
  —
  Cursed Spirit
  —
  Lifeforce
  —
  Curst
  —
  —
  —
  Death Knight
  —
  —
  —
  Death Tyrant
  —
  —
  —
  Deathlock
  —
  —
  —
  Deathshrieker
  —
  —
  —
  Demilich
  Souls
  —
  —
  Dessicator
  —
  Moisture
  —
  Dread
  Fear
  —
  —
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  Undead Variety
  Undead Variety
  Not
  Not
  Required
  Required
  Inescapable
  Inescapable
  Craving
  Craving
  Diet
  Diet
  Dependant
  Dependant
  Dread Warrior
  —
  —
  —
  Dream Vestige
  —
  Bodies
  —
  Eidolon
  —
  —
  —
  Entomber
  —
  —
  —
  Ephemeral Swarm —
  Lifeforce
  —
  Eye of Fear and
  Flame
  —
  —
  —
  Famine Spirit
  —
  Food
  —
  Flameskull
  —
  —
  —
  Forlorn Husk
  —
  Moisture
  —
  Ghost
  —
  —
  —
  Ghost Brute
  —
  —
  —
  Ghostly Visage
  Fear
  —
  —
  Ghoul
  —
  —
  Flesh
  Gravecrawler
  —
  —
  —
  Gravehound
  —
  —
  —
  Grimweird
  Lifeforce
  —
  —
  Hopping Vampire —
  Ki
  —
  Huecuva
  —
  —
  —
  Hulking Corpse
  —
  —
  —
  Jolly Roger
  —
  —
  —
  Karrnathi Dread
  Marshal
  —
  —
  —
  Karrnathi Skeleton —
  —
  —
  Karrnathi Zombie —
  —
  —
  Kyuss Spawnling
  —
  —
  —
  Lich
  —
  —
  —
  Mind Flayer Lich
  Brains
  —
  —
  Mummy
  —
  —
  —
  Necromental
  —
  Lifeforce
  —
  Necropolitan
  —
  —
  —
  Necrosis Carnex
  Lifeforce
  —
  —
  Nightwalker
  —
  Lifeforce
  —
  Phantom Warrior —
  —
  —
  Plague Blight
  —
  —
  —
  Plaguelost
  —
  Lifeforce
  —
  Poltergeist
  —
  —
  —
  Quell
  —
  —
  —
  Raiment
  —
  —
  —
  Remnant
  —
  —
  —
  Revenant
  —
  —
  —
  Salt Mummy
  —
  —
  —
  Serpentir
  —
  Flesh
  —
  Shadow
  —
  Strength
  —
  Shadow Assassin
  —
  Strength
  —
  Sheet Phantom
  —
  —
  —
  Skeleton
  —
  —
  —
  Skeleton Warrior
  —
  —
  —
  Skin Kite
  —
  —
  Skin
  Skulking Cyst
  —
  Blood
  —
  Skull Lord
  —
  —
  —
  Slaughter Wight
  —
  Lifeforce
  —
  Slaymate
  —
  —
  —
  Spawn of Kyuss
  —
  —
  —
  Specter
  —
  Lifeforce
  —
  Spectral Rider
  Lifeforce
  —
  —
  Strahd Zombie
  —
  —
  —
  Sword Wraith
  —
  —
  —
  Tomb Mote
  —
  —
  —
  Topi
  —
  —
  —
  Ulgurstasta
  —
  Bodies (Int)
  —
  Vampire
  —
  Lifeforce
  Blood
  Vampiric Mist
  —
  Lifeforce
  Blood
  Vassalich
  —
  —
  —
  Vasuthant
  —
  Lifeforce
  —
  Vilewight
  —
  Lifeforce
  —
  Visage
  —
  —
  —
  Voidwraith
  —
  Breath
  —
  Wight
  —
  Lifeforce
  —
  Will-o'-Wisp
  —
  Life
  —
  Wraith
  —
  Lifeforce
  —
  Yellow Musk
  Zombie
  —
  —
  —
  Zombie
  —
  —
  —
  Zombie, True
  Strahd
  —
  —
  —
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  Variant Rule: 
  Variant Rule: Undead Hunger
  Undead Hunger
  This variant rule is best applied to undead player
  characters that are diet dependent or have
  inescapable cravings. These rules work less well for
  undead that spend years or more locked away in
  tombs before getting a chance to feed. However,
  the DM may decide to use these rules on a case-
  by-case basis for NPC or monster undead as well.
  The hunger felt by an undead with the need for
  sustenance is akin to an addiction. Like living
  creatures with an extreme craving for some
  chemical substance, hungry undead are prone to
  erratic, violent, and sometimes self-destructive
  behavior if they are denied their preferred morsels.
  Hunger Type
  Hunger Type
  Satiation
  Satiation DC
  DC Ability Reduction
  Ability Reduction
  Inescapable craving 2 days
  20 1d4 Wis
  Diet dependent
  1 week
  15 2d4 Str
  Satiation
  Satiation
  An undead with an inescapable craving has its
  Wisdom score reduced each other day unless it
  makes a successful DC 20 Wisdom save. This
  reduction lasts until it feeds again or receives a
  greater restoration spell. A diet-dependent undead
  takes a reduction every week unless it makes a
  successful DC 15 Wisdom save. Each time an
  undead feeds on its preferred morsel, it is satiated
  and need not make these saving throws for the
  satiation period noted on the table. After the
  satiation period wears off, the undead once again
  grows hungry.
  Ability Reduction
  Ability Reduction
  An undead’s need to feed is like a mental spike
  boring into its awareness, dealing the indicated
  reduction each day unless the undead succeeds on
  the saving throw or feeds. An undead immediately
  is cured of all the ability reduction it has taken if it
  manages to feed.
  As the undead goes longer and longer without
  feeding, potentially losing Wisdom all the while,
  the undead grows increasingly unbalanced. It mulls
  over plans that would allow it to feed—plans it
  would likely consider too risky were it completely
  sane. When the undead reaches 0 Wisdom, it
  retains no volition of its own, no judgment to deter
  it from seeking its preferred morsel, even if the
  undead’s utter destruction seems likely thereafter.
  (A player character who reaches 0 Wisdom from a
  failure to feed is temporarily remanded to the DM,
  who plays the undead as a ravening beast until the
  character has fed.)
  An intelligent undead sometimes plans for this
  eventuality, even arranging to have itself locked
  away in a self-constructed vault from which it is
  unable to escape. It will stay there until a
  prearranged third party provides the undead with
  its preferred morsel (presumably in a fashion that
  does not endanger the third party, though
  accidents do happen).
  Origin of Undeath
  Origin of Undeath
  Numerous theories exist concerning the nature of undeath,
  and though some hypotheses compete with or contradict one
  another, others reinforce or overlap each other. While these
  conjectures may not agree on the origins of unlife, most of
  them at least assert that this condition is generally visited
  upon the bodies of recently deceased creatures. Below are
  some of the more widely accepted theories about the origins
  of this affliction.
  Atrocity Calls to Unlife
  Atrocity Calls to Unlife
  Evil acts can resonate in multiple dimensions, opening
  cracks in reality and letting the blight creep in. A sufficiently
  heinous act may attract the attention of malicious spirits,
  bodiless and seeking to house themselves in flesh, especially
  recently vacated vessels. Such spirits are often little more
  than nodes of unquenchable hunger, wishing only to feed.
  These comprise many of the lesser undead, such as ghouls.
  Sometimes these evil influences also manage to reinvigorate
  the decaying memories of the body’s former host. Thus, some
  semblance of the original personality and memories remain,
  though the newly awakened being is invariably twisted by the
  inhabiting spirit, resulting in an evil, twisted, and intelligent
  creature. However, this being is not truly inhabited by the
  spirit of the original creature, which has left to seek its
  ultimate destiny in the Outer Planes. This amalgamation is
  something entirely new.
  Other times, atrocious deeds call dark, reanimating spirits
  into the fleshy form of the newly deceased, leaving the
  original spirit intact. This might happen if the person was
  already evil, or was tempted to evil in life. Alternatively, some
  good spirits might be trapped within their bodies, such as in a
  revenant's empty corpse or a crypt spawn's dessicated body.
  The evil act need not even be committed by the creature.
  Many ghosts are created by another's horrible actions, and
  some other undead also form in this way.
  Negative Energy as a Supportive Force
  Negative Energy as a Supportive Force
  While atrocity may serve as a trigger for unlife, it is not
  enough to bring about a transformation of this magnitude on
  its own. It requires the very energy that drives dark spirits
  and their unquenchable thirst for life. That which is dead has
  no vitality, so where does the energy of animation come from?
  Negative energy provides the power for this metamorphosis.
  Just as blood suffuses living creatures, negative energy
  suffuses undead, providing them all their abilities, from
  mobility to sentience, from flesh-eating to soul-devouring.
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  Negative Energy as a Draining Force
  Negative Energy as a Draining Force
  Some claim that undead exist concurrently on the Material
  Plane and the Negative Energy Plane. More precisely, they
  believe that undead on the Material Plane are linked to the
  Negative Energy Plane via a conduit, just as life itself
  somehow partakes of positive energy.
  The Negative Energy Plane is the heart of darkness—the
  hunger that devours souls. It is a barren, empty place, a void
  without end, and a place of vacant, suffocating night. Worse, it
  is a needy, greedy plane, sucking the life out of anything
  vulnerable to its grasp. Heat, fire, and life itself are all drawn
  into the maw of this plane, which perpetually hungers for
  more.
  The very existence of even the weakest undead produces a
  constant drain on the energies of the Material Plane, which
  accounts for sensations of cold often attributed to the
  unliving. As part of the enchantment of their creation, undead
  “siphon” a bit of the energy flowing from the Material Plane
  toward the Negative Energy Plane. This “stolen” energy
  serves to power their ongoing existence.
  More powerful undead have a stronger connection to the
  Negative Energy Plane and are therefore able to siphon even
  more Material Plane energy for their own purposes before it
  is forever lost in the Final Void. This type of animation is
  known as necromancy, but it could also be called entropic
  animancy. Wizards speculate that magic might be able to link
  objects or corpses to the Positive Energy Plane, in this case
  reversing the flow of energy.
  Undeath as Contagion
  Undeath as Contagion
  Many undead have methods of propagating their curse
  among their previously living victims. For instance, those
  infected by the diseased bite of a ghoul may contract ghoul
  fever. Those who perish from this rotting illness rise at the
  next midnight as ghouls themselves. In this way, some
  undead recruit the formerly living into their shuffling ranks.
  Undead propagate in a sick parody of life’s method of
  multiplying. Worse yet, undead proliferation is far quicker,
  easier, and doesn’t require the consent of the creature to be
  made undead—only a victim’s inability to drive off the grave-
  born attacker.
  Purposeful Reanimation
  Purposeful Reanimation
  Count on the knowledge-seekers to pursue too far the spark
  of life, and the dark fruits of death. Some seek death’s secrets
  out of fear, thinking that by overcoming mortality, they will
  have no more to dread. Mages who tread this road to its
  conclusion sometimes embrace death completely, though
  they do not become immortal but simply enduring.
  Spellcasters who adopt this existence are commonly known
  as liches. To their sorrow, most find that forsaking all the
  pleasures of life while continuing to exist is a fate worse than
  the absolution of true death. Others probe the boundaries
  between one’s last breath and the final silence solely for the
  sake of knowledge. Shorn of conscience or any passion other
  than the need to know the truth, these dabblers have been
  responsible for plagues of zombies, soul-snuffing winds, and
  other atrocities.
  Sometimes these learned mages also experiment with
  animation of inert matter that shares many properties with
  the animation of undead, especially when the inert matter in
  question is composed of the cast-off body parts of once-living
  creatures. Such creations are commonly known as flesh
  golems. However, as similar as a flesh golem (or any other
  construct) may appear to a zombie, constructs and undead
  remain separate entities, for two main reasons. First,
  negative energy is not a requisite power for any common
  construct, including flesh golems. Negative energy does not
  energize constructs, nor does negative energy play a part in
  the methods whereby constructs can afflict foes. Second,
  constructs are animated by elemental spirits. By some
  people’s estimation, this similarity is too close for comfort,
  but most feel that the difference is great enough to warrant a
  clear separation of type.
   
  Image used: 
  "Orb Wraith" 
  by WOTC
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  The Dread Necromancer
  The Dread Necromancer
  F
  inishing the ritual chant to animate the dead, the
  elf smiles as the corpse's eyes flicker awake. It
  groans, and climbs to join the army gathered
  behind her. With another word, she bolsters her
  undead, flooding them with so much negative
  energy no cleric could ever hope to turn them.
  As a human in black leather extends his hand, a surge of
  negative energy flows into the injured wight, mending its
  wounds and stitching its flesh back together. The wight
  smiles coldly, and picks up its sword, ready to charge back
  into battle.
  An elderly tiefling looks at the horde of undead, led by a
  coldly blazing death knight. She whispers a word, and
  suddenly the death knight remembers what it is to be afraid.
  The orc shaman reaches down to the dying warrior. She
  extends a hand to him, and he finds the strength to rise once
  more. With a roar, he charges back into battle.
  Calling up the spirit of an ancient scholar, the gnome
  learns the trick of creating entombers. He turns to his
  custom-built undead with a glint in his eye.
  Lords and Ladies of Undeath
  Lords and Ladies of Undeath
  “Come, let us explore the art of necromancy
  together.”
  —Kazerabet, Angel of the Dark
  Many claim the title of the necromancer. From clerics of the
  gods of undeath to specialist wizards to warlocks bound to
  liches, animating the dead is a feat many can accomplish.
  But none of those can match a dread necromancer for
  mastery over life and death. The dread necromancer is a rare
  caster who focuses all of his or her efforts on the undead.
  Though they have far fewer options than the mighty wizards,
  and lack the raw supportive power of a bard, no other class is
  the equal of the dread necromancer when it comes to
  creation and manipulation of the undead.
  The Touch of Death
  The Touch of Death
  “Life and death are one, for all living things die in
  time. Death is not an ending, but a beginning.
  Since one’s living days are but a fraction of the
  eternal existence of death, life is but a useless
  distraction to the study and understanding of the
  long darkness to come.”
  —Unknown
  You have the power of life, death, and undeath coursing
  through your veins. Whether you were born with this power
  or discovered it later in life, it is a part of you. You can wither
  flesh with but a touch, and raise the dead as shambling
  corpses with more powerful magic.
  Religion and Philosophy
  Religion and Philosophy
  Many dread necromancers put little faith in the gods--after all,
  a dread necromancer has power over life and death blazing
  through his or her veins. Some revere general gods of magic,
  others gods of life or death, and a significant portion worship
  the gods of undeath, such as dreaded Kyuss. Many of
  Mellifleur's faithful come from the ranks of the dread
  necromancer.
  Outside of gods, the Blood of Vol (Eberron) has many
  dread necromancers within its fold, and in Planescape more
  than a few of this path belong to the Dustmen.
  Alignment
  Alignment
  With their talent at destroying life, commanding undead, and
  their ultimate transformation into liches, one might think that
  all dread necromancers are irredeemable monsters. This is
  categorically incorrect. There are many evil dread
  necromancers, but that only makes the good-aligned ones
  shine brighter.
  In the end, dread necromancers are the ultimate
  practitioners of necromancy, and necromancy is a tool. Like
  any tool, it can be wielded for good or for evil.
  Creating a Dread Necromancer
  Creating a Dread Necromancer
  The most important question to consider when creating your
  necromancer is how you feel about your powers. Do you
  embrace your mastery of life and death? Do you view it as a
  curse or a blessing? Has your connection to the powers of the
  grave made you cold and cynical, or are you overflowing with
  compassion for others?
  Quick Build
  Quick Build
  You can make a dread necromancer quickly by following
  these suggestions. First, Charisma should be your highest
  ability score, followed by Constitution. Second, choose the
  necrologist background. Third, choose the blood transfusion,
  minor illusion, and chill touch cantrips. For Dark Secrets,
  choose healing word and ghost light.
  Variant: Scholarly Necromancer
  Variant: Scholarly Necromancer
  The writeup below is designed for someone with
  an innate connection to the forces of life, death,
  and undeath, thematically similar to a sorcerer.
  However, there's no reason you couldn't play a
  character more like a wizard who has focused his
  or her talents on necromancy to the exclusion of all
  else. In this case, replace all instances of
  "Charisma" in the class features with "Intelligence."
  This is not a significant buff nor nerf, as both
  Charisma and Intelligence are "secondary stats"
  (with the primary being Constitution, Dexterity,
  and Wisdom).
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  The Dread Necromancer
  The Dread Necromancer
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  Cantrips
  Cantrips
  Known
  Known
  1st
  1st 2nd
  2nd 3rd
  3rd 4th
  4th 5th
  5th 6th
  6th 7th
  7th 8th
  8th 9th
  9th
  1st
  +2
  Spellcasting, Charnel Touch, Dark Secrets
  3
  2
  — — — — — — — —
  2nd
  +2
  Dark Path, Channel Negative Energy
  3
  3
  — — — — — — — —
  3rd
  +2
  Eyes of the Grave, Aura of Doom
  3
  4
  2
  — — — — — — —
  4th
  +2
  Ability Score Improvement, Dark Secrets
  4
  4
  3
  — — — — — — —
  5th
  +3
  Command Undead, Fear Aura, Charnel Touch (2d8)
  4
  4
  3
  2
  — — — — — —
  6th
  +3
  Channel Negative Energy (2/rest), Dark Path feature
  4
  4
  3
  3
  — — — — — —
  7th
  +3
  Unliving Infusion (resistance to necrotic)
  4
  4
  3
  3
  1
  — — — — —
  8th
  +3
  Ability Score Improvement, Command Undead (CR 1),
  Dark Secrets
  4
  4
  3
  3
  2
  — — — — —
  9th
  +4
  Unliving Infusion
  4
  4
  3
  3
  3
  1
  — — — —
  10th
  +4
  Dark Path feature
  5
  4
  3
  3
  3
  2
  — — — —
  11th
  +4
  Command Undead (CR 2), Eyes of the Grave
  improvement, Charnel Touch (3d8)
  5
  4
  3
  3
  3
  2
  1
  — — —
  12th
  +4
  Ability Score Improvement, Dark Secrets
  5
  4
  3
  3
  3
  2
  1
  — — —
  13th
  +5
  Unliving Infusion (immunity to necrotic)
  5
  4
  3
  3
  3
  2
  1
  1
  — —
  14th
  +5
  Command Undead (CR 3), Dark Path Feature
  5
  4
  3
  3
  3
  2
  1
  1
  — —
  15th
  +5
  Cloak of Unlife, Aura of Doom improvement
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  +5
  Ability Score Improvement, Keeper of Secrets
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  +6
  Command Undead (CR 4), Unliving Infusion (immune to
  ability score reduction), Charnel Touch (4d8)
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Channel Negative Energy (3/rest), 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
  Apotheosis of Unlife
  5
  4
  3
  3
  3
  3
  2
  2
  1
  1
  Class Features
  Class Features
  As a dread necromancer, you gain the following class features
  Hit Points
  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
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons and one martial weapon of your
  choice
  Saving Throws: Constitution, Charisma
  Skills: Choose two from Arcana, Deception, History,
  Intimidation, Investigation, Nature, and Religion
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  One martial weapon of your choice
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) a component pouch or (b) an arcane focus
  (a) a scholar's pack or (b) a dungeoneer's pack
  leather armor, any simple weapon, and two daggers
  Charnel Touch
  Charnel Touch
  Negative energy flows through a dread necromancer’s body,
  concentrating in your hands. You gain a new attack option
  that you can use with the Attack action, but not more than
  once per action. This special attack is a melee spell attack.
  You are proficient with it, and you add your Charisma
  modifier to its attack and damage rolls, instead of your
  Dexterity or Strength. Its damage is necrotic, and its damage
  die is a d8. At 5th level it increases to 2d8; at 11th level, to
  3d8; at 17th level, to 4d8.
  Against an undead target, this effect deals no damage and
  instead heals for the same amount.
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  Spellcasting
  Spellcasting
  Although you are an arcane caster, you prepare spells like a
  cleric does. You do not pray to a god; rather, you feel inwards
  and summon the spells to your fingertips.
  Cantrips
  Cantrips
  At 1st level, you know three 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.
  Preparing and Casting Spells
  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 must 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, choosing from the dread
  necromancer spell list. When you do so, choose a number of
  dread necromancer spells equal to your Charisma modifier +
  your dread necromancer level (minimum of one spell). 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 long rest.
  Spellcasting Ability
  Spellcasting Ability
  Charisma is your spellcasting ability for your dread
  necromancer spells, since your willpower is what drives your
  spells. You use your Charisma whenever a dread
  necromancer spell refers to your spellcasting ability. In
  addition, you use your Charisma modifier when setting the
  saving throw DC for a dread necromancer 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
  Ritual Casting
  Ritual Casting
  You can cast a dread necromancer spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus
  Spellcasting Focus
  You can use an arcane focus as a spellcasting focus for your
  dread necromancer spells.
  Dark Secrets
  Dark Secrets
  You have mined the depths of your soul for secrets of dark
  magic. You can add two new spells to your spell list from any
  other spell list. The spells must be of a level you can cast and
  they must be of the necromancy school or impose exhaustion
  or the frightened condition. These spells count as dread
  necromancer spells for you.
  If they are 1st level or higher, you can then prepare them as
  you would prepare any other spell on your list. If they are
  cantrips, they do not count against your number of cantrips
  known.
  You gain an additional two new spell at 4th, 8th, and 12th
  level. When you gain a level in this class, you can replace one
  dark secret with a different spell.
  Dark Path
  Dark Path
  When you reach 2nd level, you choose a dark path, shaping
  your practice of magic through one of several schools.
  Your choice grants you features at 2nd level and again at
  6th, 10th, 14th, and 18th level.
  Channel Negative Energy
  Channel Negative Energy
  At 2nd level, you start with three abilities: Rebuke Undead,
  Control Undead, and an effect determined by your path.
  Some paths grant you additional effects as you advance in
  levels, as noted in the path description.
  When you use your Channel Negative Energy, you choose
  which effect to create. You must then finish a short or long
  rest to use your Channel Negative Energy again.
  Some Channel Negative Energy effects require saving
  throws. When you use such an effect from this class, the DC
  equals your dread necromancer spell save DC.
  Beginning at 6th level, you can use your Channel Negative
  Energy twice between rests, and beginning at 18th level, you
  can use it three times between rests. When you finish a short
  or long rest, you regain your expended uses.
  Rebuke Undead
  Rebuke Undead
  You can channel negative energy to make undead awestruck.
  As an action, 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, it is rebuked for 1 minute or until it
  takes any damage.
  A rebuked creature must spend its turns cowering in awe.
  It is incapacitated and can’t move. The rebuked automatically
  fails Strength and Dexterity saving throws. Attack rolls
  against the creature have advantage.
  Control Undead
  Control Undead
  As an action, you target one undead creature you can see
  within 30 feet of you. The target must make a Wisdom saving
  throw. On a failed save, the target must obey your commands
  for the next 24 hours, or until you use this Channel Negative
  Energy option again. An undead whose challenge rating is
  equal to or greater than your level is immune to this effect.
  Eyes of the Grave
  Eyes of the Grave
  Beginning at 3rd level, when an undead under your control is
  within 100 feet of you, you gain the ability to use the senses.
  As an action, you can see through the undead's eyes and hear
  what it hears until the start of your next turn, gaining the
  benefits of any special senses that the undead has. During
  this time, you are deaf and blind with regard to your own
  senses.
  You can also use this power on any willing, free-willed
  undead.
  At 11th level, you can use this power on any undead you
  control, wherever it is.
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  Aura of Doom
  Aura of Doom
  Starting at 3rd level, you project a commanding aura that
  heightens the will to kill of undead around you. All undead of
  your choice within 10 feet add your Charisma modifier to
  damage rolls.
  The range of your aura of doom increases to 30 feet at level
  15.
  Fear Aura
  Fear Aura
  Starting at 5th level, you can choose to emit a 5-foot-radius
  aura of supernatural fear. As a bonus action, you can raise or
  lower the aura. Each creature of your choice that starts its
  turn in the aura or that enters it during its turn must make a
  Wisdom saving throw.
  On a failed save, the creature becomes uneasy and hesitant
  for 24 hours or as long as it remains in the aura. Creatures
  immune to being frightened are immune to this effect. While
  affected in this way, it can't willingly move closer to you, and it
  has disadvantage on attack rolls against you and ability
  checks. Leaving the aura suppresses the effect, but if the
  creature returns it immediately resumes. Any ability that
  removes the frightened condition can remove this effect. A
  target that succeeds on the saving throw is immune to your
  fear aura for the next 24 hours.
  Command Undead
  Command Undead
  Starting at 5th level, when an undead of CR 1/2 or lower fails
  its saving throw against your Rebuke Undead feature, you
  can place the creature under your permanent control. The CR
  of undead increases as you gain levels.
  Dread Necromancer Level
  Dread Necromancer Level Commands Undead of CR...
  Commands Undead of CR...
  5th
  1/2 or lower
  8th
  1 or lower
  11th
  2 or lower
  14th
  3 or lower
  17th
  4 or lower
  You can command up to your Charisma modifier + your
  dread necromancer level of undead in this way. If you attempt
  to command more undead after already being at this limit,
  you must first release control of other undead.
  Unliving Infusion
  Unliving Infusion
  By 7th level, you have begun to be resistant to the worst
  effects of the undead. You gain resistance to necrotic damage
  and immunity to disease. At 9th level, your maximum HP
  cannot be reduced. At 13th level, you gain immunity to
  necrotic damage. At 17th level, your ability scores cannot be
  reduced, and you no longer need to breathe.
  Cloak of Unlife
  Cloak of Unlife
  At 15th level, mindless undead recognize you as one of their
  own and will not attack you unless provoked. You gain
  advantage on Charisma checks made to interact with
  sentient undead.
  Image used: 
  "Battle Buddies" 
  by TheFirstAngel
  Keeper of Secrets
  Keeper of Secrets
  Beginning at 16th level, you become a true master of
  necromancy. All spells that would qualify for your Dark
  Secrets feature are added to your spell list. You can prepare
  them normally.
  Apotheosis of Unlife
  Apotheosis of Unlife
  At 20th level, you can permanently transform yourself into an
  undead of immense power (typically a lich). If you choose lich,
  apply the template below. Otherwise, choose from the
  following list:
  Skull Lord
  Mummy Lord
  Death Knight
  Nightwalker
  Your DM may make other types available to you, at his or
  her discretion. You do not gain any spellcasting from your
  new form, and you retain your HP, Saves, Ability Scores,
  Skills, and class features.
   
  Image used: 
  "Skeleton" 
  by Brian Snoddy
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  Dark Paths
  Dark Paths
  Path of the Nightmare
  Path of the Nightmare
  “Fear cuts more deeply than any sword, consumes
  more completely han any spell. It rages like a
  conflagration, burning away the flesh of the weak,
  burning the weakness out of the strong. Fear is
  power, and that power is mine.”
  —Illyra Zorren, dread witch, to her first
  apprentice
  Also called dread witches, Nightmare Path dread
  necromancers use fear as their deadliest weapon. As you
  grow in power, you can bring fear even to the hearts of
  paladins, liches, and inevitables.
  Nightmare Path Features
  Nightmare Path Features
  Dread
  Dread
  Necro Level
  Necro Level Feature
  Feature
  2nd
  Bonus Proficiencies, Frighten, Channel
  Negative Energy: Invoke Terror
  6th
  Fearsome Will
  10th
  Penetrating Fear, Improved Fear Aura
  14th
  Absorb Fear
  18th
  Reflective Fear
  Bonus Proficiencies
  Bonus Proficiencies
  You become proficient in Intimidation, and you add twice
  your proficiency bonus to Intimidation checks.
  Frighten
  Frighten
  As an action, choose one creature other than yourself within
  120 feet that you can see. The target must succeed on a
  Wisdom saving throw or become frightened of you. The
  frightened target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  Channel Negative Energy: Invoke Terror
  Channel Negative Energy: Invoke Terror
  As an action, you channel the darkest emotions and focus
  them into a burst of magical menace. Each creature of your
  choice within 30 feet of you must make a Wisdom saving
  throw if it can see or hear you. On a failed save, the target is
  frightened of you for 1 minute. If a creature frightened by this
  effect ends its turn more than 30 feet away from you, it can
  attempt another Wisdom saving throw to end the effect on it.
  Fearsome Will
  Fearsome Will
  Starting at 6th level, you gain proficiency in Wisdom saves
  and advantage on saves against being frightened.
  Penetrating Fear
  Penetrating Fear
  Starting at 10th level, you can even frighten creatures that are
  immune to being frightened. Such creatures instead have
  advantage on saves against being frightened by you.
  Improved Fear Aura
  Improved Fear Aura
  At 10th level, the radius of your Fear Aura increases to 15
  feet.
  Absorb Fear
  Absorb Fear
  Starting at 14th level, when you are targeted by an effect that
  would frighten you, your spells are considered to be cast in a
  slot 1 level higher than the slot used for as long as the fear
  would persist. You gain this benefit whether or not you save
  against the effect.
  Reflective Fear
  Reflective Fear
  Starting at 18th level, if you successfully save against being
  frightened, the effect is reflected back. The creature that
  attempted to frighten you must immediately make a save
  against its own ability or be frightened of you.
  Path of the Centurion
  Path of the Centurion
  For some necromancers, what is best in life is control over a
  massive horde of undead.
  Centurion Path Features
  Centurion Path Features
  Dread Necro
  Dread Necro
  Level
  Level
  Feature
  Feature
  2nd
  Undead Substitution, Channel Negative
  Energy: Aura of Defiance
  6th
  Undead Thralls
  10th
  Corpsecrafter
  14th
  Advanced Corpsecrafter
  18th
  Lord of Bones
  Undead Substitution
  Undead Substitution
  When you create an undead, you can replace it with any
  undead of equal or lower CR. For example, you could use
  animate dead to create a gnoll witherling (Volo's Guide to
  Monsters) or a yellow musk zombie (Tomb of Annihilation).
  Channel Negative Energy: Aura of
  Channel Negative Energy: Aura of
  Defiance
  Defiance
  As an action, you bolster the will of the undead. For 1 minute,
  you and all undead under your control are immune to being
  turned, and have advantage on saves against being charmed
  or frightened.
  Undead Thralls
  Undead Thralls
  At 6th level, you always have Animate Dead prepared, and it
  doesn't count against the number of spells you can have
  prepared. When you cast a spell that animates the dead or
  creates undead, you can target one additional corpse or pile
  of bones, creating another zombie or skeleton, as
  appropriate.
  Whenever you create an undead, it has additional benefits:
  The creature's hit point maximum is increased by an
  amount equal to your dread necromancer level.
  The creature adds your proficiency bonus to its weapon
  damage rolls.
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  Corpsecrafter
  Corpsecrafter
  At 10th level, you have learned to customize your undead to
  your needs. When you create an undead, you can choose up
  to 2 of the following benefits to grant it:
  Mighty Flesh: Its Strength score increases by 4, and it
  gains bonus hit points equal to twice its hit dice.
  Resistant: It has advantage on saves against being turned.
  Funeral Shrouds: It cannot be detected by divine sense,
  detect good and evil, or similar effects.
  Necrotic Retribution: Upon death, it explodes with
  negative energy, doing half its maximum hit points as
  necrotic damage. Undead are instead healed for this
  value. A Constitution save against your spell DC halves
  the damage.
  Shadowborn: It can see in magical darkness. It gains
  advantage on Stealth while in magical darkness.
  Nimble Bones: It gains +5 on Initiative checks, and it can
  take the Dash action as a bonus action.
  Advanced Corpsecrafter
  Advanced Corpsecrafter
  Beginning at 14th level, you have learned even mightier
  secrets of undead creation. When you create an undead, you
  can choose one of the following benefits to grant it:
  Regeneration: It regains 1 hit point at the start of its turn.
  If the undead takes radiant damage, this trait doesn't
  function at the start of the troll's next turn. The undead
  dies only if it starts its turn with 0 hit points and doesn't
  regenerate. Undead with Necrotic Retribution cannot
  regenerate from exploding.
  Hardened Bones: Its natural armor increases by an
  amount equal to your proficiency bonus.
  Elemental Corpse: Its melee attacks do an extra 1d12
  damage of a type of your choice, and it is immune to this
  damage type.
  Magical Dead: It can cast one cantrip you can cast at will,
  and it can cast one first-level spell you can cast once a day.
  Lord of Bones
  Lord of Bones
  At 18th level, the amount of undead you can create or
  reassert control over with a single casting of a spell triples, as
  does the amount you can control with your Rebuke Undead.
  Path of the Rider
  Path of the Rider
  Some necromancers live to create the best and the mightiest
  undead. You are one of these, binding one to your personal
  service and customizing it to fit your needs.
  Rider Path Features
  Rider Path Features
  Dread
  Dread
  Necro
  Necro
  Level
  Level
  Feature
  Feature
  2nd
  Bonus Proficiencies, Create Bonded Undead,
  Channel Negative Energy: Bolster Undead
  6th
  Necrotic Bond
  10th
  Dark Tactics
  14th
  Guardian Spirit
  18th
  Greater Bonded Undead
  Bonus Proficiencies
  Bonus Proficiencies
  You gain proficiency with medium armor and shields, and
  with alchemists' tools.
  Create Bonded Undead
  Create Bonded Undead
  With 8 hours in a laboratory and appropriate materials, you
  can create a single undead with a CR equal to half your level
  (rounded down). This costs 100 * CR^2 gold. The resulting
  creature is your bonded undead. It serves you loyally without
  needing to be magically commanded, though rival dread
  necromancers can rebuke it themselves.
  You can change the form of the bonded undead to any
  other undead of its CR or lower with 8 hours in a laboratory.
  Once you have "paid up" to a certain CR, you can freely
  change your undead between any form and CR up to that CR.
  See the formula below for calculating how much increasing
  your CR cap costs:
  CR cost: 100*((new CR)^2-(highest CR you've paid for)^2)gp
  So, for example, if you have paid up to CR 4 and you want to
  upgrade to a CR 5 creature, you compute:
  CR cost: 100*(5^2 - 4^2) = 900 gp
  Your undead can either be one in the sourcebooks, or it can
  be an undead version of a living creature. See the Zombified
  Creature, Skeletal Creature, Mummified Creature, Ghoulish
  Creature, and Umbral Creature templates at the end of this
  book.
  Channel Negative Energy: Bolster
  Channel Negative Energy: Bolster
  Undead
  Undead
  As an action, you target one undead creature you can see
  within 30 feet of you. The undead gains advantage on all
  attack rolls and saving throws for 1 minute.
  Necrotic Bond
  Necrotic Bond
  At 6th level, you form a tighter bond with your bonded
  undead. As long as the two of you can see each other, neither
  of you can be frightened. Additionally, when you cast any spell
  that affects other creatures that you can see, you can choose
  to make your bonded undead automatically succeed on its
  saving throws against the spell. Your bonded undead takes no
  damage if it would normally take half damage on a successful
  save.
  Dark Tactics
  Dark Tactics
  At 10th level, you can coordinate with your bonded undead.
  When you attack a target, or force it to make a saving throw,
  your bonded undead can use its reaction to make one attack
  against the target.
  Guardian Spirit
  Guardian Spirit
  By 14th level, you have learned the secret of binding your
  lifeforce to your bonded undead. Any time you take damage,
  you can choose to transfer part of the damage to your bonded
  undead. If your bonded undead is within 60 feet of you, you
  can transfer half of any damage you take (rounded up) to your
  bonded undead.
  Greater Bonded Undead
  Greater Bonded Undead
  At 18th level, your bonded undead can be of a CR up to your
  level.
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  Path of the Spiritcatcher
  Path of the Spiritcatcher
  The path of the spiritcatcher deals with ghosts, spectres,
  wraiths, and other incorporeal undead. Some who follow this
  path torture their victims into an eternity in service, while
  others seek out already-existing incorporeal beings and offer
  them a new purpose in unlife.
  Spiritcatcher Path Features
  Spiritcatcher Path Features
  Dread
  Dread
  Necro
  Necro
  Level
  Level
  Feature
  Feature
  2nd
  Expanded Spell List, Spirit Lore, Spirit Sight,
  Channel Negative Energy: Ghost Walk
  6th
  Ghostly Evasion
  10th
  Whispers of the Grave
  14th
  Cloak of Spirits
  18th
  Channel Negative Energy: Wrath of the Spirits
  Expanded Spell List
  Expanded Spell List
  The following spells are added to the dread necromancer
  spell list for you.
  Spell Level
  Spell Level Spells
  Spells
  1st
  commune with shade, magic missile
  2nd
  invisibility, see invisibility
  3rd
  blink, Leomund's tiny hut, remove curse
  4th
  arcane eye, Otiluke's resilient sphere
  5th
  sepulchral gaze of Chronepsis, wall of force
  Spirit Lore
  Spirit Lore
  Whenever you make an Intelligence (Arcana) or Intelligence
  (religion) check related to incorporeal undead, you are
  considered proficient in the Arcana or Religion skill and add
  double your proficiency bonus to the check, instead of your
  normal proficiency bonus.
  Spirit Sight
  Spirit Sight
  You can see 60 feet into the Ethereal Plane when on the
  Material Plane, and vice versa.
  Channel Negative Energy: Ghost Walk
  Channel Negative Energy: Ghost Walk
  Starting at 2nd level, as an action, you focus inward and
  become like a ghost. For one minute, you gain the following
  trait:
  Incorporeal Movement. You can move through other
  creatures and objects as if they were difficult terrain. You take
  1d10 force damage if you end your turn inside an object.
  You also gain the following action option:
  Etherealness. You enter the Border Ethereal Plane from
  the Material Plane, or vice versa. You are visible on the
  Material Plane while you are in the Border Ethereal, and vice
  versa, yet you can't affect or be affected by anything on the
  other plane.
  Ghostly Evasion
  Ghostly Evasion
  Starting at 6th level, you can leap into the Ethereal plane as
  an instant, almost instinctual reaction to danger. When you
  would take damage and are on a plane that borders the
  Ethereal, you can use your reaction to shift into the Ethereal
  plane. You take no damage unless the source of damage
  affects ethereal targets normally, and return to the spot you
  left at the start of your next turn.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Bind the Soul
  Bind the Soul
  At 10th level, you learn the secret of manipulating souls.
  When you kill a living creature with an Intelligence of at least
  8, you can make a spellcasting ability check against DC 15.
  On a success, it rises as a ghost. The ghost is under your
  control, and obeys your orders unquestioningly. It remains for
  1 minute or until your concentration is broken (as if
  concentrating on a spell).
  Cloak of Spirits
  Cloak of Spirits
  By 14th level, the spirits guard you from crossing over to their
  realm. When you drop to 0 hit points, you can expend a 5th
  level or higher spell slot to immediately regain 1 hit point (no
  action required).
  Channel Negative Energy: Wrath of the
  Channel Negative Energy: Wrath of the
  Spirits
  Spirits
  At 18th level, you can call upon the spirits to bring doom to
  your foes. As an action, choose any number of creatures
  within a 90 foot cone. All affected creatures suffer
  disadvantage on all saves until your concentration ends (as if
  concentrating on a spell), up to one minute.
   
  Image used: 
  "Card Image - Banshee" 
  by reaper78
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  Path of the Plaguebringer
  Path of the Plaguebringer
  Pestilence, death, decay. The Plaguebringer, also called a
  cancer mage, introduces these horrors to his or her foes.
  If you are playing a cancer mage, consider asking your DM
  to incorporate more diseases. Two good lists are here and
  here.
  Plaguebringer Features
  Plaguebringer Features
  Dread Necro
  Dread Necro
  Level
  Level
  Feature
  Feature
  2nd
  Disease Host, Channel Negative Energy:
  Infect
  6th
  Viral Agent
  10th
  Scabrous Touch
  14th
  Soul of Resilience
  18th
  Disease Form
  Disease Host
  Disease Host
  You suffer no ill effects of diseases, except for purely cosmetic
  ones such as boils, pockmarks, watery eyes, blackened skin,
  hair loss, foul smell, and so on. You become a carrier of every
  disease you encounter, though you remain immune to their
  effects. You do not gain immunity to disease from Unliving
  Infusion, but you do gain the power to hide all cosmetic
  effects if you so please.
  Channel Negative Energy: Infect
  Channel Negative Energy: Infect
  As an action, you target one creature within 60 feet that you
  can see, blasting it with a disease drawn from your own body.
  That creature's immune system is compromised by the flood
  of negative energy, giving disadvantage on Constitution saves
  for the next minute. If the creature takes piercing or slashing
  damage before the end of your next turn, it is afflicted with
  one disease that you carry of your choice.
  The disease can spread to other creatures as normal.
  Viral Agent
  Viral Agent
  At 6th level, you befriend a disease or virus that infests your
  body. You sacrifice one point of intelligence to make it
  smarter. You have a telepathic agent with this disease that
  functions at a range of one mile per class level of the cancer
  mage.
  You can attempt to infect a target with your viral agent,
  using your infect ability or any spells or affects that spread
  disease. If successful, the viral agent can tell you
  telepathically what its host experiences. In all other respects,
  the viral agent is a normal disease; if the victim fights it off or
  a lesser restoration spell is used, the disease and the viral
  agent die. You regain the Intelligence point 24 hours after the
  viral agent dies. You can create as many viral agents as you
  are willing to devote Intelligence points toward.
  Scabrous Touch
  Scabrous Touch
  Starting at 10th level, you can cast contagion without
  requiring any components. You regain the ability to do this
  after you finish a short or long rest.
  Soul of Resilience
  Soul of Resilience
  The viruses cultivating within your body have made both your
  mind and your body more resilient. Beginning at 14th level,
  you are proficient in all saving throws.
  Disease Form
  Disease Form
  At 18th level, you gain the ability to transform into a disease
  once per day. (This ability also affects any gear you are
  wearing or carrying) As a disease, you are intangible and
  invisible to standard methods of observation, even blindsight.
  Creatures with the scent ability note a foulness in the air. You
  cannot move, except with the wind (if any), or within a host.
  Transforming into a disease is an action, and when you
  take this action you can attempt to infect a living creature
  within 100 feet. A potential victim must succeed at a
  Constitution save against your spell save DC to avoid being
  infected with you. Any creature that comes within 10 feet of a
  cancer mage in disease form is subject to the saving throw to
  resist infection as well.
  Once inside an infected host, 24 hours pass before any
  symptoms become visible. After that point, the creature gains
  one level of exhaustion. At the end of each long rest, an
  infected creature must make a Constitution saving throw. On
  a failed save, the character gains one level of exhaustion. On
  a successful save, the character's exhaustion level decreases
  by one level. If a successful saving throw reduces the infected
  creature's level of exhaustion below 1, the creature recovers
  from the disease. The victim has no way of knowing that you
  are anything other than a normal illness.
  You travel with the victim, aware of whatever the victim is
  aware of. A number of times per day equal to your Charisma
  bonus, you can attempt to force the victim to take one round's
  worth of actions of your choosing; a successful Wisdom save
  against your spell save DC allows the victim to resist this.
  While controlling your victim, you have access to all skills,
  feats, spells, and special abilities of the host, plus any of your
  own that you can use in your disembodied state.
  You can leave your host at any time, allowing the victim to
  recover normally. The victim can also attempt to force you
  out by making Constitution saves as if you were a normal
  disease. Medicine checks help the victim as they would
  normally. A lesser restoration spell kills you if you fail a
  Constitution save (DC of the caster's save DC). Even if you
  succeed at the saving throw, you are forced to reassume your
  material form adjacent to the victim.
  You can remain in disease form as long as you desires, or
  you can return to your natural form and be done with the
  disease form for that day. While in disease form, you do not
  need to eat, sleep, drink, or breathe, and you do not age. You
  could remain dormant in a room for a hundred years, then
  take on your material form or infect a new victim.
  “Necromantic metabolism and faith are
  indistinguishable. What is animation of fallow
  tissue if not faith so pure and undiluted that it can
  reach past the grave?”
  —Gulthias, vampiric head of Ashardalon’s Cult
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  Path of the Death Master
  Path of the Death Master
  The death master is a champion of Orcus, sent to murder the
  living and raise them as undead. Almost everyone who
  follows this path is completely and irredeemably evil, but
  once in an age Orcus bestows this power on a good-hearted
  soul, presumably to delight in their horror and self-loathing.
  Death Master Features
  Death Master Features
  Dread
  Dread
  Necro
  Necro
  Level
  Level
  Feature
  Feature
  2nd
  Bonus Proficiencies, Master of the Dead,
  Channel Negative Energy: Cull the Herd, Fell
  Animate
  6th
  Vile Magic
  10th
  Executioner
  14th
  Greater Culling
  18th
  Leech
  Bonus Proficiencies
  Bonus Proficiencies
  You gain proficiency with all martial weapons, and with the
  poisoner's kit. Scythes are popular among death masters.
  Master of the Dead
  Master of the Dead
  As a herald of Orcus, you are the unquestioned master of the
  living dead. An undead creature must make a Charisma save
  vs. your spell save DC in order to attack you in any way. If the
  undead creature's save fails, the undead creature cannot take
  any aggressive action against you for 24 hours. If the undead
  creature succeeds in this save, it can act normally for 24
  hours. After this time, it must save again.
  While under the effects of this ability, an undead creature
  cannot take any direct action against you, but it could order
  its minions to attack, cast spells to boost its allies who can
  attack you, and so on.
  Undead creatures with an Intelligence score of 6 or less
  automatically fail this save unless another creature controls
  them, such as another dread necromancer. In this case, the
  creature that controls the unintelligent undead makes a save
  on its behalf.
  Channel Negative Energy: Cull the Herd
  Channel Negative Energy: Cull the Herd
  As an action, you call upon Orcus's power to slay the weak
  and helpless. All creatures with 5 hit points or below must
  make a Constitution saving throw against your spell save DC.
  On a failure, they die instantly. Sleeping or unconscious
  creatures at 5 hit points or lower receive no save; they
  automatically die. Additionally, all animals without stats (such
  as nonmonstrous insects) within range automatically die. You
  do not need line of sight to the creatures.
  Creatures killed in this way rise in 24 hours as free-willed
  undead of the DM's choosing (typically zombies, although if a
  large amount die at once a casurua would be very
  appropriate).
  Fell Animate
  Fell Animate
  When you kill a humanoid, it rises as a zombie under your
  control for 1 minute. It then becomes inert, but it can be
  animated normally later (and Cull the Herd will still animate
  it 24 hours later).
  Image used: 
  "Keep Away the Dead" 
  by RobShields
  Vile Magic
  Vile Magic
  Beginning at 6th level, all damage you do with spells, Channel
  Negative Energy, and Charnel Touch is considered vile
  damage.
  Vile Damage?
  Vile Damage?
  Vile damage does not represent a specific type, but
  rather a trait any type of damage can have (for
  example, there could be vile force damage, or vile
  necrotic damage). It represents a horrific violation
  to a character’s body or soul. Vile damage cannot
  be healed naturally, and can only be magically
  healed if the magic is cast within the area of a
  hallow spell, consecrated or desecrated ground, or
  a similarly divine place. Note that the hallow need
  not be dedicated to a good deity.
  Executioner
  Executioner
  At 10th level, you draw power from taking lives. After you
  personally kill a sentient creature, you gain advantage on all
  saving throws until the end of your next turn.
  Greater Culling
  Greater Culling
  At 14th level, the range of your Channel Negative Energy:
  Cull the Herd increases to 600 feet, and the threshold
  increases to 10 hit points.
  Leech
  Leech
  Starting at 18th level, whenever you kill a creature, you
  regain hit points equal to your class level. You don't gain this
  benefit for killing constructs or undead.
   
  Next page's image used: 
  "At the Mountains of Madness" 
  by mf-jeff
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  New Spells
  New Spells
  Spell Lists
  Spell Lists
  I have used the following conventions:
  Spells with XGTE are found in Xanathar's Guide to
  Everything.
  Spells with an EE are found in the Elemental Evil Player's
  Companion.
  Spells with an † are described below.
  All spells listed for classes beside the dread necromancer
  are new spells.
  Dread
  Dread
  Necromancer
  Necromancer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Backbiter †
  Black Orb †
  Blood Transfusion †
  Bone Dance †
  Chill Touch
  Dancing Lights
  Disrupt Undead †
  Friends
  Minor Illusion
  Prestidigitation
  Reaving Aura †
  Spare the Dying
  Toll the Dead XGTE
  XGTE
  Virulence †
  Watchful Eye †
  1st Level
  1st Level
  Bane
  Bestow Wound †
  Cause Fear XGTE
  XGTE
  Call Undead (ritual) †
  Claw of Mellifleur †
  False Life
  Find Undead Familiar †
  Ghoul Touch †
  Hex
  Ice Knife EE
  EE
  Identify Undead †
  Inflict Wounds
  Ray of Sickness
  2nd Level
  2nd Level
  Animate Skeletal Butler
  (Ritual) †
  Blindness/Deafness
  Command Undead †
  Consecrate/Desecrate
  Darkness
  Darkvision
  Death Knell †
  Disguise Undead †
  Gentle Repose (ritual)
  Halt Undead †
  Hold Person
  Phantasmal Force
  Ray of Enfeeblement
  Spectral Hand †
  Shadow Blade XGTE
  XGTE
  Shroud of Undeath †
  3rd Level
  3rd Level
  Animate Dead
  Bestow Curse
  Dispel Magic
  Fear
  Life Transference XGTE
  XGTE
  Magic Circle
  Speak with Dead
  Summon Undead Minions †
  Vampiric Touch
  4th Level
  4th Level
  Blight
  Create Karrnathi Undead †
  Create Necropolitan (ritual) †
  Evard's Black Tentacles
  Giant Insect
  Night's Mantle †
  Phantasmal Killer
  5th Level
  5th Level
  Contagion
  Contact Ancient Spirits
  (ritual) †
  Cloudkill
  Danse Macabre XGTE
  XGTE
  Enervation XGTE
  XGTE
  Fire in the Blood †
  Geas
  Hallow
  Insect Plague
  Mass Inflict Wounds †
  Negative Energy Flood XGTE
  XGTE
  Planar Binding
  Raise Dead
  6th Level
  6th Level
  Circle of Death
  Conjure Undead †
  Create Undead
  Eyebite
  Harm
  Magic Jar
  Revive Undead †
  Undeath to Death †
  7th Level
  7th Level
  Etherealness
  Finger of Death
  Greater Harm †
  Regenerate
  Symbol
  Waves of Exhaustion†
  8th Level
  8th Level
  Abi Dalzim's Horrid Wilting
  XGTE
  XGTE
  Demiplane
  Devastate Undead †
  9th Level
  9th Level
  Imprison Soul †
  Mass Harm †
  Plague of Undead †
  Power Word Kill
  Undead Creation †
  Wail of the Banshee †
  Weird
  Bard
  Bard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Arcane Mark
  Black Orb
  Reaving Aura
  1st Level
  1st Level
  Angry Ache
  Dirge
  Glimpse of Fear
  Missteps
  Rotted Warning (ritual)
  2nd Level
  2nd Level
  Curse of Impending Blades
  Dance of Ruin
  Phade's Fearsome Aspect
  Reveille
  Tvash-prull's Bonefiddle
  Vertigo
  3rd Level
  3rd Level
  Bestow Eternal Curse
  Vision of Fear
  4th Level
  4th Level
  Aboleth Curse
  Skull Eyes
  5th Level
  5th Level
  Dreaming Pupppet
  Ghost Storm
  6th Level
  6th Level
  Wail of Doom
  7th Level
  7th Level
  Control Undead
  8th Level
  8th Level
  Wave of Pain
  9th Level
  9th Level
  Familial Geas
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  Cleric
  Cleric
  Cantrips (0 Level)
  Cantrips (0 Level)
  Black Orb
  Bone Dance
  Necrosurgery
  Reaving Aura
  1st Level
  1st Level
  Angry Ache
  Blade of Pain and Fear
  Bleeding Disease
  Bless These Hands, Curse
  Those Claws
  Deathwatch (ritual)
  Detect Return (ritual)
  Disanimate (ritual)
  Frostburn
  Ghoul Light
  Hemorrhage
  Necrotic Awareness (ritual)
  Painless Death (ritual)
  Putrefy Food and Drink
  (ritual)
  Renew the Tide of Unlife
  (ritual)
  Slow Consumption
  Spawn Screen (ritual)
  Suspend Disease (ritual)
  Styptic
  Touch of Jorasco
  Vigor
  2nd Level
  2nd Level
  Black Talon
  Consecrate/Desecrate
  Dance of Ruin
  Death Knell
  Ease Pain (ritual)
  Execration
  Ghoul Glyph
  Holy Fire
  Mark of the Outcast
  Sticks and Stones
  3rd Level
  3rd Level
  Bestow Eternal Curse
  Crown of the Grave
  Clutch of Orcus
  Irian's Light
  Mabar's Darkness
  Rain of Terror
  Rejuvenative Corpse
  Rigor Mortis
  Soul Charge
  Shivering Touch
  Skull Watch
  4th Level
  4th Level
  Create Karrnathi Undead
  Create Necropolitan (ritual)
  Create Spirit Idol (ritual)
  Delay Death
  Infallible Servant (ritual)
  Reconstitute Body
  Sheltered Vitality
  Wrack
  5th Level
  5th Level
  Bleed
  Charnel Fire (ritual)
  Consumptive Field
  Mass Inflict Wounds
  Necrotic Skull Bomb
  Oath of Blood
  Sepulchral Gaze of
  Chronepsis
  Touch of Vecna
  6th Level
  6th Level
  Blizzard
  Breath of Pestilence
  Necroticizing Claw of
  Falazure
  Revive Undead
  Unfetter Undead
  7th Level
  7th Level
  Barghest's Feast (ritual)
  Evil Glare
  Greater Harm
  Necrotic Curse
  Pact of Return
  Panacea
  Phoenix Fire
  Ravage
  Undeath after Death
  Withering Palm
  8th Level
  8th Level
  Death Pact
  Detoxify
  Eternal Repose
  Mass Death Ward
  Renewal Pact
  Return
  Surelife
  9th Level
  9th Level
  Anathema
  Familial Geas
  Forceful Resurrection
  Hero's Blade
  Imprison Soul
  Plague of Undead
  Druid
  Druid
  Cantrips (0 Level)
  Cantrips (0 Level)
  Reaving Aura
  Maggots
  Scarecrow
  Vermin
  1st Level
  1st Level
  Ease of Breath (ritual)
  Parching Touch
  Putrefy Food and Drink
  (ritual)
  Suspend Disease (ritual)
  Touch of Jorasco
  Vigor
  2nd Level
  2nd Level
  Blackrot
  Bone Talisman
  Dance of Ruin
  Dessicate
  Desiccating Bubble
  Decomposition
  Mark of the Outcast
  Wracking Touch
  3rd Level
  3rd Level
  Black Sand
  Control Temperature (ritual)
  Infallible Servant (ritual)
  Infestation of Maggots
  Junglerazer
  Plague Carrier
  Possess Animal
  Rain of Terror
  4th Level
  4th Level
  Miasma of Entropy
  Sheltered Vitality
  5th Level
  5th Level
  Bleed
  Blood of Fire
  Choking Sands
  Oath of Blood
  6th Level
  6th Level
  Blizzard
  Breath of Pestilence
  Curse of Lycanthropy
  Possess
  7th Level
  7th Level
  Blood to Water
  Panacea
  Withering Palm
  8th Level
  8th Level
  Detoxify
  Plague
  Sterilize Water
  9th Level
  9th Level
  Anathema
  Familial Geas
  Hero's Blade
  Paladin
  Paladin
  1st Level
  1st Level
  Putrefy Food and Drink
  (ritual)
  Sacrificial Smite
  2nd Level
  2nd Level
  Ease Pain (ritual)
  Execration
  Find Skeletal Steed
  Mark of the Outcast
  Holy Fire
  4th Level
  4th Level
  Find Greater Skeletal Steed
  5th Level
  5th Level
  Favor of the Martyr
  Oath of Blood
  Ranger
  Ranger
  1st Level
  1st Level
  Ease of Breath (ritual)
  Shade's Sight
  2nd Level
  2nd Level
  Curse of Impending Blades
  5th Level
  5th Level
  Shrieking Missile
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  Sorcerer
  Sorcerer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Arcane Mark
  Backbiter
  Black Orb
  Disrupt Undead
  Reaving Aura
  Vermin
  1st Level
  1st Level
  Bestow Wound
  Blade of Pain and Fear
  Ghoul Touch
  Glimpse of Fear
  Hapless Soul
  Parching Touch
  Retch
  Rime
  Shield of Bones
  2nd Level
  2nd Level
  Ashstar
  Bone Chill
  Bonestaff
  Curse of Impending Blades
  Dance of Ruin
  Death Armor
  Dessicate
  Desiccating Bubble
  Halt Undead
  Kelgore's Grave Mist
  Life Bolt
  Ray of Depletion
  Spectral Hand
  Sticks and Stones
  Stolen Breath
  Wracking Touch
  3rd Level
  3rd Level
  Armor of Undeath
  Cloak of Blood
  Control Temperature (ritual)
  Flesh Ripper
  Ghoul Gesture
  Rain of Terror
  Shivering Touch
  Soul Charge
  4th Level
  4th Level
  Aboleth Curse
  Blood Lightning
  Ebon Ray of Doom
  Feast of Flesh
  Icefane Corpse
  Otiluke's Suppressing Field
  Pain
  Rebuking Breath
  Shadow Curse
  Shadow Leech
  Shadow Mastery
  Wrack
  5th Level
  5th Level
  Beltyn's Burning Blood
  Blood of Fire
  Choking Sands
  Cryptwarden's Grasp
  Fire in the Blood
  Gelid Blood
  Ghoul Gauntlet
  Grimwald's Graymantle
  Kiss of the Vampire
  Necrotic Skull Bomb
  Nethergaze
  Shrieking Missile
  Spirit Wall
  Skull Eyes
  Touch of Vecna
  Undying Vigor of the
  Dragonlords
  6th Level
  6th Level
  Arrow of Bone
  Ashen Union
  Aura of Terror
  Blizzard
  Breath of Pestilence
  Corpsefire
  Ectoplasmic Enhancement
  Fleshshiver
  Necrotic Mist
  Necroticizing Claw of
  Falazure
  Shadow Shield
  Undeath to Death
  7th Level
  7th Level
  Avasculate
  Blood to Water
  Cheat Death
  Control Undead
  Death Dragon
  Evil Glare
  Necrotic Curse
  Power Leech
  Retributive Enervation
  8th Level
  8th Level
  Avascular Mass
  Blackfire
  Bodak's Glare
  Darkstaff
  Touch of the Graveborn
  9th Level
  9th Level
  Dragon's Teeth
  Wail of the Banshee
  Warlock
  Warlock
  Cantrips (0 Level)
  Cantrips (0 Level)
  Arcane Mark
  Backbiter
  Black Orb
  Blood Transfusion
  Reaving Aura
  Preserve Organ
  Vermin
  Watchful Eye
  1st Level
  1st Level
  Bless These Hands, Curse
  Those Claws
  Feast on Life
  Ghost Light
  Ghoul Touch
  Glimpse of Fear
  Hapless Soul
  Slow Consumption
  2nd Level
  2nd Level
  Black Talon
  Bonestaff
  Dance of Ruin
  Death Knell
  Phade's Fearsome Aspect
  Possess Trapper
  Sticks and Stones
  3rd Level
  3rd Level
  Boneblade
  Boneblast
  Clutch of Orcus
  Curse Tablet
  Dread Blast
  Rain of Terror
  Shivering Touch
  Skull Watch
  4th Level
  4th Level
  Aboleth Curse
  Feast of Flesh
  Manifest Desire
  Manifest Nightmare
  Shadow Leech
  Shadow Mastery
  Vecna's Malevolent Whisper
  Wither Limb
  5th Level
  5th Level
  Consumptive Field
  Ghoul Gauntlet
  Ghost Storm
  Nethergaze
  Skull Eyes
  6th Level
  6th Level
  Ashen Union
  Aura of Terror
  Corpsefire
  Fleshshiver
  Necrotic Mist
  Necroticizing Claw of
  Falazure
  Possess
  Shadow Shield
  Soul Scour
  Thunguul's Preservation
  Undeath to Death
  7th Level
  7th Level
  Avasculate
  Blood to Water
  Cheat Death
  Control Undead
  Dream Sight
  Evil Glare
  Pact of Return
  Power Leech
  Raise Death Hulk
  Retributive Enervation
  Withering Palm
  8th Level
  8th Level
  Avascular Mass
  Blackfire
  Bodak's Glare
  Mantle of Pure Spite
  Soul Link
  9th Level
  9th Level
  Hide Life
  Skyrift
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  Wizard
  Wizard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Arcane Mark
  Backbiter
  Black Orb
  Bone Dance
  Death Grimace
  Disrupt Undead
  Maggots
  Necrosurgery
  Preserve Organ
  Reaving Aura
  Vermin
  Watchful Eye
  1st Level
  1st Level
  Bestow Wound
  Blade of Pain and Fear
  Cloak of Dark Power
  Commune with Shade (ritual)
  Detect Return (ritual)
  Disanimate (ritual)
  Ghoul Light
  Ghoul Touch
  Glimpse of Fear
  Hapless Soul
  Identify Undead (ritual)
  Necrotic Awareness (ritual)
  Parching Touch
  Renew the Tide of Unlife
  (ritual)
  Retch
  Restful Slumber (ritual)
  Rotted Warning (ritual)
  Shade's Sight
  Shield of Bones
  Slow Consumption
  Suspend Disease (ritual)
  2nd Level
  2nd Level
  Animate Skeletal Butler
  (Ritual)
  Ashstar
  Bone Chill
  Bonestaff
  Curse of Impending Blades
  Dance of Ruin
  Death Armor
  Dessicate
  Desiccating Bubble
  Disguise Undead
  Exhume (ritual)
  Ghoul Glyph
  Halt Undead
  Kelgore's Grave Mist
  Life Bolt
  Possess Trapper
  Ray of Depletion
  Shroud of Undeath
  Spawn Screen (ritual)
  Spectral Hand
  Sticks and Stones
  Stolen Breath
  Wracking Touch
  3rd Level
  3rd Level
  Armor of Undeath
  Bestow Eternal Curse
  Boneblade
  Cloak of Blood
  Control Temperature (ritual)
  Crown of the Grave
  Curse Tablet
  Feign Life (ritual)
  Infallible Servant (ritual)
  Invigoration of Undeath
  Junglerazer
  Rain of Terror
  Rejuvenative Corpse
  Shivering Touch
  Skull Watch
  Undead Conduit
  Undead Lieutenant
  Unliving Weapon
  Vision of Fear
  4th Level
  4th Level
  Animate Infectious Zombie
  Create Karrnathi Undead
  Create Necropolitan (Ritual)
  Dream Walk
  Ebon Ray of Doom
  Feast of Flesh
  Icefane Corpse
  Manifest Desire
  Manifest Nightmare
  Night's Mantle
  Otiluke's Suppressing Field
  Pain
  Rally of the Damned
  Rebuking Breath
  Shadow Curse
  Shadow Leech
  Shadow Mastery
  Vecna's Malevolent Whisper
  Wrack
  5th Level
  5th Level
  Beltyn's Burning Blood
  Blood of Fire
  Choking Sands
  Cryptwarden's Grasp
  Door of Decay
  Elemental Shroud
  Gelid Blood
  Ghost Storm
  Ghoul Gauntlet
  Grimwald's Graymantle
  Kiss of the Vampire
  Necrotic Skull Bomb
  Nethergaze
  Oath of Blood
  Sepulchral Gaze of
  Chronepsis
  Shrieking Missile
  Soul Shackles (ritual)
  Spirit Wall
  Skull Eyes
  Touch of Vecna
  6th Level
  6th Level
  Animate Dread Warrior
  Arrow of Bone
  Ashen Union
  Aura of Terror
  Blackwater Taint
  Brainkill
  Breath of Pestilence
  Corpsefire
  Ectoplasmic Enhancement
  Fleshshiver
  Kyristan's Malevolent
  Tentacles
  Martyr's Death
  Necrotic Mist
  Necroticizing Claw of
  Falazure
  Revive Undead
  Shadow Shield
  Soul Scour
  Thunguul's Preservation
  Undeath to Death
  Unfetter Undead
  7th Level
  7th Level
  Avasulate
  Awaken Undead
  Barghest's Feast (ritual)
  Cheat Death
  Control Undead
  Evil Glare
  Necrotic Curse
  Power Leech
  Raise Death Hulk
  Retributive Enervation
  Undeath after Death
  Waves of Exhaustion
  8th Level
  8th Level
  Avascular Mass
  Blackfire
  Bodak's Glare
  Darkstaff
  Devastate Undead
  Eternal Repose
  Heart of Stone
  Sterilize Water
  Touch of the Graveborn
  9th Level
  9th Level
  Dragon's Teeth
  Familial Geas
  Hide Life
  Plague of Undead
  Raise City
  Wail of the Banshee
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  Spell Descriptions
  Spell Descriptions
  Almost all of the spells listed below are learnable through a
  dread necromancer's Advanced Learning feature. Some
  cannot, and are instead included for another subclass, or
  simply fit with the overarching theme of dark magic. A few
  (such as Life Bolt and Sheltered Vitality) would be of
  immense interest to an undead-hunter.
  Cantrips
  Cantrips
  Arcane Mark
  Arcane Mark
  Transmutation cantrip
  (Bard, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Permanent
  This spell allows you to inscribe your personal rune or
  mark on an object not larger than one cubic foot. The writing
  can be visible or invisible.
  An arcane mark spell enables you to etch the rune upon
  any substance (even stone or metal) without harm to the
  material upon which it is placed. If an invisible mark is made,
  a detect magic spell causes it to glow and be visible.
  See invisibility and true seeing likewise allow the user to
  see an invisible arcane mark.
  The mark cannot be dispelled, but it can be removed by the
  caster. If an arcane mark is placed on a living being, normal
  wear gradually causes the effect to fade in about a month.
  No two casters can have the same arcane mark, though
  very similar ones are possible. After you decide on an
  appearance for your mark, you cannot change it without a
  wish spell.
  Backbiter
  Backbiter
  Necromancy cantrip
  (Dread Necromancer, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a wickedly curved dagger)
  Duration: 1 minute or until discharged
  The weapon you indicate during the spell's casting briefly
  shimmers with a black aura that disappears in an eyeblink.
  You cast this spell on any melee weapon within range. The
  next time that weapon is used to make a melee attack, its
  shaft or hilt twists around so that the weapon strikes the
  wielder instead, with the attack roll applied against the
  attacker's own AC. Sentient magic items may make a
  Wisdom saving throw, negating the spell on a success. This
  spell has no effect on natural weapons such as claws.
  The wielder gets no warning or knowledge of the spell’s
  effect on its weapon.
  Black Orb
  Black Orb
  Evocation cantrip
  (Bard, Cleric, Dread Necromancer, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a shard of obsidian)
  Duration: 1 hour
  You touch one object that is no larger than 10 feet in any
  dimension. Until the spell ends, no nonmagical light can
  penetrate within 10 feet of the object. Although this is a spell,
  the darkness created in this way is considered nonmagical
  darkness. Completely covering the object with something
  opaque blocks the shadow. The spell ends if you cast it again
  or dismiss it as an action. Any magical light dispels black orb,
  and darkvision can see through it.
  If you target an object held or worn by a hostile creature,
  that creature must succeed on a Dexterity saving throw to
  avoid the spell.
  Blood Transfusion
  Blood Transfusion
  Necromancy cantrip
  (Dread Necromancer, Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch one willing, living creature and either transfer hit
  points to it or away from it. You can give up any number of
  your own hit points to the creature, or siphon away however
  many it is willing to give to yourself.
  Alternatively, you can act as a middleman between two
  willing, living creatures, transferring hit points between them
  as they wish.
  Blood transfusion cannot be used to transfer hit points to
  or from undead or constructs.
  Bone Dance
  Bone Dance
  Necromancy cantrip
  (Cleric, Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (a crude puppet)
  Duration: 1 minute
  You create a minor necromantic effect that lasts for the
  duration. The spell also ends if you dismiss it as an action or
  cast this spell again. You can create one of the following
  effects in one target corpse or pile of bones:
  An intact corpse moans or a skeletal corpse’s teeth chatter.
  A skeletal or fleshy arm or hand grabs something or
  someone (harmless, but disturbing).
  An intact corpse or skeleton stands, and can move at a
  rate of 10 feet.
  Your voice issues forth from a corpse (you cannot cast
  verbal spells while this option is in effect).
  An intact corpse or skeleton sits up.
  A head with eyes opens them.
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  Death Grimace
  Death Grimace
  Necromancy cantrip
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  You mark a corpse with a particular magical "signature",
  thus identifying yourself (truthfully or falsely) as the
  murderer. Some assassins use this signature as a sort of
  calling card, while others use it as a way to prove that they
  earned their pay.
  The signature can take many forms: a specific expression
  on the face of the corpse (hence the name of the spell), an
  actual rune, a word written on the corpse's flesh, a
  discoloration of one eye, and so on.
  Disrupt Undead
  Disrupt Undead
  Necromancy cantrip
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 actoin
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You direct a ray of gold-white energy at one creature with in
  range. Make a ranged spell attack. On a hit, the target takes
  1d8 radiant damage.
  If you hit an undead target, it must succeed on a
  Constitution saving throw or be incapacitated until the end of
  its next turn.
  This spell’s damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Maggots
  Maggots
  Necromancy cantrip
  (Druid, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, M (a dead maggot)
  Duration: 1 hour
  You create a swarm of maggots from any dead flesh—even
  cooked meat is subject to this spell. These maggots cause no
  damage but immediately begin to devour any dead matter
  they come in contact with. Most often used to strip bones for
  skeletons, to destroy remains so that they cannot be raised
  from the dead, or to terrify guests at the dinner table. The
  maggots disappear when the spell ends. The spell ends if you
  cast it again or dismiss it as an action.
  Necrosurgery
  Necrosurgery
  Necromancy cantrip
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a sharp razor or blade)
  Duration: Instantaneous
  You touch one willing creature, killing off the infected cells
  already within and vaccinating the others. The creature takes
  1 point of necrotic damage, but gains advantage on its next
  save against a disease, as long as that save is made within 24
  hours.
  Preserve Organ
  Preserve Organ
  Necromancy cantrip
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of natron)
  Duration: Permanent
  This spell is most commonly used by priests in cultures
  that revere the dead, mummifying their rulers and encasing
  them in grand sarcophagi. It preserves the organ touched
  from decaying while the spell lasts.
  Reaving Aura
  Reaving Aura
  Necromancy cantrip
  (Cleric, Dread Necromancer, Druid, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: Self (10 foot radius)
  Components: V
  Duration: Instantaneous
  All creatures of your choice within range take 1 necrotic
  damage. Many a rat has met its death in a wizard's tower to
  this spell.
  The spell’s radius increases by 10 feet when you reach 5th
  level (20 feet), 11th level (30 feet), and 17th level (40 feet).
  Scarecrow
  Scarecrow
  Necromancy cantrip
  (Druid)
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Concentration, up to 1 minute
  You awaken the sense of mortality in one beast you can see
  within range. The target must succeed on a Wisdom saving
  throw or become frightened of you until the spell ends. The
  frightened target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
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  Sickening Grasp
  Sickening Grasp
  Necromancy cantrip
  (Dread Necromancer, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a drop of ipecac syrup)
  Duration: Concentration, up to 1 minute
  Make a melee spell attack against a creature within your
  reach. On a hit, you wreak havoc on its organs, dealing 1d6
  poison damage, and it must make a Constitution saving
  throw. On a failure, it is poisoned for the duration. It can
  make a Constitution saving throw against your spell save DC
  at the end of each of its turns, ending the effect on a success.
  The spell’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Vermin
  Vermin
  Necromancy cantrip
  (Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You call roaches, flies, spiders, centipedes, or other vermin
  to you. They deal no damage and are not under your control,
  but they may startle animals, ruin food, and drive humanoids
  out of the area in disgust.
  Virulence
  Virulence
  Necromancy cantrip
  (Dread Necromancer, Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a bit of flesh from someone who died
  from poison or disease)
  Duration: 1 minute or until discharged
  You weaken one creature's immune system. The creature
  must make a Constitution saving throw. On a failure, it takes
  disadvantage on its next save against a poison or disease
  made while the spell lasts. After this save is made, or if you
  cast the spell again, the spell ends.
  Watchful Eye
  Watchful Eye
  Necromancy cantrip
  (Dread Necromancer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a preserved eyeball)
  Duration: 1 hour
  You enchant an eyeball to watch over all it sees and
  magically remember what passes before it. The eyeball
  cannot move, cannot see anything beyond 30 feet, and the eye
  does not gain darkvision or other special sight unless further
  enchanted (eyes from creatures with such vision retain that
  when cast—a balor's eye, for instance, still has truesight).
  You can pick up the eye at any point during the spell's
  duration, in which case the spell ends and you see all that the
  eye has seen if it is still intact. If the eye has been shuttered
  or destroyed, you see nothing. If the eye has been magically
  blinded, you must make a saving throw against the spell as if
  you had been its intended target. The eye does not continue
  to record information past 1 hour, though it can be picked up
  at any point thereafter.
  This spell is an exception to the usual ruling that allows a
  component pouch or spellcasting focus to replace the
  material component. You must have an actual, preserved eye
  to cast this spell, though it can be from any creature.
  1st Level
  1st Level
  Angry Ache
  Angry Ache
  1st-level necromancy
  (Bard, Cleric)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 10 minutes
  One creature within range must make a Constitution
  saving throw. On a failure, its muscles are strained in a very
  specific way. For the duration, whenever it makes an attack, it
  suffers 1 necrotic damage.
  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.
  Bestow Wound
  Bestow Wound
  1st-level necromancy
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small eye agate worth at least 10 gp)
  Duration: Instantaneous
  You transfer your wounds to another creature. Make a
  melee spell attack against a creature within your reach. On a
  hit, the target takes 2d12 necrotic damage. This damage can
  only ever reduce a creature to 0 HP. You regain HP equal to
  the damage dealt. Consequently, this spell cannot deal
  damage over the amount of hp that you are missing (you can't
  transfer wounds you don't have). Resistance to necrotic also
  reduces the heal, since it reduces the damage done.
  For example, if you roll 9 but only have 5 hit points
  missing, the target only takes 5 necrotic damage. If the
  creature only had 4 hit points remaining, it only takes 4
  necrotic damage, and you are only healed by 4.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d12 for
  each slot level above 1st.
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  Blade of Pain and Fear
  Blade of Pain and Fear
  1st-level evocation
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  A three-foot-long column of disembodied gnashing teeth
  springs forth from your hand, screaming and chanting with
  unholy vigor. It counts as a simple melee weapon with which
  you are proficient. It deals 1d8 psychic damage on a hit and
  has the finesse and light properties. When you hit a creature
  with this blade, the creature must make a Wisdom saving
  throw or be frightened of you until the end of your next turn.
  At Higher Levels. When you cast this spell using a 3rd- or
  4th-level spell slot, the damage increases to 2d8. When you
  cast it using a 5th- or 6th-level spell slot, the damage
  increases to 3d8. When you cast it using a spell slot of 7th
  level or higher, the damage increases to 4d8.
  Bleeding Disease
  Bleeding Disease
  1st-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M
  Duration: Varies (see text)
  Generally cast only by evil priests of the gods of pestilence,
  bleeding disease afflicts a random creature within range who
  has not prayed at a shrine or temple dedicated to your god in
  over a week. If there are no such targets within range, the
  spell fails.
  The chosen creature must make a Constitution saving
  throw. On a failure, it suffers bloodskin (see the sidebar),
  which lasts for 24 hours or until the creature prays at a
  shrine or temple to your god or receives magic that cures
  diseases.
  Whether or not the chosen creature succeeded on its save,
  the next time the chosen creature touches another creature
  that does not worship your god, that creature must make a
  Constitution saving throw. On a success, the new creature
  does not gain the disease, and the spell ends. On a failure, it
  gains the disease, and it will likewise carry the disease.
  If you do not worship a god, instead choose a group, ideal,
  or belief you value. This spell afflicts those in opposition to
  your choice, and they can remove it by speaking in favor of
  the group you choose.
  Bloodskin
  Bloodskin
  This sickness causes its victims to lightly bleed
  from many small sores. The overall loss of blood is
  minimal but sufficiently spread out so as to create
  the appearance that a victim is bleeding from every
  pore in its skin.
  This sickness deals 1 point of piercing damage
  12 hours in and every 24 hours following.
  Bless These Hands, Curse Those Claws
  Bless These Hands, Curse Those Claws
  1st-level necromancy (ritual)
  (Cleric, Warlock)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (a scalpel)
  Duration: Concentration, up to 10 minutes
  You target one creature within range, sapping its healing
  talent to bolster your own. For the duration, it loses the
  benefit of its proficiency or expertise in Wisdom (Medicine).
  You gain an equivalent bonus to your own Medicine checks.
  This spell has no effect if the creature lacks any proficiency
  in Wisdom (Medicine).
  Call Undead
  Call Undead
  1st-level necromancy (ritual)
  (Dread Necromancer)
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (a funerary bell)
  Duration: Concentration, up to 8 hours
  You create an invisible magical beacon that attracts undead
  like months to a flame. Once the ritual is properly performed,
  all zombies and skeletons within range must make a Wisdom
  saving throw. On a failure, they feel drawn to the site where
  you cast the spell. On a success, they are still aware of the
  beacon, and may choose to investigate or not. Once the
  undead arrive, they remain in the area for the remainder of
  the spell's duration. There is no guarantee that the undead
  are friendly, but you may attempt to awe, control, or persuade
  the undead through normal means.
  Uncontrolled mindless undead attack you, returning to
  their lairs if they succeed in killing you. Sentient undead may
  or may not attack you, but they are likely to be displeased at
  being summoned (starting relation unfriendly or hostile). If
  you leave the site, the undead go first to the site and then
  follow after you for the remainder of the spell duration,
  unerringly sensing your current location. Should any undead
  fail to reach you before the spell ends, each returns to its own
  lair.
  At Higher Levels. When cast with a 3rd level slot, all
  undead of CR 1 or less are affected by the summoning, and
  the range increases to 5 miles. When cast with a 5th level
  slot, all undead of CR 3 or less are affected by the
  summoning, and the range increases to 10 miles. With a 7th
  level slot, all undead of CR 8 or less answer the call, and the
  range increases to 15 miles. When cast with a 9th level slot,
  all undead of CR 20 or less are called, and the range
  increases to 20 miles.
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  Claw of Mellifleur (Velsharoon)
  Claw of Mellifleur (Velsharoon)
  1st-level necromancy
  (Dread Necromancer)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a fingernail)
  Duration: Instantaneous
  This spell creates an undead servant. You must have the
  disembodied hand of a Medium or Small humanoid within
  range. Your spell imbues the target with a foul mimicry of life,
  raising it as an undead creature. The target becomes a
  crawling claw (the DM has the creature’s game statistics).
  On each of your turns, you can use a bonus action to
  mentally command any creature you made with this spell if
  the creature is within 60 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.
  The claw is under your control for 24 hours, after which it
  stops obeying any command you’ve given it. To maintain
  control of the creature for another 24 hours, you must cast
  this spell on the creature again before the current 24-hour
  period ends. This use of the spell reasserts your control over
  up to four creatures you have animated with this spell, rather
  than animating a new one.
  Cloak of Dark Power
  Cloak of Dark Power
  1st-level abjuration
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  One willing creature you touch gains a crackling shield of
  darkness that protects it from all effects of sunlight. If cast on
  a vampire or other creature that is normally harmed or
  destroyed by exposure to sunlight, the spell allows that
  creature to function in sunlight without hindrance. The spell
  does not overcome any aversion the target creature may have
  for sunlight, however.
  Cloak of dark power is not countered or dispelled by any
  light spell of equal or lower level (such as the cantrip light). It
  can be dispelled by a light spell of greater level (such as the
  3rd-level spell daylight, which dispels cloak of dark power).
  Commune with Shade
  Commune with Shade
  1st-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: Special
  Components: V, S, M (a wineskin full of fresh blood)
  Duration: See text
  You attempt to contact the spirit of a specific dead entity by
  name. The spell contacts the spirit and lets it know that you
  want to meet; it doesn’t compel the spirit to appear before
  you. This spell is most useful in the plane of the dead or
  another realm where finding one shade among countless
  hosts of the dead can be nigh impossible. The spell conveys
  your call to the shade you desire, along with your location
  and a sense of urgency. The shade is under no obligation to
  respond, but most do simply to break the eternal tedium of
  death. If the shade chooses to answer your call in the
  Underworld, it arrives within ten minutes. If you are
  somewhere else, the shade arrives within 24 hours.
  If cast within the plane of the dead, the spell can pull a
  spirit from any distance. If cast from the material world or
  any other plane, the site of the spirit’s death must be on the
  same plane and within 1 mile of your. Note that the range
  refers to the site of the creature’s death, not its current
  location. This spell can also be used to contact an intelligent
  undead creature within range; for example, it could contact
  the spirit of a drowned sailor if cast within a mile of the site
  of the drowning.
  Note that this spell does not alter the subject’s personality
  or willingness to help you. Once the target spirit arrives, you
  must persuade it to help through negotiation, payment, or
  coercion of some sort. Family members, loved ones, friends,
  and slain companions are more inclined to help than are
  strangers or someone who was killed by the caster. Another
  spell, such as speak with dead, might be needed to compel
  answers from an uncooperative or unresponsive shade.
  Deathwatch
  Deathwatch
  1st-level necromancy (ritual)
  (Cleric)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S
  Duration: Concentration, up to 1 hour
  You instantly know whether each creature within the area
  is dead, fragile (alive and wounded, with 5 or fewer hit points
  left), fighting off death (alive with 6 or more hit points),
  undead, or neither alive nor dead (such as a construct).
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  Detect Return
  Detect Return
  1st-level divination (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  For the duration, you know if any creature within 30 feet of
  you has ever been brought back from death by any means
  (e.g., pact of return, raise dead, reincarnate, resurrection,
  wish, etc.), as well as where the creature is located. You also
  identify how many times they have been brought back from
  the dead, and through what methods each time.
  The spell can penetrate most barriers, but it is blocked by 1
  foot of stone, 1 inch of common metal, a thin sheet of lead, or
  3 feet of wood or dirt.
  Dirge
  Dirge
  1st-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a shard of obsidian)
  Duration: 1 minute or until you stop singing or playing music
  You imbue your music with negative energy, allowing it to
  influence the undead. As long as you can continue to play an
  instrument or sing, all undead lose their immunity to being
  charmed against your spells. Their type continues to be
  undead (so they cannot be affected by charm person), and
  they keep their immunity against charms against all other
  creatures–only you can penetrate it. However, this spell does
  allow the command spell to target undead.
  For example, this spell allows a wraith to be affected by
  charm monster or suggestion. It makes its save as normal.
  Disanimate
  Disanimate
  1st-level necromancy (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You release any number of undead under your control
  within range from unlife, effectively putting them into
  suspended animation. You can reanimate them with animate
  dead or similar magic.
  Many necromancers use this spell on their minions prior to
  heading into town, so they don't have to dig up new corpses
  when they leave.
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  Ease of Breath
  Ease of Breath
  1st-level necromancy (ritual)
  (Druid, Ranger)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an empty vial)
  Duration: 24 hours
  One creature you touch gains immunity to the adverse
  effects of high altitude (Dungeon Master's Guide p.110) up to
  a height of 30,000 feet. This spell provides no benefit for a
  creature going above 30,000 feet.
  Feast on Life
  Feast on Life
  1st-level necromancy
  (Warlock)
  Casting Time: 1 reaction, which you take in response to
  being damaged by a melee attack
  Range: Self
  Components: V, S
  Duration: Instantaneous
  As your foe strikes you with her blade, you charge your
  body with negative energy, healing your new wound at the
  expense of her health.
  The creature that damaged you is momentarily surrounded
  by a black aura. The creature must make a Constitution
  saving throw. It takes 1d8 necrotic damage on a failed save,
  or half as much damage on a successful one. You regain hit
  points equal to the damage done.
  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.
  Find Undead Familiar
  Find Undead Familiar
  1st-level conjuration
  (Dread Necromancer)
  Casting Time: 1 hour
  Range: 10 feet
  Components: V, S, M (10gp worth of charcoal, incense, and
  herbs that must be consumed by fire in a brass brazier)
  Duration: Instantaneous
  You gain the service of a familiar, a spirit that takes an
  animal form you choose: bat, cat, crab, frog (toad), hawk,
  lizard, octopus, owl, poisonous snake, fish (quipper), rat,
  raven, sea horse, spider, or weasel. Appearing in an
  unoccupied space within range, the familiar has the statistics
  of the chosen form, though it is an undead instead of a beast.
  The familiar is immune to poison damage and the
  poisoned condition.
  Your familiar acts independently of you, but it always obeys
  your commands. In combat, it rolls its own initiative and acts
  on its own turn. A familiar can’t attack, but it can take other
  actions as normal.
  When the familiar drops to 0 hit points, it disappears,
  leaving behind no physical form. It reappears after you cast
  this spell again.
  While your familiar is within 100 feet of you, you can
  communicate with it telepathically. Additionally, 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.
  As an action, you can temporarily dismiss your familiar. It
  disappears into a pocket dimension where it awaits your
  summons. Alternatively, you can dismiss it forever. As an
  action while it is temporarily dismissed, you can cause it to
  reappear in any unoccupied space within 30 feet of you.
  You can’t have more than one familiar at a time. If you cast
  this spell while you already have a familiar, you instead cause
  it to adopt a new form. Choose one of the forms from the
  above list. Your familiar transforms into the chosen creature.
  Finally, when you cast a spell with a range of touch, your
  familiar can deliver the spell as if it had cast the spell. Your
  familiar must be within 100 feet of you, and it must use its
  reaction to deliver the spell when you cast it. If the spell
  requires an attack roll, you use your action modifier for the
  roll.
  Frostburn
  Frostburn
  1st-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a snowflake)
  Duration: Instantaneous
  When laying your hand upon a creature, you channel cold
  energy. Make a melee spell attack. On a hit, the spell deals
  2d12 points of frostburn damage. Alternatively, you touch one
  willing creature immune to cold. The creature regains 2d12
  hit points.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage and the heal increase
  by 1d12 for each slot level above 1st.
  Ghost Light
  Ghost Light
  1st-level necromancy
  (Warlock)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bit of phosphorous)
  Duration: Concentration, up to 1 minute
  You create a ghostly green radiance anywhere within range
  that shines with the brightness of a torch and is imbued with
  unearthly power. When you cast this spell, you force
  creatures within 20 feet of the light to make a Wisdom saving
  throw or be frightened of you until the start of your next turn.
  As an action while the spell lasts, you can move the light up
  to 30 feet and force all creatures within 20 feet of it to make a
  Wisdom saving throw or be frightened of you until the start of
  your next turn.
  The light can be shaped to any Medium or smaller form.
  When you move it, you can make it appear to walk or fly. The
  shape of a ghost light can be changed at any time during the
  spell's duration (no action required).
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  Ghoul Light
  Ghoul Light
  1st-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of rendered fat)
  Duration: 1 hour
  A sickly green flame springs forth from an object that you
  touch.
  The effect looks like a regular flame, equivalent in
  brightness to a torch, except for its green hue, but it creates
  no heat and doesn't use oxygen. Ghoul light can be covered
  and hidden, but not smothered or quenched.
  To the undead, a ghoul light shines bright light for 60 feet
  and dim light for an additional 60 feet.
  Darkness can dispel ghoul light.
  Ghoul Touch
  Ghoul Touch
  1st-level necromancy
  (Dread Necromancer, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small scrap of cloth taken from
  clothing worn by a ghoul, or a pinch of earth from a ghoul’s
  lair)
  Duration: Concentration, up to 1 minute
  Make a melee spell attack against a humanoid within your
  reach. On a hit, the target must succeed on a Constitution
  saving throw or be paralyzed for the duration. At the end of
  each of its turns, the target can make another Constitution
  saving throw. On a success, the spell ends on the target. Elves
  are immune to this spell.
  Additionally, the paralyzed subject exudes a carrion stench.
  Any living creature other than you that starts its turn within 5
  feet of the subject must succeed on a Constitution saving
  throw or be poisoned until the start of its next turn. On a
  successful saving throw, the creature is immune to this effect
  for the next 24 hours.
  At Higher Levels. When cast with a slot of 4th level or
  higher, the spell can affect creatures of any type, and works
  on elves. This version is sometimes called ghast touch.
  Glimpse of Fear
  Glimpse of Fear
  1st-level illusion
  (Bard, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You momentarily plunge the subject directly into a waking
  nightmare, immersing it in a world of fear for a brief instant.
  The change happens so fast that many creatures do not
  consciously sense it at all, but a failed Wisdom save means
  the sudden shift in perception registers long enough to
  render the subject more susceptible to being frightened. The
  creature has disadvantage on saving throws against being
  frightened for the next minute, or until it saves successfully
  against being frightened.
  Sightless creatures and creatures with truesight are not
  affected by this spell.
  Hapless Soul
  Hapless Soul
  1st-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a two-headed coin)
  Duration: 1 minute
  One creature within range must make a Wisdom saving
  throw. On a failure, its luck ebbs, causing a natural 2 to be
  treated as a natural 1 for the duration. If a natural 1 would
  automatically fail, the natural 2 does. This does not actually
  make the roll a 1, and if a natural 1 would not fail, it has no
  effect.
  Hemorrhage
  Hemorrhage
  1st-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small scalpel)
  Duration: 1 minute
  Your touch inflicts a deep, painful wound that bleeds
  profusely and refuses to heal. Make a melee spell attack. On a
  hit, the target takes 1d6 piercing damage at the start of each
  of its turns from bleeding until the spell's duration expires.
  Neither mundane nor magical healing stops the bleeding. A
  styptic or heal spell does stop the bleeding.
  Creatures without blood are immune to this spell.
  Identify Undead
  Identify Undead
  1st-level divination (ritual)
  (Wizard)
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (a fingerbone)
  Duration: Instantaneous
  You immediately learn the type (such as zombie, ghoul,
  vampire, or blood hulk) of all undead within range. Undead
  with a CR above your level are immune to this spell.
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  Missteps
  Missteps
  1st-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You bestow a minor curse of clumsiness on one creature
  within range. That creature must make a Wisdom saving
  throw. On a failure, its speed is reduced by 10 and it has
  disadvantage on Dexterity (Acrobatics) checks for the
  duration of the spell.
  Painless Death
  Painless Death
  1st-level necromancy (ritual)
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an hourglass)
  Duration: Instantaneous
  One willing creature you touch dies painlessly and
  instantly.
  Parching Touch
  Parching Touch
  1st-level necromancy
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Make a melee spell attack against one creature. On a hit, it
  takes 2d8 dessication damage and it is considered to not
  have drunk any water today, regardless of how much it has
  drunk. It must drink twice its normally daily amount the rest
  of the day to avoid exhaustion due to dehydration (see the
  Player's Handbook). This spell also moves one gallon of water
  into your body, covering your daily needs.
  This spell does 4d8 necrotic damage against elementals
  composed mostly of water and plants.
  Putrefy Food and Drink
  Putrefy Food and Drink
  1st-level necromancy (ritual)
  (Cleric, Druid, Paladin)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  All nonmagical food and drink within a 5-foot radius
  sphere centered on a point of your choice within range is
  putrefied. Any creature that eats or drinks this putrid food
  must succeed on a Constitution saving throw against your
  spell save DC or be poisoned for 1 hour.
  Renew the Tide of Unlife
  Renew the Tide of Unlife
  1st-level necromancy (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a fingerbone)
  Duration: Instantaneous
  As he moved down the hall where the battle took place,
  Gorath the Cursed touched each fallen undead and, in turn,
  each stood up as if the wounds of their latest downfall had
  never been landed.
  Normally, destroyed undead cannot be animated again.
  This spell makes the touched destroyed undead able to be
  animated once more.
  Restful Slumber
  Restful Slumber
  1st-level enchantment (ritual)
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  You allow a willing creature you touch to gain a full night's
  sleep, uninterrupted by nightmares. If you attempt to cancel
  the nightmares imposed by an outside source, such as a
  curse or another spellcaster, you must make a spellcasting
  ability check against a DC of the nightmare source's
  spellcasting DC.
  Retch
  Retch
  1st-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (rotted flesh)
  Duration: 1 round
  You pulp a piece of necrotic flesh between your teeth and
  spit the juices. The target must succeed on a Constitution
  saving throw. On a failure, it is poisoned for 1 round, and
  incapacitated while poisoned in this way.
  Rime
  Rime
  1st-level necromancy
  (Sorcerer)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of dirt from a grave dug during
  the winter months)
  Duration: Concentration, up to 1 minute
  One creature within range must make a Constitution
  saving throw. On a failure, you infuse the target's body with
  the unwholesome chill of the grave. This chill dulls the
  creature's reactions and weakens its stamina. Creatures
  immune to cold damage are immune to this spell.
  An affected target’s speed is halved, it takes a -2 penalty to
  Constitution saving throws, and it can’t use reactions. On its
  turn, it can use either an action or a bonus action, not both.
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  Rotted Warning
  Rotted Warning
  1st-level necromancy (ritual)
  (Bard, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a copper coin and a few drops of ink)
  Duration: Until dispelled
  You implant a message within a corpse you touch, a
  message that is uttered when a trigger condition is met. You
  whisper the message to the corpse, which must be 25 words
  or less, though it can be delivered over as long as ten
  minutes. Finally, determine the circumstance that will trigger
  the spell to deliver your message.
  When that circumstance occurs, the corpse speaks in its
  own voice, so the more degraded the body, the less
  intelligible the message will be when spoken. When you cast
  this spell, you can have the spell end after it delivers its
  message or it can remain and repeat its message whenever
  the trigger occurs.
  The triggering circumstance can be as general or as
  detailed as you like, though it must be based on visual or
  audible conditions that occur within 30 feet of the object. For
  example, you could instruct the mouth to speak when any
  creature moves within 30 feet of the object or when a silver
  bell rings within 30 feet.
  Sacrificial Smite
  Sacrificial Smite
  1st-level necromancy
  (Paladin)
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You can sacrifice life force to increase the damage you deal.
  When you cast the spell, you can sacrifice up to 12 of your hit
  points. For every 3 hp you sacrifice, on your next successful
  attack you deal + 1d6 radiant or necrotic damage (your
  choice), to a maximum of + 4d6 on that attack. Your ability to
  deal this extra damage ends when you successfully attack or
  when the spell duration ends.
  At Higher Levels. For each slot above 1st level, the
  maximum HP sacrificed increases by 6, and the maximum
  damage gained increases by 2d6.
  Shade's Sight
  Shade's Sight
  1st-level divination
  (Ranger, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (carrot juice dripped on the tongue)
  Duration: Concentration, up to 1 hour
  One willing creature you touch gains the ability to see from
  shadows. The creature can peer into any shadow it can see
  within 30 feet, and then see out of that shadow as if it were
  there.
  Shield of Bones
  Shield of Bones
  1st-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 reaction, which you take when you are hit
  by an attack
  Range: Self
  Components: V, S, M (a chicken bone)
  Duration: 1 round
  Imbuing the bone with a bit of your life force, a shield of
  bones encases you.
  Until the start of your next turn, you have a +5 bonus to AC,
  including against the triggering attack. Additionally, if you
  wish, you can expend any amount of hit points, up to your
  current value. You lose these hit points, and gain twice the
  amount expended as temporary hit points. These temporary
  hit points lasts until the start of your next turn.
  Slow Consumption
  Slow Consumption
  1st-level necromancy
  (Cleric, Warlock, Wizard)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a burnt match)
  Duration: Permanent
  You feed upon the life force of another. One creature you
  touch must make a Constitution saving throw. On a failure,
  you can subsist on its life force. As long as the spell lasts, if
  you can touch the creature once a day, you do not need to eat
  or drink. Touching the subject in this way reduces its Con
  score by 1. This reduction lasts until cured by greater
  restoration. If you do not touch the subject within 24 hours of
  the last time you touched them, the spell ends.
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  Styptic
  Styptic
  1st-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a specially carved stick with a wax tip)
  Duration: Instantaneous
  A creature you touch regains a number of hit points equal
  to 1d4 + your spellcasting ability modifier. This heal has no
  effect on undead or constructs.
  Additionally, the target of this spell immediately stops
  bleeding from any wounds it has suffered from slashing or
  piercing weapons or wounding effects, or a hemorrhage spell.
  Suspend Disease
  Suspend Disease
  1st-level abjuration (ritual)
  (Cleric, Druid, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of bile)
  Duration: 24 hours
  You touch a willing creature. This spell keeps a disease
  already infecting the subject from affecting it for the duration
  of the spell. The disease is in no way cured, and the subject
  does not make a new save while the spell lasts.
  This spell can also be used on unwilling targets, in which
  case the spell requires a melee spell attack to hit, and allows
  a Constitution save, with no effect on a success. The primary
  use of this version of the spell is to weaken cancer mages.
  Touch of Jorasco
  Touch of Jorasco
  1st-level necromancy
  (Cleric, Druid)
  Casting Time: 1 minute
  Range: Self and touch; see text
  Components: V, S, M (a bandage)
  Duration: 8 hours
  This spell imbues you with an ability to heal minor wounds
  that lasts throughout the day. When you cast this spell, you
  store healing energy within your own form. Roll 1d6 and add
  your spellcasting ability modifier; this is the amount of
  healing you store within your body. While the spell lasts, you
  can touch a creature as an action and draw from this pool,
  restoring hit points equal to the amount deducted from your
  pool. You may choose to divide this healing among multiple
  recipients, and you don't have to use it all at once.
  The effects of multiple touch of Jorasco spells do not stack,
  meaning that you can only store healing energy from one
  such spell at a time. If you cast the spell again before
  discharging all of the healing from a previous casting, the
  new total simply replaces the earlier one, effectively ending
  the previous spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the healing increases by 1d6 for
  each slot level above 1st.
  Vigor
  Vigor
  1st-level necromancy
  (Cleric, Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  The sounds of battle ring in your ears as you lay hands on
  your fallen comrade. You can spare neither time nor magic to
  do more right now, but the blood flow slows to a trickle and
  her breathing becomes less labored, even as you are called to
  the aid of another.
  A creature you touch regains 1 hit point at the start of each
  of its turns if it has at least 1 hit point remaining. It also
  becomes proficient in death saving throws while under this
  spell. This spell has no effect on undead or constructs.
  At Higher Levels. When you cast this spell using a 3rd- or
  4th-level spell slot, the healing per turn increases to 2. When
  you cast it using a 5th- or 6th-level spell slot, the healing per
  turn increases to 4. When you cast it using a 7th- or 8th-level
  spell slot, the healing per turn increases to 8. When you cast
  it using a 9th-level spell slot, the healing per turn increases to
  16.
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  2nd Level
  2nd Level
  Animate Skeletal Butler
  Animate Skeletal Butler
  2nd-level necromancy (ritual)
  (Dread Necromancer, Wizard)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a pinch of bone dust)
  Duration: Instantaneous
  Choose a pile of bones of a Medium or Small humanoid
  within range. Your spell imbues the target with a foul mimicry
  of life, raising it as an undead skeleton (the DM has the
  creature's statistics). Your skeleton cannot deal damage, use
  the Help action, or contribute in any other way during
  combat. It could, however, assist in erecting barriers or
  placing caltrops in advance.
  You can never have more than one skeleton made by this
  spell at a time, but the skeleton serves loyally until destroyed.
  Ashstar
  Ashstar
  2nd-level conjuration
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of ash)
  Duration: Concentration, up to 1 minute
  You create a magical construct called an ashstar. It shoots
  from your hand and hovers in the air anywhere within the
  limit of the range. The ashstar gives off a reddish light, akin
  to the hazy light within a sandstorm, providing dim light in a
  20-foot radius. At the end of each of your turns, choose any
  number of creatures within 10 feet of the ashstar. All
  creatures you choose must make Constitution saving throws.
  On a failure, all damage they take until the end of your next
  turn is instead dessication damage.
  As a bonus action, you can move the ashstar to any point
  within range.
  An ashstar can be attacked as if it were an object. It has AC
  17, 20 hit points, immunity to necrotic, fire, poison, and
  psychic damage, and a damage threshold of 10.
  Special: A dread necromancer can learn this spell through
  the advanced learning class feature, even though it is not a
  necromancy spell.
  “What lies at the end of a life well lived? Eons of
  cold servitude, your flesh but a memory, your every
  tortured thought focused on one thing only: to
  feed on the living.”
  —Academician Drake, of the Bleak Academy
  “. . . uhhhnnsss . . .”
  —Nameless zombie
  Black Talon
  Black Talon
  2nd-level necromancy
  (Cleric, Warlock)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a zombified falcon's claw)
  Duration: Concentration, up to 1 minute
  One of your arms transforms into a retractable, rubbery
  appendage ending in a taloned claw. For the duration, your
  reach increases by 5 feet on your turn. For most humanoid
  casters, that brings your reach to 10 feet. This effect does not
  apply when it is not your turn.
  Until the spell ends, you can make a melee spell attack
  against a creature within your reach as an action. On a hit,
  the target takes 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 for
  each slot level above 2nd.
  Blackrot
  Blackrot
  2nd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a mushroom cap)
  Duration: Concentration, up to 1 minute
  The plant-matter creaks and writhes beneath your hand as
  you generate a malignant rot at its center.
  This spell allows you to deliver a single touch that either
  damages a plant creature over a number of rounds or renders
  a wooden weapon poisonous.
  When used against a plant creature, you make a melee
  spell attack. On a hit, the spell deals 2d8 necrotic damage.
  Until the spell ends, you can use a bonus action on each of
  your subsequent turns to cause this damage again.
  Alternatively, you can touch a weapon with a wooden
  striking surface (such as a club or quarterstaff). Any creature
  damaged by the weapon is poisoned until the end of its next
  turn unless it succeeds on a Constitution save.
  Bone Chill
  Bone Chill
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (small piece of bone and a 1-inch cube
  of ice)
  Duration: Concentration, up to 1 minute
  Make a ranged spell attack against a corporeal undead
  within range. On a hit, the target must succeed on a
  Constitution saving throw or be covered in a layer of ice,
  paralyzed for the duration. At the start of each of its turns, the
  target can make another Constitution saving throw. On a
  success, the spell ends on the target.
  This spell has no effect on undead with the Incorporeal
  Movement trait, or on creatures that are not undead.
  At Higher Levels. When cast with a slot of 3rd level or
  higher, you create one additional beam for each level above
  2nd. You must target each beam at a different creature.
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  Bone Talisman
  Bone Talisman
  2nd-level necromancy
  (Druid)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a beast or humanoid bone)
  Duration: Concentration, up to 1 hour or until discharged
  You channel divine power and life energy into a bone from
  an animal or humanoid, giving it limited power against
  undead. Once cast, it may be used for two purposes (decided
  at the time of casting).
  Bone of Turning: You or another druid may present the
  bone in the manner of a holy symbol and use it to turn
  undead, as if you were a cleric. You never destroy undead.
  After one turn attempt, the bone talisman loses its power (but
  you can cast the spell on it again).
  Bone Weapon: The bone is treated as a magic weapon
  that deals +1d6 damage to undead creatures. The bone is
  treated as a simple weapon appropriate to its shape, such as
  dagger or dart (small and sharp), club (if large and blunt), or
  spear (if small and sharp and fastened to a haft) and deals
  normal damage for its type. The spell does not grant
  proficiency in the weapon. The spell is not discharged when
  the weapon hits and this aspect of the spell lasts until the full
  duration (1 hour) expires.
  The spell has no effect if you cast it on a bone taken from
  an undead creature. The bone must be at least 8 inches long
  and may be straight or curved; normally bones from the arm,
  leg, or ribs are used. You may carve, drill, or otherwise shape
  the bone before or after the spell is cast; the spell functions
  as long as the bone remains bone (not turned to wood or
  metal, for example).
  Bonestaff
  Bonestaff
  2nd-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a fingerbone)
  Duration: Concentration, up to 1 minute
  You call up a staff of bone in your hand. This magic staff
  lasts until the spell ends. It counts as a quarterstaff. It deals
  2d6 bludgeoning damage on a hit and has the versatile (2d8)
  property. It scores a critical hit on a roll or 19 or 20. You can
  give the staff to a friend to wield if you so wish.
  If the holder scores a critical hit against an undead with
  this staff, the undead must make a Constitution saving throw
  or be unable to attack the holder until the end of the holder's
  next turn.
  Close Wounds
  Close Wounds
  2nd-level necromancy
  (Cleric)
  Casting Time: 1 reaction, which you take when you see a
  creature within 30 feet of you take damage
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Your ally falls from a crushing blow, but you don't have time
  to reach him. You quickly speak words of power, and the
  worst of his injuries glow golden and begin to heal.
  A creature of your choice that you can see within range
  regains hit points equal to your spellcasting ability modifier.
  This spell has no effect on undead or constructs.
  At your option, you can choose to have this spell effectively
  prevent the damage. Thus, if a creature receives enough
  damage to kill it outright, this spell can save that creature if
  the healing subtracts the damage low enough to prevent
  death from massive damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the healing increases by 1d4 for
  each slot level above 2nd.
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  Command Undead
  Command Undead
  2nd-level necromancy
  (Dread Necromancer)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a shred of raw meat and a splinter of
  bone)
  Duration: 24 hours
  One undead creature you target within range must make a
  Wisdom saving throw. On a failure, you gain some degree of
  control over it. Assuming the subject is intelligent
  (intelligence of 7 or higher), it perceives your words and
  actions in the most favorable way (treat its attitude as
  friendly). It will not attack you while the spell lasts. You can
  try to give the subject orders, but you must win a Charisma
  (Persuasion) check opposed by its Wisdom (Insight) check to
  convince it to do anything it wouldn't ordinarily do. (Retries
  are not allowed). An intelligent commanded undead never
  obeys suicidal or obviously harmful orders, but it might be
  convinced that something very dangerous is worth doing (see
  charm person).
  An undead creature with an intelligence of 3 or less (such
  as a zombie) automatically fails this save, while one with an
  intelligence of 6 or less has disadvantage on the save. When
  you control a mindless being, you can communicate only
  basic commands, such as "come here", "go there", "fight",
  "stand still", and so on. Nonintelligent undead won't resist
  suicidal or obviously harmful orders.
  Any act by you or your apparent allies that threatens the
  commanded undead (regardless of its intelligence) breaks the
  spell.
  Your commands are not telepathic. The undead creature
  must be able to hear you.
  An intelligent undead remembers it was controlled.
  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.
  Consecrate/Desecrate
  Consecrate/Desecrate
  2nd-level necromancy
  (Cleric, Dread Necromancer)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a vial of holy or unholy water: holy for
  consecrate, unholy for desecrate)
  Duration: 24 hours
  You touch a point and infuse an area around it with positive
  or negative energy. The area can have a radius up to 20 feet.
  Choose which you want to imbue:
  Consecrate. The area is charged with positive energy,
  becoming consecrated ground. All undead standing upon
  consecrated ground have disadvantage on all saves. All
  deathless standing upon consecrated ground have advantage
  on all saves.
  Desecrate. The area is charged with negative energy,
  becoming desecrated ground. All undead standing upon
  consecrated ground have advantage on all saves. All
  deathless standing upon consecrated ground have
  disadvantage on all saves.
  You can create a permanently consecrated or desecrated
  region by casting this spell there every day for 1 year.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the radius increases by 10 feet for
  each slot level above 2nd.
  Curse of Impending Blades
  Curse of Impending Blades
  2nd-level necromancy
  (Bard, Ranger, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a nail through a piece of leather)
  Duration: Concentration, up to 10 minutes
  You grip the nail-pierced hunk of leather and cast the spell.
  A small black dagger jets from the tip of the nail and strikes
  your opponent squarely in the chest.
  One target within range must make a Wisdom saving
  throw. On a failure, it has a hard time avoiding attacks,
  sometimes even seeming to stumble into harm's way. It takes
  a -3 penalty to AC and Dexterity saving throws for the
  duration.
  The curse cannot be dispelled, but it can be removed with a
  remove curse spell or similar magic.
  Dance of Ruin
  Dance of Ruin
  2nd-level necromancy
  (Bard, Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: Special
  Range: Self (30 foot radius)
  Components: V, S
  Duration: Instantaneous
  To cast this spell, you dance wildly and chant. After you
  finish your dance, a wave of crackling energy flashes outward
  up to the extent of the range. All non-demons within range
  (including you, unless you are a demon) take necrotic damage
  based on how long you cast this spell, or half with a
  successful Dexterity saving throw.
  If you cast this spell as an action, it deals 1d20 damage.
  If you take 2 rounds to cast this spell, it deals 2d20
  damage.
  If you take 3 rounds to cast this spell, it deals 4d20
  damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d20 for
  each two slot levels above 2nd.
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  Death Armor
  Death Armor
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a paste made of ground bone, which
  you apply to your body)
  Duration: 1 minute
  You are surrounded with a crackling black aura that injures
  creatures that contact it. If a creature hits you with a melee
  attack while this spell is in effect, it immediately takes 1d4
  necrotic damage.
  While this spell is in effect, beasts with a CR of 1/4 or
  lower are frightened of you.
  Death Knell
  Death Knell
  2nd-level necromancy
  (Cleric, Dread Necromancer, Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You draw forth the ebbing life force of a creature and use it
  to fuel your own power. You touch one creature at 0 hit points
  and force it to make a Constitution saving throw. If it fails this
  saving throw, it dies, and you gain 1d10 temporary hit points
  that last for 1 hour.
  If a creature dies due to this spell, you regain the slot you
  used to cast it.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you gain 1d10 additional temporary
  hit points for each slot level above 2nd.
  Decomposition
  Decomposition
  2nd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Components: V, S, M (a mushroom cap)
  Duration: Concentration, up to 1 minute
  Using your link to the natural world, you create an air of
  decay that makes death come quicker to the wounded.
  Whenever an enemy within the area takes bludgeoning,
  piercing, or slashing damage, that wound festers for an
  additional 1d8 points of necrotic damage at the beginning of
  its turn each round thereafter for the duration of the spell. A
  Medicine check against your spell save DC or the application
  of any healing magic stops the festering. Only one wound
  festers at a time; additional wounds are not subject to this
  effect. Once festering has been stopped, however, any new
  wound taken while the subject is within the area (before the
  spell expires) begins the process anew.
  For example, a subject who takes 6 points of damage while
  within the area of a decomposition spell takes 1d8 points of
  damage from the festering wound in the next round, and
  another 1d8 points in the round after that. In the following
  round, that subject receives 7 points of healing from a cure
  wounds spell, so the festering stops and the subject takes no
  festering damage that round. In the next round, the subject
  remains within the emanation and takes another 3 points of
  damage in battle. The festering begins again, dealing 1d8
  points of damage in the following round.
  At Higher Levels. When cast as a 4th or 5th level spell, the
  necrotic damage increases to 2d8. When cast as a 6th or 7th,
  it increases to 3d8. When cast as an 8th or 9th, it increases to
  4d8.
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  Dessicate
  Dessicate
  2nd-level necromancy
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of dust)
  Duration: Instantaneous
  You evaporate moisture from the body of a living creature,
  which much make a Constitution saving throw. On a failure, it
  takes 3d10 dessication damage and gains one level of
  exhaustion, unless it already has one or more levels of
  exhaustion. On a success it takes half damage and gains no
  exhaustion.
  This spell deals 4d10 damage against elementals
  composed mostly of water and plants.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d10 for
  each level above 2nd.
  Desiccating Bubble
  Desiccating Bubble
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a tiny bag or bladder filled with air,
  and a sprinkle of dust)
  Duration: Concentration, up to 1 minute
  A 3-foot-diameter bubble of supernaturally dry air appears
  in an unoccupied space of your choice within range and lasts
  for the duration. Any creature that ends its turn within 5 feet
  of the sphere must make a Dexterity saving throw. The
  creature takes 2d4 dessication damage on a failed save, or
  half as much damage on a successful one. This spell deals
  3d4 damage against elementals composed mostly of water
  and plants.
  As a bonus action, you can move the sphere up to 30 feet. If
  you ram the sphere into a creature, that creature must make
  the saving throw against the sphere’s damage, and the sphere
  stops moving this turn.
  The surface of the bubble has a spongy, yielding
  consistency (similar to that of a soap bubble, but not fragile
  and allowing objects to pass through it without affecting the
  spell) and so does not cause damage except by absorbing
  moisture.
  When you move the sphere, you can direct it over barriers
  up to 30 feet tall and jump it across pits up to 30 feet wide.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d4 for
  each slot level above 2nd.
  Disguise Undead
  Disguise Undead
  2nd-level illusion
  (Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a cocoon of a death’s head moth)
  Duration: 1 hour
  You make one undead—including clothing, armor,
  weapons, and equipment—look different. You can make it
  seem 1 foot shorter or taller, thin, fat, or in between. You
  cannot change the creature’s body type. For example, a wight
  could look human, humanoid, or like any other generally
  human-shaped bipedal creature. Otherwise, the extent of the
  apparent change is up to you. You could add or obscure a
  minor feature, such as a mole or a beard, or make it look like
  an entirely different creature.
  The spell does not provide the abilities or mannerisms of
  the chosen form. It does not alter the perceived tactile (touch)
  or audible (sound) properties of the undead or its equipment.
  A battleaxe made to look like a dagger still functions as a
  battleaxe.
  To discern that the creature is disguised, a creature can use
  its action to inspect its appearance and must succeed on an
  Intelligence (Investigation) check against your spell save DC.
  Ease Pain
  Ease Pain
  2nd-level abjuration (ritual)
  (Cleric, Paladin)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a pinch of willow bark)
  Duration: Instantaneous
  Ease pain immediately removes any effects of pain,
  including angry ache, pain, symbol (pain), power word pain,
  wave of pain, wrack and similar spells. It does not heal any
  damage or other effects not directly related to pain.
  Execration
  Execration
  2nd-level necromancy
  (Cleric, Paladin)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small bowl worth 10gp, with the
  name of your foe inscribed)
  Duration: Concentration, up to 1 hour
  You place a dark curse upon your opponent. One creature
  you touch must make a Charisma saving throw. On a failure,
  one of its abilities ebbs. Choose which one. For the duration,
  whenever it rolls an ability check or saving throw on the
  ability score of your choice, you can use your reaction to give
  it disadvantage on that saving throw or ability check.
  While this spell lasts, when you use your reaction in this
  way, you can amplify its power, forcing it to reroll (after
  advantage and disadvantage are applied) and take the lower
  roll. Doing so immediately ends the spell.
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  Exhume
  Exhume
  2nd-level necromancy (ritual)
  (Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a shard of bone)
  Duration: Instantaneous
  This handy spell pulls up to 20 corpses or piles of bones
  out of the ground within range, though it does not create
  bodies if there were none. It yields best results when cast in a
  graveyard or other burial place.
  Find Skeletal Steed
  Find Skeletal Steed
  2nd-level conjuration
  (Paladin)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You summon a spirit that assumes the form of an unusually
  intelligent, strong, and loyal steed, creating a long-lasting
  bond with it. Appearing in an unoccupied space within range,
  the steed takes on a form that you choose: a warhorse, a
  pony, a camel, an elk, or a mastiff. (Your DM might allow
  other animals to be summoned as steeds.) The steed has the
  statistics of the chosen form, though it is an undead instead
  of its normal type. Additionally, if your steed has an
  Intelligence of 5 or less, its Intelligence becomes 6, and it
  gains the ability to understand one language of your choice
  that you speak.
  The steed has immunity to poison damage and the
  poisoned and exhaustion conditions, but vulnerability to
  bludgeoning damage. It cannot be turned as long as you ride
  it.
  Your steed serves you as a mount, both in combat and out,
  and you have an instinctive bond with it that allows you to
  fight as a seamless unit. While mounted on your steed, you
  can make any spell you cast that targets only you also target
  your steed.
  When the steed drops to 0 hit points, it disappears, leaving
  behind no physical form. You can also dismiss your steed at
  any time as an action, causing it to disappear. In either case,
  casting this spell again summons the same steed, restored to
  its hit point maximum.
  While your steed is within 1 mile of you, you can
  communicate with it telepathically.
  You can’t have more than one steed bonded by this spell at
  a time. As an action, you can release the steed from its bond
  at any time, causing it to disappear.
  Ghoul Glyph
  Ghoul Glyph
  2nd-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (earth from a ghoul's lair)
  Duration: Until dispelled or triggered
  The faint, green glow of the glyph flares to life. A sickly
  green light fills the room, illuminating the paralyzed forms of
  its victims, and bringing with it the stench of death.
  You inscribe a glyph, approximately 1 foot across, that
  paralyzes any living creature of Large or smaller size that
  comes within 5 feet of the glyph. You can scribe the glyph to
  be visible as faintly glowing lines, or invisible. You can
  inscribe a ghoul glyph on a portable object, but if the object is
  moved more than 5 feet, the glyph fades.
  You decide what triggers the glyph when you cast the spell.
  For glyphs inscribed on a surface, the most typical triggers
  include touching or standing on the glyph, removing another
  object covering the glyph, approaching within a certain
  distance of the glyph, or manipulating the object on which the
  glyph is inscribed. For glyphs inscribed within an object, the
  most common triggers include opening that object,
  approaching within a certain distance of the object, or seeing
  or reading the glyph. Once a glyph is triggered, this spell
  ends.
  When triggered, all creatures within 5 feet of the glyph
  must make a Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  Halt Undead
  Halt Undead
  2nd-level necromancy
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of sulfur and powdered garlic)
  Duration: Concentration, up to 1 minute
  Choose up to three undead creatures within range. All
  creatures must be within 30 feet of each other when you
  target them. They must succeed on a Wisdom saving throw.
  They have disadvantage on this save if they have an
  Intelligence of 6 or lower. On a failure, the undead is
  incapacitated for the duration, and its speed is 0. This effect
  ends if it takes any damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can target one additional
  undead for each slot level above 2nd.
  Holy Fire
  Holy Fire
  2nd-level necromancy
  (Cleric, Paladin)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a match)
  Duration: 1 turn
  Your holy symbol and your eyes erupt in a blaze of silver
  fire. If you use an ability that lets you turn undead before the
  spell ends, all undead that make a save against your turning
  take 1d10 radiant damage and 1d10 fire damage. They take
  this damage whether or not the turning is successful.
  This damage is dealt before the turning is applied, so it
  does not end the effect.
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  Kelgore's Grave Mist
  Kelgore's Grave Mist
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a handful of dirt taken from a
  graveyard or tomb)
  Duration: 1 minute
  With a gesture, you create a cloud of clammy, thin mist.
  The light in the area seems to dim as the mist appears, and a
  slight wind washes over the area, sending a chill down your
  foes' spines.
  This spell creates a thin mist within a 20-foot-radius sphere
  centered on a point you choose. The mist spreads around
  corners. It lasts for the duration or until strong wind
  disperses the mist, ending the spell. The mist is too thin to
  affect vision.
  When a living creature enters the spell’s area for the first
  time on a turn or starts its turn there, that creature takes 1d6
  cold damage and its speed is reduced by 10 until the start of
  its next turn. This spell has no effect on undead or
  constructs.
  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.
  Life Bolt
  Life Bolt
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Holding your palm outward, you intone the spell and
  empower it with a bit of your own life. A golden ray beams
  forth from your hand, striking an undead creature where its
  heart should have been.
  You create three rays of brilliant light and hurl them at
  targets within range. You can hurl them at one target or
  several. Make a ranged spell attack for each ray. On a hit, the
  target takes 1d12 radiant damage.
  If you choose, you can expend some of your own life into
  the bolts. For each bolt you empower in this way, you
  sacrifice 1 hit point. In return, you roll the damage for that
  bolt twice and use the higher value.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you create one additional ray for
  each slot level above 2nd.
  Mark of the Outcast
  Mark of the Outcast
  2nd-level necromancy
  (Cleric, Druid, Paladin)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small gong, which you beat once)
  Duration: Permanent
  You select your victim for punishment and invoke the
  ancient words of anathema. A dull purple splotch in the
  shape of a skull manifests itself on your victim’s flesh, visible
  to all.
  One creature within range must succeed on a Wisdom
  saving throw. On a failure, this spell creates an indelible mark
  on the subject’s face (or other upper body part, if the subject
  doesn’t have a head). The mark is visible to normal vision and
  darkvision. The wearer of such a mark suffers disadvantage
  on Charisma (Deception) and Charisma (Persuasion) checks.
  The mark cannot be dispelled, but it can be removed with a
  greater restoration or remove curse spell.
  Phade's Fearsome Aspect
  Phade's Fearsome Aspect
  2nd-level illusion
  (Bard, Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You touch a willing creature, making its facial features take
  on the aspect of a threatening creature seemingly birthed
  from the Abyss. The subject's eyes seem to change to glowing
  slits, its skin darkens and grows scales, and horns and sharp
  teeth appear to jut from its face. The change has no affect on
  the target's physical abilities, but it does have a +5 bonus to
  Charisma (Intimidation) checks, and can make such a check
  as a bonus action.
  You can choose the specific features of the illusion, as long
  as they are based upon those of Abyssal creatures.
  To discern that the subject is disguised, a creature can use
  its action to inspect its appearance and must succeed on an
  Intelligence (Investigation) check against your spell save DC.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can target one additional
  creature for each slot level above 2nd.
  Possess Trapper
  Possess Trapper
  2nd-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: S, M (a small gear)
  Duration: 8 hours
  A bane to kobolds and rogues, you call forth malevolent
  spirits of dead pranksters that follow a potential trap setter. If
  the subject sets a trap during the duration of this spell, the
  spirits will intervene and it will immediately backfire. The
  victim might be pushed into the trap if trying to manipulate it
  from afar, or the spirits might flip a switch when the victim
  tries to set the final piece. The forces try their best to assure
  success, wielding their knowledge of traps to increase the DC
  of the trap by 1d4.
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  Ray of Depletion
  Ray of Depletion
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Make a ranged spell attack. On a hit, the target must
  succeed on a Constitution saving throw or lose 2d4 + your
  spellcasting modifier psi points, or half as much on a
  successful save. If you have a reservoir of at least 1 psi point,
  you gain the amount of points drained as temporary points,
  which last for 1 hour and can go over your maximum. This
  spell does not grant you any power to manifest psionics.
  The ray of depletion affects only targets possessing psi
  points. Non-psionic beings hit by a ray register some
  momentary unpleasant sensory awareness, but not so much
  as to disrupt an action or concentration.
  At Higher Levels. The psi drain increases by 1d4 for each
  slot level above 2nd.
  Reveille
  Reveille
  2nd-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (burning incense)
  Duration: 5 rounds
  You touch the body and intone a lament, calling out to the
  living memory of the creature. Tendrils of mystical energy
  sparkle around the creature's lips, and it begins to speak.
  This spell is a weaker variation on speak with dead. You
  cause a creature that has been dead for up to three days to
  reveal information about events that led up to its death. The
  corpse speaks tersely in its native language, using no more
  than a dozen words or so in a round. In the first round, it
  describes the last thing it saw. In the second, it describes its
  dying wish. In the third, it describes the attack that killed it. In
  the fourth, it tells who killed it. In the fifth, it tells why it
  believes it was killed.
  Shroud of Undeath
  Shroud of Undeath
  2nd-level necromancy
  (Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (dust or bone fragments from any
  destroyed undead creature.)
  Duration: 1 hour
  You shroud yourself with invisible negative energy so that
  nonintelligent undead perceive you as a fellow undead
  creature, ignoring you. Your appearance does not change,
  and while intelligent undead do not immediately recognize
  you as alive, they are likely to question whether you are
  actually undead. If used in conjunction with a disguise or an
  illusion to appear undead, this spell gives you advantage on
  your Deception check.
  If you attack an undead creature while this spell is in effect,
  the spell immediately ends. You can also end this spell as an
  action.
  “There are those who say that life ends when the
  body fails. When the blood ceases to flow and the
  lungs no longer breathe, they admit the end of
  their existence. Those men are fools. I, who have
  not felt the beat of a heart within my breast for
  three centuries—I know that life is no more
  dedicated to the body than innocence is attached
  to a soul. It is a simple task to cut it away and be
  freed.”
  —Havrøkr the Malignant, Lich King
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  Spawn Screen
  Spawn Screen
  2nd-level necromancy (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small sieve)
  Duration: 8 hours
  Hoping that your friend will not have need of the spell, you
  ensure that his death in the coming battle won't result in an
  even greater abomination.
  The subject cannot be turned into an undead by the Create
  Spawn ability of undead creatures. This spell doesn't prevent
  the subject from perishing or provide anything other than
  insurance that the subject's body and spirit cannot be
  hijacked by an acquisitive undead creature.
  The protection applies if the duration is still in effect when
  the subject first dies; the spell need not linger in its effect
  during the period immediately prior to a spawn's rise. This
  spell cannot be cast on the body of a creature that has
  already been killed by a spawn-creating undead.
  Spectral Hand
  Spectral Hand
  2nd-level necromancy
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: 120 feet
  Components: V, S
  Duration: 10 minutes
  A ghostly, glowing hand shaped from your life force
  materializes and moves as you desire, allowing you to deliver
  touch range spells at a distance.
  You create a ghostly, floating, shimmering hand within
  range. You can move the hand up to 30 feet as a bonus action.
  For as long as the spell lasts, any touch range spell of the
  necromancy school that you cast can be delivered by the
  spectral hand. If the spell requires an attack roll, you use your
  bonus as normal.
  If you are an undead with a melee attack that deals any
  damage type other than (or in addition to) bludgeoning,
  piercing or slashing, or inflicts a condition, such as Rotting
  Fist, Paralyzing Touch, or Life Drain, you can deliver this
  attack through your spectral hand, but it deals no
  bludgeoning, piercing, or slashing damage. A dread
  necromancer's Charnel Touch can likewise be delivered
  through the hand.
  At Higher Levels. When cast with a 3rd, 4th, or 5th level
  slot, the hand lasts for 1 hour. When cast with a 6th or 7th
  level slot, the hand lasts for 8 hours. When cast with an 8th
  or 9th level slot, the hand lasts for 24 hours.
  Stabilize
  Stabilize
  2nd-level necromancy
  (Cleric, Druid, Paladin)
  Casting Time: 1 bonus action
  Range: Self (60-foot radius)
  Components: V, S, M (a bandage)
  Duration: Instataneous
  You unleash a burst of energy, automatically stabilizing all
  creatures within range.
  Sticks and Stones
  Sticks and Stones
  2nd-level necromancy
  (Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You animate a pile of rocks, branches, limbs, and other
  debris within range into the crude shape of a Medium
  skeleton. The skeleton follows your orders unquestioningly.
  This creature is a skeleton in all ways, except it has
  resistance to necrotic damage and the following action
  option:
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
  succeed on a DC 13 Constitution saving throw or its hit point
  maximum is reduced by an amount equal to the damage
  taken. This reduction lasts until the target finishes a long
  rest. The target dies if this effect reduces its hit point
  maximum to 0.
  A humanoid slain by this attack rises 24 hours later as a
  free-willed zombie, unless the humanoid is restored to life or
  its body is destroyed.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you create one additional skeleton
  for each slot level above 2nd. Each of the creatures must
  come from a different pile of debris.
  Stolen Breath
  Stolen Breath
  2nd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a stoppered glass vial)
  Duration: 1 minute
  With a clenched fist, you make a tugging motion toward
  your target. A transparent, barely perceptible hand appears to
  plunge into your target's mouth.
  With this spell, you steal all the air from the subject's lungs,
  causing it to suffer a momentary respiratory crisis. It can take
  shallow breaths and act normally but is considered poisoned
  for 1 minute. At any time during this minute, the subject can
  take an action to get its wind back, ending the condition. This
  spell has no effect on creatures that don't need to breathe.
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  Tvash-prull's Bonefiddle
  Tvash-prull's Bonefiddle
  2nd-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a miniature silver fiddle worth at least
  30 gp)
  Duration: Concentration, up to 1 minute
  You call up a ghostly fiddle bow in the air above the
  targeted creature. The creature must make a Constitution
  saving throw. On a failure, this bow immediately descends
  into the subject's body and begins to saw back and forth
  against its skeleton. Although the music produced is eerily
  beautiful, it causes intense pain and anguish to the victim.
  At the start of each of its turns, the victim takes 1d8
  thunder damage. While the spell lasts, it has disadvantage on
  Stealth checks. It also has disadvantage on all Concentration
  checks made to avoid losing concentration on a spell.
  As a bonus action, you can move the bonefiddle to another
  creature in range, but the new target gains a saving throw to
  resist the spell. If the new target makes its saving throw, the
  bonefiddle vanishes and the spell ends.
  The spell's effects continue even if the target moves so you
  no longer have line of sight to it, but you cannot shift the
  bonefiddle to a new target unless you have line of sight to the
  current target and to the intended target.
  Vertigo
  Vertigo
  2nd-level illusion
  (Bard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: 1 minute
  A creature of your choice that you can see within range
  becomes dizzy as the ground seems to drop away beneath its
  feet. The target must succeed on an Intelligence saving throw
  or lose its balance. On a failed save, for each 5 feet the
  creature moves, it must make a Dexterity saving throw or fall
  prone. Additionally, if it is within 10 feet of a cliff or hole with
  at least a 10 foot drop, it is frightened of the cliff or hole.
  At the end of each of its turns, the target can make a
  Dexterity (Acrobatics) or an Intelligence (Investigation) check
  against your spell save DC. If the check succeeds, the target
  catches its balance and the spell ends.
  Airborne creatures suffer no effect from this spell as long
  as they continue to fly.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can target one additional
  creature for each slot level above 2nd.
  Wracking Touch
  Wracking Touch
  2nd-level necromancy
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Your touch causes horrible agony in a creature’s vital area.
  Make a melee spell attack against a creature within your
  reach. On a hit, the target takes 5d6 necrotic damage. If you
  have sneak attack, you can add the dice to this attack's
  damage as necrotic, even if you would not normally be able to
  (because you have disadvantage on the attack, for example).
  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.
  3rd Level
  3rd Level
  Armor of Undeath
  Armor of Undeath
  3rd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a band of steel)
  Duration: 8 hours
  You touch a humanoid skeleton or corpse, and a willing
  creature. The skeleton or corpse need not be complete, but
  enough must remain for an animate dead spell to work.
  The skeleton or corpse rises and spreads around the
  willing creature, effectively becoming +1 half plate. The
  creature also gains 15 temporary hit points that last until the
  spell ends.
  A creature that is not proficient with medium armor takes
  the normal penalties for wearing armor of undeath.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the temporary hit points increase
  by 5 for each slot level above 3st.
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  Bestow Eternal Curse
  Bestow Eternal Curse
  3rd-level necromancy
  (Bard, Cleric, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Permanent
  One creature within range must succeed on a Wisdom
  saving throw or become cursed for the duration of the spell.
  This curse can take any of the following forms:
  Bad Luck: When the target rolls a 20 on the d20 for an
  attack roll, ability check, or saving throw, it must reroll the
  die and use the new roll. If the new roll is a 20, it keeps the
  20.
  Burning Silver: The target takes 1d6 fire damage every
  round is it in contact with silver. This could be replaced
  with another valuable metal, such as gold, platinum,
  adamantine, mithral, etc., but not common metals like
  steel or iron.
  Dimensionally Bound: The target cannot enter
  extradimensional spaces such as a rope trick.
  Eldritch Hunger: The target must eat a pound of a
  strange substance once a day: raw meat, blood, gold, soil,
  and so on.
  Enfeeblement: Choose one ability score. While cursed,
  the target has disadvantage on ability checks made with
  that ability score.
  Enmity: The next person introduced to the target for the
  first time will hate him or her uncontrollably forever. Even
  if this curse is removed, the person still hates the victim of
  the curse, but the victim can improve the person’s attitude
  normally after the curse is gone.
  Gluttony: The target requires four times as much food
  and water.
  Grotesque Form: The target's appearance changes in a
  sinister butt purely cosmetic way. For example, the curse
  can place a scar on the target's face, turn the target's teeth
  into yellow fangs, give it a forked tongue, or give the target
  bad breath.
  Heart's Treasure Lost: One cherished, nonmagical item
  vanishes from the target's possession. The object can't be
  found as long as the spell lasts.
  Illiteracy: The target becomes unable to read or write.
  Infertility: The target becomes infertile.
  Perfect Target: The target's enemies prioritize attacking
  it over other opponents.
  Petty Failing: The target is unable to perform a certain
  kind of act involving fine motor control, such as tying
  knots, writing, playing an instrument, or sewing.
  Poverty: At some point within the next week (or whenever
  it is feasible), thieves are able to steal (6d10+40)% of the
  monetary wealth the victim has. This wealth can be
  regained normally.
  Sloth: The target requires 12 hours of sleep every night to
  be rested, rather than 8. A creature that enters a trance
  (such as an elf) only trances for 4 hours but must still rest
  for 8 more.
  Sobriety: All alcohol the character tries to drink turns to
  vinegar.
  Unnatural Aura: Animals refuse to be within 5 feet of the
  target and do not respond to the target’s commands or
  requests.
  Unskill: The target loses proficiency with two skills of
  your choice. If it previously had expertise in a skill, it
  instead becomes regularly proficient.
  Zzyczesiya's Spite: Each time the target meets someone
  for the first time, there is a 50% chance that the new
  person will confuse the target with a hated enemy, a well-
  known criminal, or a raving lunatic.
  A remove curse spell ends this spell's effects, but dispel
  magic has no effect. At the DM’s option, you may choose an
  alternative curse effect, but it should be no more powerful
  than those described above. The DM has final say on such a
  curse’s effect.
  At Higher Levels. When cast with a slot of 6th level or
  higher, you may choose from the following options as well:
  Burning Iron: The target takes 1d12 fire damage every
  round is it in contact with steel or iron.
  Destitution: Valuable metals (such as platinum, gold,
  silver, and copper) turn to lead in the target’s possession,
  even if they are in a bag of holding or stored away from the
  target. The target’s touch transmutes valuable metals
  (including coins) into lead as well.
  Let the Blood Flow: The target cannot regain hit points
  through resting or other nonmagical means.
  Lost Knowledge: All books and scrolls in the target's
  possession turn to ash.
  Myhriss's Spite: The character is doomed to be forever
  unlucky in love and to have all of his or her romances end
  in heartbreaking tragegy.
  Putrid Husk: The target's body deforms into an undead
  creature of your choice. It does not become undead.
  Terrible Luck: When the target rolls a 20 on the d20 for
  an attack roll, ability check, or saving throw, it counts as a
  1.
  Unseen Doom: All creatures of a specific kind (such as
  orcs, owlbears, or black dragons) are permanently
  invisible to the sight of the victim (faerie fire, see
  invisibility, true seeing, and similar spells still function
  normally). The spellcaster chooses the kind of creature.
  When cast with a slot of 9th level, you may choose from the
  following options as well:
  Friendship's Pain (Richten's Curse): The character is
  doomed to see all of his or her friends die and be helpless
  to prevent it.
  Kas's Spite: All of the target’s loved ones and allies
  suddenly despise him or her and will seek his or her ruin.
  Some may attack the target immediately, while others
  might carefully plot revenge.
  Love's Pain: 1d4+1 of the target’s loved ones or allies are
  affected by a curse chosen by you from the two lists above.
  Pestilence: A random friend or family member of the
  target contracts a disease. If the disease is magically
  cured or runs its course (regardless of the outcome),
  another loved one contracts a new disease. This recurs
  until the curse is lifted.
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  Black Sand
  Black Sand
  3rd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell creates an area of black sand (see Sandstorm
  page 20), infused with shadowstuff and negative energy.
  Choose a point within range. A 20-foot radius layer of black
  sand appears around that point (the black sand is an inch
  thick). A region of black sand literally swallows light, emitting
  magical darkness rising to a height of 20 feet over the
  surface. Undead with darkvision can see through this
  darkness as if it were nonmagical. When a living creature
  enters the spell’s area for the first time on a turn or starts its
  turn there, that creature takes 2d4 necrotic damage (no save).
  Those reduced to 0 hit points crumble into black sand
  themselves. Undead are instead healed by 2d4 hit points at
  the start of their turn.
  Only the surface of the sand is affected by the spell, so
  creatures burrowing beneath an area of black sand are
  unaffected unless they break its surface. Creatures that do so
  immediately take damage from the spell.
  Boneblade
  Boneblade
  3rd-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a 6-inch-long bone)
  Duration: Concentration, up to 1 hour
  You transform a bone at least 6 inches long into a
  longsword, short sword, or greatsword (your choice choice).
  This weapon is a bloodfeeding, bodyfeeding weapon (see the
  Magic Items section, below). This spell confers no proficiency
  with the weapon, but you need not be the one to wield it.
  Attuning to this weapon takes 1 minute, instead of 1 hour.
  Only undead casters can cast this spell.
  Boneblast
  Boneblast
  3rd-level necromancy
  (Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a fractured human bone)
  Duration: Instantaneous
  You cause some bone within a touched creature to break or
  crack. You cannot specify which bone. Make a melee spell
  attack against a creature within your reach. On a hit, the
  target must make a Constitution saving throw. On a failure,
  the target's Constitution is reduced by 1d4 points. This
  reduction lasts until the target finishes a long rest. A
  Constitution save negates the reduction.
  This spell has no effect on creatures that don't have
  endoskeletons, exoskeletons, or hydrostatic skeletons.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the reduction increases by 1 for
  each slot level above 3rd.
  Cloak of Blood
  Cloak of Blood
  3rd-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a vial of blood)
  Duration: 1 minute
  You can sacrifice your own lifeforce to avoid blows. When a
  creature makes an attack against you, you can expend any
  number of hit points to raise your AC by half that amount
  rounded down, no action required (so spending 6 hit points
  raises your AC by 3). You can expend that number after
  seeing the roll. The bonus only applies against that specific
  attack.
  Losing hit points in this way never forces you to make a
  Concentration check, but in all other ways counts as damage.
  At Higher Levels. When cast with a spell slot of 6th level
  or higher, you can also expend hit points to add a bonus to a
  saving throw.
  Clutch of Orcus
  Clutch of Orcus
  3rd-level necromancy
  (Cleric, Warlock)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Choose a humanoid that you can see within range. The
  target must succeed on a Constitution saving throw be
  paralyzed for the duration as magical force crushes the
  subject's organs. At the start of each of its turns, the
  paralyzed target takes 1d12 bludgeoning damage. At the end
  of each of its turns, the target can make another Constitution
  saving throw. On a success, the spell ends on the target.
  If a creature dies while under this spell, you can choose to
  have one of its organs appear in your hand.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can target one additional
  humanoid for each slot level above 3rd. The humanoids must
  be within 30 feet of each other when you target them.
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  Control Temperature
  Control Temperature
  3rd-level transmutation (ritual)
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (120 foot radius)
  Components: V, S, M (a drop of mercury)
  Duration: Concentration, up to 8 hours
  You imbue an area with cold or fire energy, reducing or
  raising the temperature by up to two temperature bands (see
  below, under DM options). Effects of the new temperature on
  creatures and the environment are incurred immediately.
  Multiple castings of this spell do not stack.
  At Higher Levels. When cast with a 4th or 5th level slot,
  you can shift the temperature up to 3 bands. When cast with
  a 6th or 7th slot, you can shift the temperature up to 4 bands.
  When cast with an 8th or 9th slot, you can shift the
  temperature up to 5 bands.
  Crown of the Grave
  Crown of the Grave
  3rd-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (grave dirt)
  Duration: Concentration, up to 8 hours
  A ring of ghostly fog surrounds the target's head. With a
  swirl, the fog dissipates, leaving behind a crown made of
  human bones.
  This spell creates a magic crown that grants its wearer the
  power to command undead. While the spell lasts the crown's
  wearer can take an action to issue a one-word order to an
  undead creature, as per the command spell. The undead
  creature must make a Wisdom save against your spell save
  DC to resist this effect.
  In addition, if the wearer has the Channel Divinity or
  Channel Negative Energy features, it can expend a use of that
  ability to give the the undead disadvantage on its save against
  the command.
  If the wearer uses Channel Divinity or Channel Negative
  Energy in a way that affects undead, it can give all undead
  disadvantage on the save. Doing so immediately ends the
  spell.
  Curse Tablet
  Curse Tablet
  3rd-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a lead tablet and a nail)
  Duration: 7 days
  You write the name of your victim on a lead tablet, drive a
  nail through it, invoke the spirits of the dead, and place the
  tablet within an occupied tomb.
  Every midnight for the duration, the victim must make a
  Constitution saving throw. On a failure, it suffers horrible
  dreams of its own death, gaining no benefit from rest and
  taking 1d8 necrotic damage. Its maximum hit points are
  reduced by the same amount. On a success, it suffers no ill
  effects. After three successful saving throws (which need not
  be consecutive), the spell ends.
  The spell can also be safely negated by finding the tablet (it
  radiates necromantic magic) and casting a remove curse
  spell upon it. The tablet can also be melted or broken, but
  that deals 2d8 necrotic damage to the victim. Remove curse
  can also be cast upon the victim, though because the curse
  was not directly placed upon the victim, this only grants
  immunity to the spell's effect for 24 hours.
  When the spell ends, the creature cannot be affected by
  your curse tablet for another year.
  Dread Blast
  Dread Blast
  3rd-level necromancy
  (Warlock)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  A lance of dark energy flies from your finger. Make a
  ranged spell attack against a creature within range. On a hit,
  it takes 8d6 necrotic damage and must make an Intelligence
  saving throw. On a failure, it is incapacitated until the end of
  its next turn, and its speed is 0 for the same duration.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 2d6 for
  each slot level above 3rd.
  Feign Life
  Feign Life
  3rd-level necromancy (ritual)
  (Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a vial of human blood)
  Duration: 1 hour
  This spell gives the illusion of life to a willing undead
  creature within range.
  For the duration of the spell, the target looks, sounds,
  smells, and feels exactly as it did in life. The target regrows
  skin, blood, and organs. While under this spell's effect, the
  target can eat, drink, breathe, and perform all other bodily
  functions, though it does not have to. It is identical to how it
  looked before death. Incorporeal undead appear solid, but do
  not actually gain substance. This spell does not grant
  sentience, so unintelligent undead act mindlessly as usual.
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  Flesh Ripper
  Flesh Ripper
  3rd-level necromancy
  (Sorcerer)
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (the claw of a wight)
  Duration: Instantaneous
  You evoke pure necromantic power in the form of a black
  claw that flies at the target. Make a ranged spell attack. On a
  hit, the target takes 3d12 necrotic damage, and the wound
  rots rapidly for 1d4 points of necrotic damage at the start of
  each of the creature's turns until it is magically healed.
  At Higher Levels. When cast with a 4th-level slot or
  higher, the spell deals an extra 1d12 points of necrotic
  damage for each level above 3rd.
  Ghoul Gesture
  Ghoul Gesture
  3rd-level necromancy
  (Sorcerer)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a small scrap of cloth taken from
  clothing worn by a ghoul, or a pinch of earth from a ghoul's
  lair)
  Duration: Concentration, up to 1 minute
  A green ray stabs from your pointing finger to strike the
  belly of your enemy.
  You must succeed on a ranged spell attack with the ray to
  strike a humanoid target. A subject that is successfully hit
  must make a Constitution save or be paralyzed for the
  duration of the spell. A subject that succeeds on its saving
  throw is instead poisoned for the duration. At the end of each
  of its turns, the target can make another Constitution saving
  throw. On a success, the spell is reduced to poisoning the
  target
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can fire one additional ray for
  each slot level above 3rd. All rays must be directed at
  different targets.
  Infallible Servant
  Infallible Servant
  3rd-level necromancy (ritual)
  (Cleric, Druid, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (dung)
  Duration: 8 hours
  You rub dung onto your minion's brow, intoning dark words
  to bind his life to your cause.
  With a touch, you give a willing target a powerful
  motivation to avoid failure. If the target is captured or slain,
  its body dissolves into foul sludge. The target is utterly
  destroyed and cannot be affected by any spell or effect that
  restores life (such as true resurrection) or a semblance of life
  (such as animate dead) short of wish.
  When the target dissolves, all creatures within 30 feet
  must succeed on a Constitution save against your spell save
  DC or become poisoned for 1 minute.
  Infestation of Maggots
  Infestation of Maggots
  3rd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a handful of dead, dried flies)
  Duration: Concentration, up to 1 minute
  You touch your foe with the dust of dead flies on your
  fingers, giving birth to hundreds of writhing maggots in its
  flesh.
  Make a melee spell attack against one creature you can
  touch. On a hit, the target creature takes 3d10 necrotic
  damage. At the start of its next turn, it must make a
  Constitution save. On a failure, it takes 3d10 necrotic damage
  and the spell continues. After the creature saves successfully
  against this spell once, the spell ends.
  Creatures without organs take half damage from this spell.
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  Invigoration of Undeath
  Invigoration of Undeath
  3rd-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a mouse toe)
  Duration: Concentration, up to 1 minute
  Choose up to four undead under your control that you can
  see within range. Until the spell ends, the affected undeads'
  speed is doubled, they gain a +2 bonus to AC, they have
  advantage on Dexterity saving throws, and they gain an
  additional action on each of their turns. That action can be
  used only to take the Attack (one weapon attack only), Dash,
  Disengage, Hide, or Use an Object action.
  When the spell ends, the targets can’t move or take actions
  until after their next turn, as a wave of lethargy sweeps over
  them.
  Irian's Light
  Irian's Light
  3rd-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a sliver of quartz)
  Duration: Instantaneous
  You channel the light of Irian, the Eternal Day, into three
  brilliant rays of positive energy that heal the living and reave
  the undead. You create three rays of light and hurl them at
  targets within range. You can hurl them at one target or
  several.
  Rays that are aimed at living or deathless automatically hit.
  Rays that are aimed at undead or constructs require a ranged
  spell attack to hit.
  Any living or deathless creature struck by a ray regains 2d6
  hit points. Any undead creature struck by a ray takes 2d6
  radiant damage. A construct struck by a ray suffers no effect.
  Special: Aerenal elf spellcasters create one additional ray.
  At Higher Levels. When cast as a 4th level spell or higher,
  you create one additional ray for each level above 3rd.
  Junglerazer
  Junglerazer
  3rd-level necromancy
  (Druid, Wizard)
  Casting Time: 1 action
  Range: Self (150-foot line)
  Components: V, S, M (a pinch of ash from a burnt plant)
  Duration: Instantaneous
  Invisible destructive energy springs silently forth from you,
  instantly destroying all natural plant life in the area and
  leaving a path of ash in its wake.
  A wave of negative energy forming a line 150 feet long and
  15 feet wide blasts out from you in a direction you choose.
  Fey, plant creatures, and beasts caught in the area take 6d10
  necrotic damage, or half with a successful Dexterity saving
  throw. Nonmagical plants that aren't creatures, such as trees
  and shrubs, simply wither and die.
  Mabar's Darkness
  Mabar's Darkness
  3rd-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a sliver of onyx)
  Duration: Instantaneous
  You channel the darkness of Mabar, the Endless Night, into
  three umbral rays of negative energy that reave the living and
  heal the undead. You create three rays of darkness and hurl
  them at targets within range. You can hurl them at one target
  or several.
  Rays that are aimed at constructs, living, or deathless
  require a ranged spell attack to hit. Rays that are aimed at
  undead automatically hit.
  Any living or deathless creature struck by a ray takes 2d6
  necrotic damage. Any undead creature struck by a ray regains
  2d6 hit points. A construct struck by a ray suffers no effect.
  Special: Bloodsail elf spellcasters, or those of the line of
  Vol, create one additional ray.
  At Higher Levels. When cast as a 4th level spell or higher,
  you create one additional ray for each level above 3rd.
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  Plague Carrier
  Plague Carrier
  3rd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 7 days
  Your touch inflicts disease. Make a melee spell attack
  against a creature within your reach. On a hit, the target must
  make a Constitution saving throw. On a failure, you afflict the
  creature with a disease of your choice from any of the ones
  described below.
  For the first 24 hours, the subject feels no ill effects
  (though it radiates necromantic magic). Any creature that
  comes in contact with the subject must make a Constitution
  save against your spell save DC or be affected as if by this
  spell, though it does gain advantage on this save.
  After 24 hours, the disease begins to take effect. Once this
  happens, at the end of each of the target’s turns, it must make
  a Constitution saving throw. After failing three of these saving
  throws, the disease’s effects last for the duration, and the
  creature stops making these saves. After succeeding on three
  of these saving throws, the creature recovers from the
  disease, and the spell ends.
  Since this spell induces a natural disease in its target, any
  effect that removes a disease or otherwise ameliorates a
  disease’s effects apply to it.
  Blinding Sickness. Pain grips the creature’s mind, and its
  eyes turn milky white. The creature has disadvantage on
  Wisdom checks and Wisdom saving throws and is blinded.
  Filth Fever. A raging fever sweeps through the creature’s
  body. The creature has disadvantage on Strength checks,
  Strength saving throws, and attack rolls that use Strength.
  Flesh Rot. The creature’s flesh decays. The creature has
  disadvantage on Charisma checks and vulnerability to all
  damage.
  Mindfire. The creature’s mind becomes feverish. The
  creature has disadvantage on Intelligence checks and
  Intelligence saving throws, and the creature behaves as if
  under the effects of the confusion spell during combat.
  Seizure. The creature is overcome with shaking. The
  creature has disadvantage on Dexterity checks, Dexterity
  saving throws, and attack rolls that use Dexterity.
  Slimy Doom. The creature begins to bleed uncontrollably.
  The creature has disadvantage on Constitution checks and
  Constitution saving throws. In addition, whenever the
  creature takes damage, it is stunned until the end of its next
  turn.
  Possess Animal
  Possess Animal
  3rd-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bowl of incense and a morsel of food
  appealing to the target animal)
  Duration: 1 minute
  You can attempt to possess any beast or ordinary animal
  within range that you can see (creatures warded by a
  protection from evil and good or magic circle spell can’t be
  possessed). The target must make a Charisma saving throw.
  On a failure, your soul moves into the target’s body. The
  beast's soul remains in its body but has no control over it
  while your spirit is there. The possessed creature retains no
  memory of actions performed during the possession or
  knowledge of who possessed it.
  Once you possess a creature’s body, you control it. Your
  game statistics are replaced by the statistics of the creature,
  though you retain your alignment and your Intelligence,
  Wisdom, and Charisma scores. You retain the benefit of your
  own class features. If the target has any class levels, you can’t
  use any of its class features. You can cast spells while you
  possess the animal only if you have the Beast Spells ability or
  an equivalent ability.
  For every 2 points of damage taken by the animal body
  while you are possessing it, you take 1 point of damage as
  well.
  If the animal body is killed while you are possessing it, you
  must make a Charisma saving throw against your own spell
  save DC. On a success, you return to your body if it is within
  120 feet of you. Otherwise, you die. If your body is destroyed
  while your spirit is in the animal's body, you die at the end of
  the spell's duration.
  You can end this spell as an action.
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  Rain of Terror
  Rain of Terror
  3rd-level necromancy
  (Cleric, Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self (120-foot radius)
  Components: V, S
  Duration: 10 minutes
  You cause a terrifying, unnatural rain to begin falling from
  the sky. You must be outdoors to cast this spell. Moving to a
  place where you don’t have a clear path to the sky ends the
  spell early. All creatures other than you within the area of
  effect suffer disadvantage on saves against being frightened
  (such as the spell fear).
  In addition, you gain advantage on Intimidation checks
  while the spell lasts.
  Rain of terror can manifest in a variety of grotesque and
  horrifying ways, from torrents of hot blood to a hail of
  writhing snakes. Regardless of its form, this gruesome rain
  has all the effects of normal rain, making the area lightly
  obscured, extinguishing flames (automatically dousing
  unprotected flames).
  The animals and effects of this spell are summoned, not
  illusory, but you have no control over them. Living creatures
  that rain down are 50% likely to survive. Thus, after a rain of
  toads, half are alive and hopping around and the other half
  are dead, killed by the impact. None of these animals are
  dangers or able to harm anyone, yet their presence is no less
  unnerving. Roll on the following chart to see how rain of
  terror manifests with each casting. If you wish, you can make
  a DC 15 spellcasting ability check to choose the type of rain
  (failure results in a random roll).
  1d8
  1d8 Type of Rain
  Type of Rain
  1 Black, putrid water
  2 Ash
  3 Steaming blood
  4 Toads
  5 Dead bats
  6 Snakes
  7 Spiders
  8 Roll twice (this can stack, so you could have a
  complex mixture of many types if you keep rolling 8)
  Rejuvenative Corpse
  Rejuvenative Corpse
  3rd-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a corpse that died in the past week)
  Duration: 24 hours or until discharged
  Hunger gnaws at your innards as you complete the spell.
  Your hands glow with black crackling energy, which
  discharges into the corpse you touch. For a moment, the
  corpse glows with a similar blackness before fading.
  You charge a body that has been dead for at most 1 week
  with negative energy, giving it the ability to heal an undead
  creature that dines upon its flesh. The corpse remains
  charged with this energy for up to 24 hours. If an undead
  creature eats a full meal of the corpse's flesh within this time
  (a humanlike undead creature, such as a ghoul, generally
  taking 10 minutes), the undead regenerates 5 hit points at the
  start of each of its turns for the next minute as long as it has
  at least 1 hit point remaining, totaling 50 hit points. This
  effect does not stack with any regeneration the undead has
  from other sources. This spell does not allow the undead to
  regrow or attach lost body parts. Eating the flesh discharges
  the spell from the corpse.
  You can cast this spell multiple times on a corpse, allowing
  more than one undead to benefit from eating it, though a
  single undead gorging itself on multiple "meals" does not
  gain any extra benefit while the first meal is in effect (the fast
  healing does not stack). A typical Medium corpse is usually
  enough for ten such meals, a Small corpse five, Tiny two,
  Large 20, Huge 40, and Gargantuan 80 or more.
  A living creature that eats a charged corpse must succeed
  on a Constitution saving throw against your spell DC or
  immediately contract filth fever (as if by the contagion spell).
  Creatures that are neither alive nor undead and eat the
  charged corpse are unaffected.
  Rigor Mortis
  Rigor Mortis
  3rd-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a pinch of ash from a cremated body of
  any kind)
  Duration: Concentration, up to 1 minute
  This spell allows you to wrap a single target in death's
  embrace, making it both feel and appear dead for the
  duration of the spell. You must succeed on a melee spell
  attack to affect unwilling targets, and unwilling targets make
  a Constitution saving throw. On a success, they suffer no ill
  effects. Willing targts, and unwilling targets who fail their
  saving throws, immediately fall to the ground unconscious as
  though dead.
  All vital functions (if any) are suspended; subjects of this
  spell do not breathe, pump blood, or otherwise indicate in any
  way that they still live. They do not need these functions for
  the duration of the spell.
  Each time it takes damage, the target can make a new
  Constitution saving throw. On a success, the spell ends.
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  Shivering Touch
  Shivering Touch
  3rd-level necromancy
  (Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  The touch of your ice-cold hand can freeze the mobility and
  life of others. Make a melee spell attack against a creature
  within your reach. On a hit, the target takes 3d6 frostburn
  damage, and suffers disadvantage on all Dexterity-based
  checks, attack rolls, and saving throws until the start of your
  next turn. Until the spell ends, you can make the attack again
  on each of your turns as an action.
  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 3rd.
  Skull Watch
  Skull Watch
  3rd-level necromancy
  (Cleric, Warlock, Wizard)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (the humanoid skull upon which the
  spell is cast)
  Duration: Permanent
  You lift the skull into the air and it floats gently out of your
  grasp, its eye sockets locked on a distant point.
  The skull affected by a skull watch spell floats gently 5 feet
  off the ground, facing a direction you choose. It monitors an
  area 20 feet wide by 90 feet long, though walls and other
  opaque barriers can curtail this area. If any Tiny or larger
  living creature enters the area guarded by the skull, it emits a
  piercing shriek that can be heard up to a quarter mile away.
  Every creature within 60 feet of the skull when it shrieks
  must make a Constitution save or be deafened for 1 minute.
  A creature can repeat the save at the end of its turn, ending
  the effect on itself on a success. Whether or not you can hear
  this audible alarm, you instantly become aware that the effect
  has been triggered, provided you are on the same plane as it
  is. The alarm resets 1 minute later.
  When you cast the spell, you can specify creatures that will
  not trigger the alarm. The skull can be moved from its
  original position by anyone who can get to it without entering
  its monitored area. The skull has AC 12 and 10 hit points.
  You are not magically made aware of the skull's destruction if
  it has not been triggered.
  “When the thirst comes upon me so fiercely I can’t
  recall my own name, when the searing Eye of the
  Day scalds my flesh, or as loneliness shrouds the
  vacuum where my soul used to reside, I wonder if I
  am as invincible as I pretend.”
  —Blaesing, Dim Triad member
  Soul Charge
  Soul Charge
  3rd-level necromancy
  (Cleric, Sorcerer, Wizard)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a crystal worth at least 100gp)
  Duration: 24 hours or until discharged
  One creature you touch must make a Constitution saving
  throw. A creature can choose to fail this save if it wishes. On a
  failure, you suck out a piece of a its soul, storing it in a special
  crystal. The creature takes 2d8 necrotic damage, and the
  crystal gains 1 charge, plus another charge for each 8 you
  roll. While the spell lasts, a creature holding the crystal can
  use it to provide one or more charges for a common,
  uncommon, rare, or very rare magic item, which expends
  charges normally. The spell can be cast again on the crystal
  only after all charges are expended.
  At Higher Levels. For each level above 3rd, the spell deals
  an additional 2d8 necrotic damage, and the crystal stores an
  additional charge.
  Summon Undead Minions
  Summon Undead Minions
  3rd-level conjuration
  (Dread Necromancer)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M
  Duration: Concentration, up to 1 hour
  You summon undead creatures that appear in unoccupied
  spaces that you can see within range. Choose one of the
  following options for what appears:
  One undead of CR 2 or lower
  Two undead of CR 1 or lower
  Four undead of CR 1/2 or lower
  Eight undead of CR 1/4 or lower
  A summoned creature disappears when it drops to 0 hit
  points.
  The summoned creatures are friendly to you and your
  companions. Roll initiative for the undead creatures as a
  group, which have their own turns. They obey any verbal
  commands that you issue to them (no action required by you).
  If you don’t issue any commands to them, they defend
  themselves from hostile creatures, but otherwise take no
  actions.
  If your concentration is broken, the undead don’t disappear.
  Instead, you lose control of the undead, they become hostile
  toward you and your companions, and they might attack.
  Uncontrolled undead can’t be dismissed by you, and they
  disappear 1 hour after you summoned them.
  The DM has the creatures' statistics.
  At Higher Levels. When you cast this spell using certain
  higher-level spell slots, you choose one of the summoning
  options above, and more creatures appear: twice as many
  with a 5th-level slot, three times as many with a 7th-level.
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  Undead Conduit
  Undead Conduit
  3rd-level necromancy
  (Wizard)
  Casting Time: 1 minute
  Range: 120 feet
  Components: V, S, M (a pinch of bone dust)
  Duration: Concentration, up to 10 minutes
  By strengthening the bondings of negative energy between
  yourself and a willing undead creature or an undead creature
  you control, you can cast spells or use Charnel Touch through
  its space. For the duration of the spell, you may cast spells of
  the necromancy school from an affected undead creature
  rather than yourself. In terms of range, touch attacks and
  area of effect, the undead creature effectively becomes the
  caster of the spell, though all other variables, such as damage,
  bonus to hit, DC, and slots expended are yours.
  Undead Lieutenant
  Undead Lieutenant
  3rd-level necromancy (ritual)
  (Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You cast your spell on the foul creature, and for a brief
  moment your own face appears atop its ruined body.
  You empower the subject undead with the authority of
  command over undead in your control. The targeted undead
  must have Intelligence 6 or higher. Undead under your
  control obey the target undead as if it were you. You can give
  orders to the undead normally, superseding the orders of the
  subject of this spell. If the target undead creature is
  destroyed, the spell ends.
  You can have only one undead lieutenant at any time.
  Unliving Weapon
  Unliving Weapon
  3rd-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components V, S, M (a bit of sulfur and a drop of bile)
  Duration: 8 hours
  This spell causes a willing corporeal undead creature to
  explode in a burst of powerful energy when it takes at least 1
  point of damage, or at a time you designate before the spell
  ends, or when you speak a command word within 120 feet of
  it. The explosion is a 10-foot-radius sphere that deals 4d10
  points of force damage, or half on a successful Dexterity
  saving throw.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d10 for
  each slot level above 3rd.
  Vision of Fear
  Vision of Fear
  3rd-level divination
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 60 ft.
  Components: V, S
  Duration: Instantaneous
  One creature within range must make a Wisdom saving
  throw. On a failure, you get a sudden vision of either the
  target's greatest fear or its most recent source of fear, be it a
  situation, location, item, type of creature, or individual. You
  choose which fear to gain knowledge of, either greatest or
  most recent.
  The image is drawn directly from the subject's
  subconscious and is accompanied by a burst of vivid details.
  The intensity of the sensations connected to the vision and
  the clarity of the image is strong enough that you are treated
  as having firsthand knowledge of it for the purposes of
  scrying and having studied it carefully for the purposes of
  teleporting.
  This memory is magically aided and remains vivid for 24
  hours, after which all but the vaguest images fade from your
  memory. If you attempt to scry upon or teleport using this
  memory after vision of fear has expired, you are treated as
  having second-hand knowledge in the case of scry and as
  having viewed the area once when using teleport.
  If you choose to use this spell to gain knowledge of the
  subject's greatest fear, you gain no immediate advantages--
  however, the knowledge now remains with you, and you can
  use it to craft illusions or place the creature in situations with
  its fear, with an effect determined by the DM.
  The spell has no effect on creatures immune to being
  frightened. Creatures with an Int of 3 or lower may have very
  primitive fears, such as predators.
  If the creature's most recent fear was due to a fear effect
  from a spell or spell-like ability, you immediately identify the
  fear as a magical compulsion (and not a true personal fear),
  although the spell does not also relate an earlier more private
  fear.
  Special: A dread necromancer can learn this spell through
  the advanced learning class feature, even though it is not a
  necromancy spell.
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  4th Level
  4th Level
  Aboleth Curse
  Aboleth Curse
  4th-level necromancy
  (Bard, Sorcerer, Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of seawater)
  Duration: Permanent
  You bestow a dreadful affliction on the creature you touch,
  similar to the effect of an aboleth's foul contact. Make a melee
  spell attack against one creature within range. On a hit, the
  creature must make a Constitution saving throw.
  On a failure, the skin of the target creature transforms into
  a transparent, glistening membrane. A creature so
  transformed must keep this membrane moistened with cool,
  fresh water or take 1d12 points of necrotic damage every 10
  minutes. Creatures that don't need to breathe are immune to
  this spell.
  This curse cannot be dispelled, but it can be removed with
  a remove curse spell if cast within 24 hours. Afterward, only a
  heal or stronger magic can remove the affliction.
  Animate Infectious Zombie
  Animate Infectious Zombie
  4th-level necromancy
  (Wizard)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, and a
  pinch of bone dust)
  Duration: Instantaneous
  This spell creates an undead servant. Choose a corpse of a
  Medium or Small humanoid within range. Your spell imbues
  the target with a foul mimicry of life, raising it as an undead
  creature. The target becomes a zombie (the DM has the
  creature’s game statistics).
  On each of your turns, you can use a bonus action to
  mentally command any creature you made with this spell if
  the creature is within 60 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.
  The creature is under your control for 24 hours, after
  which it stops obeying any command you’ve given it. To
  maintain control of the creature for another 24 hours, you
  must cast this spell on the creature again before the current
  24-hour period ends. This use of the spell reasserts your
  control over up to four creatures you have animated with this
  spell, rather than animating a new one.
  The zombie also carries a disease. Any creature the zombie
  hits with its slam attack must make a DC 13 Constitution
  saving throw or contract zombie plague. Success means the
  creature is immune to zombie plague for 24 hours. See the
  Disease section later for details on zombie plague.
  A creature that dies as a result of zombie plague is not
  under your control.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you animate or reassert control
  over two additional zombies for each slot level above 3rd.
  Each of the creatures must come from a different corpse.
  Blood Lightning
  Blood Lightning
  4th-level necromancy
  (Sorcerer)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a drop of lemon juice and a bit of
  copper)
  Duration: 24 hours
  You charge one creature's blood with electric force. The
  next turn the creature's blood is drawn while the spell lasts (it
  takes piercing or slashing damage), it must choose to either
  discharge the magic or not discharge the magic.
  Discharging the magic is a reaction that forces all
  creatures within a 30-foot cone to make a Dexterity saving
  throw or take 8d6 lightning damage, or half on a successful
  saving throw. If it chooses not to discharge the magic, it
  instead gains 2d6 hit points.
  At Higher Levels. For each level above 4th, the damage or
  heal increases by 1d6.
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  Create Karrnathi Undead
  Create Karrnathi Undead
  4th-level necromancy
  (Cleric, Dread Necromancer, Wizard)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, and a
  pinch of bone dust)
  Duration: Instantaneous
  Choose a pile of bones or a corpse of a Medium or Small
  humanoid within range. The target becomes a Karrnathi
  skeleton if you chose bones or a Karrnathi zombie if you
  chose a corpse. (See the bestiary below for their statistics).
  The undead created in this way is intelligent and free-
  willed. It is not under your control, though its starting attitude
  is friendly. It continues to hold whatever beliefs and
  allegiances it had in life, and if you order it to attack its old
  friends it will refuse the order and may become hostile
  towards you. Barring such incidents, however, it will
  generally assist and aid you.
  After 24 hours, the undead ceases to be automatically
  friendly to you, and it does as it pleases. If you have treated it
  well, it will likely bid you well and then depart for its own
  quest, perhaps setting itself up as a protector of its
  hometown; conversely, if you have treated it poorly, it may
  attack or seek your ruin.
  Generally speaking, it will only continue to adventure
  beside you if you share a common goal, or if you can offer
  some compelling reason for it to stay (such as promising to
  take care of its family).
  Note that a Karrnathi undead does not automatically have
  the equipment listed under its statblock; you will have to
  provide it with weapons and armor if it does not already
  possess them. However, many soldiers (on whom this spell is
  usually cast) will be outfitted in armor and weaponry similar
  to the statblock's.
  At Higher Levels. When cast as an 8th-level spell, you can
  create a karrnathi dread marshal.
  Create Necropolitan
  Create Necropolitan
  4th-level necromancy (ritual)
  (Cleric, Dread Necromancer, Wizard)
  Casting Time: 24 hours
  Range: 30 feet
  Components: V, S, M (a black diamond worth at least 500
  gold, consumed)
  Duration: Instantaneous
  You and 2 or 3 zombie servitors can turn a willing, living
  creature other than yourself that is not a celestial, elemental,
  fiend, ooze, or plant into a necropolitan (see the template
  below.) The section Necromantic Rituals describes this ritual
  in full.
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  Create Spirit Idol
  Create Spirit Idol
  4th-level necromancy (ritual)
  (Cleric)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a clay pot filled with grave dirt,
  another filled with pure water, and one 150 gp black onyx
  stone)
  Duration: Instantaneous
  Light seems to coalesce around the corpse before you,
  gleaming in its eyes for a moment before it fades.
  This ritual binds the subject’s soul to its physical remains,
  preventing its passage to the afterlife. This is a voluntary
  effect; the subject’s spirit must be willing (as if for a
  resurrection), or the spell automatically fails. Once bound to
  the body, the spirit remains in a state of torpor.
  If a speak with dead spell is cast upon a spirit idol, the
  spirit is woken to consciousness for the duration of the speak
  with dead effect. In this state, it can perceive its surroundings
  and communicate verbally in any languages it knew in life.
  (This effect occurs instead of the normal effect of speak with
  dead.) The spirit idol’s communication is typically brief,
  cryptic, or repetitive, but it does not intentionally give false
  answers.
  A spirit idol can be restored to life by raise dead or similar
  means. The spell preserves both the body and spirit perfectly,
  allowing such magic to be cast after the usual time limit has
  expired. If the body is destroyed or dismembered, the spell
  effect is broken and the soul passes to its afterlife.
  This spell was invented by Aereni necromancers to
  preserve those elves who aren't quite worthy enough to
  become deathless, but are too important to let pass on to
  Dolurrh and fade away. Outside of Eberron, it may have been
  invented by any church with an emphasis on preserving
  ancestors.
  Delay Death
  Delay Death
  4th-level necromancy
  (Cleric)
  Casting Time: 1 action or 1 reaction, which you take when a
  creature drops to 0 hit points
  Range: 30 feet
  Components: V, S, M (an hourglass)
  Duration: 1 minute
  You gesture toward your ally and call upon your power over
  life and death. A soft, golden glow appears on your
  companion's chest, around his heart.
  Choose one willing creature within range. The subject of
  this powerful spell is unable to die from hit point damage.
  While under the protection of this spell, the normal limit of 3
  failed death saves before a character dies is extended without
  limit. Furthermore, the subject becomes immune to death
  from massive damage.
  A condition or spell that destroys enough of the subject's
  body so as to not allow raise dead to work, such as a
  disintegrate effect, still kills the creature, as does death
  brought about by ability score reduction, or any instantly
  killing effect (such as a will-o-wisp's Consume Life).
  The spell does not prevent the subject from being
  unconscious from dropping to 0 hit points. It merely prevents
  death as a result of hit point loss. When the spell ends, if the
  target creature has 3 failed death saves (and has not regained
  any hit points), it dies.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can target one additional
  creature for each slot level above 4th.
  Dream Walk
  Dream Walk
  4th-level conjuration
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You and up to eight willing creatures who link hands in a
  circle are transported bodily into a dreamscape. You must
  either be able to see the dreamer whose dreams you wish to
  enter or be within 30 feet of it.
  You can also use this spell to exit a dreamscape, appearing
  within 10 feet of the dreamer.
  Ebon Ray of Doom
  Ebon Ray of Doom
  4th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You fire a ray of black energy that drastically slows down
  the rate at which the subject can recover hit points. Make a
  ranged spell attack. On a hit, the target's healing is impeded.
  Anyone attempting to restore hit points to the subject by
  means of any sort of healing magic must make a check using
  its spellcasting ability, with a DC equal to your spell save DC.
  On a successful check, the healing functions normally.
  Any creature with the Regeneration trait must make a
  Constitution save against your spell DC at the start of each
  turn. On a failure, the creature does not regenerate this turn.
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  Feast of Flesh
  Feast of Flesh
  4th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (at least 5 lb of raw flesh from your
  own species, which you consume)
  Duration: Concentration, up to 1 hour, and see text
  Feast of Flesh has similarities with ghoul touch, although
  its effects are far more long-lasting and serious. Owing to the
  gruesome material component required, few except the vilest
  of necromancers will ever cast it. It opens up a channel not
  just to the negative energy plane, but also to the primal
  essence of ghoulishness on that plane.
  For the duration of the spell, you can paralyze your
  opponents with a touch. You can make a melee spell attack
  against a humanoid within your reach as an action. On a hit
  the target must succeed on a Constitution saving throw or be
  paralyzed for 10 minutes. At the end of each of its turns, the
  target can make another Constitution saving throw. On a
  success, the spell ends on the target. Elves are immune to
  this effect.
  Additionally, a subject paralyzed in this way exudes a
  carrion stench. Any creature that starts its turn within 5 feet
  of the subject must succeed on a Constitution saving throw
  or be poisoned until the start of its next turn. On a successful
  saving throw, the creature is immune to all stench from your
  spell for the next 24 hours.
  If you kill a creature paralyzed in this way, you can spend 1
  minute consuming its corpse. This extends the spell's
  duration by 1 hour.
  At the DM's discretion, a caster who uses this spell too
  often may become a ghoul upon death.
  Find Greater Skeletal Steed
  Find Greater Skeletal Steed
  4th-level conjuration
  (Paladin)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You summon a spirit that assumes the form of a loyal,
  majestic mount. Appearing in an unoccupied space within
  range, the spirit takes on a form you choose: a griffon, a
  pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—
  toothed tiger. (Your DM might allow other animals to be
  summoned as steeds.) The creature has the statistics
  provided in the Monster Manual for the chosen form, though
  it is an undead instead of its normal creature type.
  Additionally, if it has an Intelligence score of 5 or lower, its
  Intelligence becomes 6, and it gains the ability to understand
  one language of your choice that you speak.
  The steed has immunity to poison damage and the
  poisoned and exhaustion conditions, but vulnerability to
  bludgeoning damage. It cannot be turned as long as you ride
  it.
  You control the mount in combat. While the mount is
  within 1 mile of you, you can communicate with it
  te1epathically. While mounted on it, you can make any spell
  you cast that targets only you also target the mount. The
  mount disappears temporarily when it drops to 0 hit points or
  when you dismiss it as an action. Casting this spell again
  resummons the bonded mount, with all its hit points restored
  and any conditions removed.
  You can’t have more than one mount bonded by this spell,
  find steed, find skeletal steed, or find greater steed at the
  same time. As an action, you can release a mount from its
  bond, causing it to disappear permanently.
  Whenever the mount disappears, it leaves behind any
  objects it was wearing or carrying.
  Finger of Agony
  Finger of Agony
  4th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You disrupt the organs of a creature you can see within
  range. At the start of each of its turns, it must succeed on a
  Constitution saving throw or take 3d6 bludgeoning damage
  and be incapacitated until the start of its next turn, or half
  damage and no other effects on a successful save.
  Creatures without organs, such as elementals, oozes, and
  golems, are immune to this spell.
  At Higher Levels. When cast with a 5th-level or higher
  slot, the damage increases by 1d6t for each level above 4th.
  Icefane Corpse
  Icefane Corpse
  4th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a wight's thumbnail)
  Duration: 1 minute
  You infuse one willing undead creature within range with a
  powerful burst of necromantic cold. The affected undead
  gains several benefits:
  Resistance to fire damage
  Whenever it would take cold damage, it instead regains an
  equal amount of hit points
  Its melee attacks do an extra 1d6 cold damage
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  Manifest Desire
  Manifest Desire
  4th-level illusion
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: 20 feet
  Components: V, S, M (a circle of white cloth)
  Duration: Concentration, up to 1 hour
  Choose one creature of your choice within range. The
  target’s greatest desire appears before it in illusory form for
  all to see. Interaction with the image allows an Investigation
  check to disbelieve.
  Many casters use this spell simply to learn the subject’s
  greatest desire, not caring whether the illusion deceives the
  subject.
  Manifest Nightmare
  Manifest Nightmare
  4th-level illusion
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: 20 feet
  Components: V, S, M (a circle of black cloth)
  Duration: Concentration, up to 1 hour
  The target's greatest fear appears before him in illusory
  form for all to see. So long as the nightmare remains
  manifest and in the subject's proximity, the target must make
  a Wisdom save.
  Whether the save succeeds or fails, the target is frightened
  of the illusion; on a failure the creature must take the Dash
  action and move away from it by the safest available route.
  This save is repeated every round for the spell's duration,
  until and unless the subject makes a successful Investigation
  check to disbelieve the illusion or can no longer see it.
  In order to disbelieve the illusion, the subject must first
  force themself to interact with it, to determine that it might
  be false.
  Many casters use this spell simply to learn the nature of
  the subject's greatest fear, not caring whether the illusion
  actually causes the subject to panic.
  Miasma of Entropy
  Miasma of Entropy
  4th-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a circle of black cloth)
  Duration: Instantaneous
  A red mist rises from the ground as you intone this spell,
  billowing outward from you. Within it you see leaves curl up,
  scrolls rot from their spindles, and the leather armor of your
  foes drip from their vulnerable forms.
  Miasma of entropy causes accelerated decay in all wood,
  leather, and other natural materials in the spell's area. It
  destroys nonmagical objects of wood, leather, paper, and
  other formerly living organic matter. All such objects within
  the area rot into slimy, pulpy masses. Objects weighing more
  than 15 pounds are not affected, but all other objects of the
  appropriate composition are ruined.
  For objects that are being worn or carried, the bearer must
  make a Constitution saving throw per affected object. All
  failures mean the object in question is destroyed.
  Night's Mantle
  Night's Mantle
  4th-level abjuration
  (Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V,S, M (a drop of pitch, consumed, and an onyx
  worth at least 250 gp)
  Duration: 8 hours
  You imbue a creature with an invisible shield that protects
  it from all effects of sunlight. If cast on a vampire or other
  creature that is normally harmed or destroyed by exposure to
  sunlight, the spell allows that creature to function in sunlight
  without hindrance. The spell does not overcome any aversion
  the target creature may have for sunlight, however.
  Night’s mantle is not countered or dispelled by any light
  spell of equal or lower level (such as the 3rd-level spell
  daylight). It can be dispelled by a light spell of greater level
  (such as the 8th-level spell sunburst, which both dispels
  night’s mantle and inflicts its normal damage).
  Otiluke's Suppressing Field
  Otiluke's Suppressing Field
  4th-level abjuration
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 hour
  Your skin tingles as you radiate a field of powerful magic.
  When you cast this spell, designate a school of magic.
  Spells of that type are suppressed within the area of your
  spell. Anyone attempting to cast such a spell in (or into) the
  area must succeed on spellcasting ability check against your
  spell save DC. Precast effects make this check when first
  exposed to your suppressing field.
  If they succeed, they remain unaffected for the duration. If
  they fail, they are suppressed for the duration, resuming
  function (if their duration has not expired) when they leave
  the area.
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  Pain
  Pain
  4th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a live leech)
  Duration: Concentration, up to 1 minute
  Up to four creatures of your choice that you can see within
  range must make Constitution saving throws. A creature that
  fails this saving throw is wracked with intense pain.
  Whenever a target that fails this saving throw makes an
  attack roll, ability check, or a saving throw before the spell
  ends, the target must roll a d8 and subtract the number rolled
  from the attack roll, ability check, or saving throw.
  So potent is the pain that even on a successful saving
  throw, whenever a target makes an attack roll, ability check,
  or a saving throw while the spell lasts, the target must roll a
  d4 and subtract the number rolled from the attack roll, ability
  check, or saving throw.
  Creatures that do not feel pain are immune to this spell.
  At Higher Levels. When you cast this spell with a 6th- or
  7th-level slot, the targets must roll a d10 on a failed saves.
  When you cast this spell with an 8th-level or higher slot, the
  targets must roll a d12 on a failed save.
  Rally of the Damned
  Rally of the Damned
  4th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small toy horn)
  Duration: Instantaneous
  You send negative energy into all undead of your choice
  within range, bolstering their will. If an undead was turned or
  rebuked, it ceases to be.
  Rebuking Breath
  Rebuking Breath
  4th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: S
  Duration: 1 round
  For this spell to function, you must have a breath weapon,
  either innately or as the result of a spell such as dragon
  breath. When you cast this spell, you imbue your breath
  weapon with negative energy that rebukes undead in its area.
  Undead within the area of your breath weapon that fail their
  saving throws against it cower as if in awe for 1 round.
  Reconstitute Body
  Reconstitute Body
  4th-level necromancy
  (Cleric)
  Casting Time: 24 hours
  Range: Touch
  Components: V, S, M (rare oils and unguents worth at least
  1,000 gp, which the spell consumes)
  Duration: Instantaneous
  You touch a piece of a dead creature. The spell forms a new
  adult body for it, identical to its previous body.
  You can then cast raise dead on the newly created body as
  normal. This does not extend the 10-day limit of raise dead,
  but if that limit was extended through gentle repose or
  similar spells, it continues to be extended for as long as the
  gentle repose would have lasted.
  This spell must be cast in a special place linked to the
  forces of life and death, as determined by the DM.
  Reconstitute Body
  Reconstitute Body
  This spell allows players to bring back heroes who
  have been dismembered before access to the
  resurrection spell. If you would rather
  dismemberment be a more final fate, feel free to
  ban this spell.
  Shadow Curse
  Shadow Curse
  4th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Permanent
  One creature you touch must make a Constitution saving
  throw. On a failure, its natural healing process is halted by an
  infusion of shadow essence. Those so cursed suffer no
  immediate noticeable effects from the spell but soon find they
  no longer heal as normal.
  Creatures affected by this spell can only heal naturally or
  be affected by magic healing while in an area of bright light.
  Spells that heal damage fail if cast upon the creature in an
  area of shadowy illumination or darkness and natural healing
  does not occur while in such areas. This curse can be
  removed by the remove curse spell, but dispel magic has no
  effect.
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  Shadow Leech
  Shadow Leech
  4th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Make a ranged spell attack against one creature within
  range. On a hit, it takes 6d10 necrotic damage and all its
  color is drained from its body, becoming black, grey, and
  white. This discoloration lasts for 1d6 hours. If this damage
  reduces the target to 0 hit points, you gain temporary hit
  points equal to half its hit point maximum. These temporary
  hit points last for 1 hour.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the damage increases by 1d10 for
  each slot level above 4th.
  Shadow Mastery
  Shadow Mastery
  4th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S, M (a small sundial)
  Duration: Concentration, up to 1 hour
  Calling upon dark powers, you are able to cause an
  enemy's own shadow to rise up against it. The target must
  make a Wisdom saving throw. On a failure, this manifestation
  causes the shadow to cloak itself around its owner, making
  them very susceptible to attacks formed from negative
  energy.
  The subject must be casting a shadow for this spell to have
  any effect and thus will not work in pitch blackness. For the
  duration of the spell, however, the subject will cast no shadow
  at all as it envelopes the subject's body. While this spell is in
  effect, the subject suffers the following penalties:
  Whenever the subject takes necrotic damage, roll damage
  twice and use the higher roll.
  The subject has disadvantage on Perception checks and
  attack rolls, unless it has blindsight or can see in magical
  darkness.
  The subject has disadvantage on saves against being
  frightened.
  If the target drops to 0 hit points before this spell ends, you
  can use a bonus action on a subsequent turn of yours to curse
  a new creature. The new target makes a Wisdom save of its
  own.
  Sheltered Vitality
  Sheltered Vitality
  4th-level abjuration
  (Cleric, Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a carved jade heart worth at least 200
  gp)
  Duration: 1 hour
  Pressing your hand to the creature's chest, you utter a low
  chant, and a warm glow passes from your hand into the
  subject.
  One willing creature you touch gains immunity to having
  its ability scores and max hit points reduced for the duration
  of the spell.
  Vecna's Malevolent Whisper
  Vecna's Malevolent Whisper
  4th-level enchantment
  (Warlock, Wizard)
  Casting time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Believed to be an early attempt at the rediscovery of power
  word kill by the Whispered One himself, this dark spell rends
  the body and soul of its target. If the target has 15 hit points
  or less, it dies immediately. Otherwise, the spell has no effect.
  Special: A dread necromancer can learn this spell through
  the advanced learning class feature, even though it is not a
  necromancy spell.
  Wither Limb
  Wither Limb
  4th-level necromancy
  (Warlock)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Uttering a rumbling phrase, you point at your foe and
  watch with delight as its limbs wither and twist, becoming
  useless.
  One humanoid within range must make a Constitution
  saving throw. On a failure, either its arms or legs (your
  choice) are withered. Withered legs force a subject to fall
  prone while at the same time reducing the subject's land
  speed to 5 feet. Withered arms make it impossible for the
  subject to use objects or cast spells with somatic
  components.
  A withered limb can be restored to normal by dispel magic
  or greater restoration.
  If you maintain your concentration on this spell for the
  entire possible duration, the creature's limbs are withered
  until the effect is removed.
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  Wrack
  Wrack
  4th-level necromancy
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a tear)
  Duration: Concentration, up to 1 minute + 3d10 minutes; see
  text
  Choose a humanoid that you can see within range. The
  target must succeed on a Constitution saving throw or be
  wracked with unimaginable pain and stuck blind. The target
  falls prone and is incapacitated and blinded. Its speed is 0
  while incapacitated in this way, and it cannot benefit from
  bonuses to its speed.
  Even when the spell ends, the subject is still frightened of
  you for 3d10 minutes. Ease pain can end both effects.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can target one additional
  humanoid for each slot level above 4th.
  5th Level
  5th Level
  Beltyn's Burning Blood
  Beltyn's Burning Blood
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a drop of blood and a pinch of
  saltpeter)
  Duration: Concentration, up to 1 minute
  You ignite the blood of one creature within range. At the
  start of each of its turns, it must make a Constitution saving
  throw. On a failure, it takes 1d12 fire damage and 1d12 acid
  damage, or half as much on a success.
  Also on a failure, the pain slows the creature for that round.
  An affected target’s speed is halved, it takes a -2 penalty to AC
  and Dexterity saving throws, and it can’t use reactions. On its
  turn, it can use either an action or a bonus action, not both.
  Regardless of the creature’s abilities or magic items, it can’t
  make more than one melee or ranged attack during its turn.
  If the creature attempts to cast a spell with a casting time
  of 1 action, roll a d20. On an 11 or higher, the spell doesn’t
  take effect until the creature’s next turn, and the creature
  must use its action on that turn to complete the spell. If it
  can’t, the spell is wasted.
  Creatures without blood are immune to this spell.
  Bleed
  Bleed
  5th-level necromancy
  (Cleric, Druid)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your magic thins the blood of your target, causing it to spill
  with unnatural ease. One creature of your choice within
  range must make a Constitution saving throw. On a failure, it
  gains vulnerability to piercing and slashing damage.
  Additionally, the creature suffers disadvantage against spells
  and effects that inflict the poisoned condition. It can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  Creatures without blood are immune to this spell.
  Blood of Fire
  Blood of Fire
  5th-level necromancy
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (your blood)
  Duration: Instantaneous
  When you cast this spell, you cut a mystic pattern into one
  palm with a knife and enchant your own blood. The spell
  creates four missiles. You can then send these missiles of
  blood streaking from the upturned palm, which explode on
  impact. You can hurl them at one target or several.
  Make a ranged spell attack for each ray. On a hit, the target
  takes 2d10 fire damage, and each creature within 5 feet of it
  must make a Dexterity saving throw or take the same
  damage.
  Casting this spell deals 4 damage to you.
  At Higher Levels. For each level above 5th, you create one
  additional missile, and take one additional damage upon
  casting.
  Charnel Fire
  Charnel Fire
  5th-level necromancy (ritual)
  (Cleric)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a pinch of brimstone)
  Duration: Instantaneous
  With sinister black flame and brimstone, you completely
  consume one dead body so that absolutely nothing remains.
  A creature whose body is destroyed by a charnel fire spell can
  only be brought back to life through a true resurrection or
  wish spell.
  This spell can also affect animate corporeal undead. Such
  creatures must make a Wisdom saving throw or be destroyed
  and reduced to nothing.
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  Choking Sands
  Choking Sands
  5th-level necromancy
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a tiny stuffed animal filled with sand)
  Duration: Concentration, up to 1 minute
  Your touch coats the target's lungs with dust and sand.
  Make a melee spell attack against a creature within your
  reach. On a hit, the creature must make a Constitution saving
  throw. On a failure, it begins suffocating. It can repeat the
  save at the end of each of its turns, ending the effect on itself
  with a success.
  If the creature spends its turn doing nothing but trying to
  cough up, it gains advantage on its save at the end of the turn.
  Consumptive Field
  Consumptive Field
  5th-level necromancy
  (Cleric, Warlock)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Sweeping your arm about and clutching it to your chest,
  you draw the last breaths of fallen foes from their choking
  mouths and inhale them to fuel your own power.
  All creatures in the area with 0 hit points that fail their
  Constitution saving throws die, and you gain 1d10 temporary
  hit points until the spell's duration expires. The temporary hit
  points stack with themselves, but not with any other source.
  Additionally, after a creature dies due to this spell, the next
  spell you cast before this spell ends is treated as if it were
  cast at 1 level higher.
  Creatures that fall to 0 hit points in the area after the spell
  is cast are likewise subject to its effect.
  No creature can be affected by this spell more than once
  per casting, regardless of the number of times that the area of
  the spell passes over them.
  At Higher Levels. At 8th level or higher, this spell affects
  creatures with 9 or fewer HP.
  Contact Ancient Spirits
  Contact Ancient Spirits
  5th-level necromancy (ritual)
  (Dread Necromancer)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a meal, and incense. Both are
  consumed by the spell)
  Duration: 1 hour
  You summon forth the spirit of someone dead. You specify
  what spirit you summon, either naming one (such as
  "Noanar") or describing one (such as "a victim of the plague
  of 1374 in the town of Highfolk"). If no spirit meets your
  requirements, the spell summons the most similar one that
  does. The spirit remains for the duration, or until it chooses
  to leave.
  Spirits retain the knowledge they had in life, but do not
  possess any abilities they did (with exceptions; see below).
  Most spirits are willing to answer your questions to break the
  tedium of death. Some may request that their final wishes be
  met first. Any that recognize you as an enemy are very
  unlikely to be helpful, and may deliberately mislead you.
  If someone you try to summon is currently a sentient
  undead, the spell establishes telepathic contact with it. It is
  under no obligation to be helpful, and may be irritated at the
  intrusion.
  If the spirit you call back was a powerful spellcaster
  (capable of casting at least 5th-level spells), it appears as an
  incorporeal undead of the DM's choice, except it retains it
  spellcasting and class features from life. It acts as it would
  normally, and it retains its alignment from life. Its starting
  attitude is indifferent, but it may see you as a host body and
  try to possess you. Consequently, summoning powerful
  spellcasters is highly risky and is typically done in a magic
  circle spell. Destroying this undead manifestation deals no
  permanent harm to the spirit, who can be resummoned
  immediately. Otherwise, it vanishes when the spell ends,
  unless it has successfully possessed a host, in which case it
  remains until exorcised.
  Cryptwarden's Grasp
  Cryptwarden's Grasp
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a mummified finger)
  Duration: Until removed
  Your hand shrivels like the limb of a corpse as dark energy
  flows through your veins.
  You inflict mummy rot on one creature you touch. Make a
  melee spell attack. On a hit, the creature takes 6d6 necrotic
  damage and must succeed on a Constitution saving throw or
  be cursed with mummy rot. The cursed target can't regain hit
  points, and its hit point maximum decreases by 10 (3d6) for
  every 24 hours that elapse. If the curse reduces the target's
  hit point maximum to 0, the target dies, and its body turns to
  dust. Dispel magic does not work against this spell, but
  remove curse does.
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  Door of Decay
  Door of Decay
  5th-level conjuration
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You feel yourself pulled forward, into the undead creature
  you have touched. Your flesh and soul grow cold, and after an
  instant of maddening emptiness, you reappear elsewhere.
  You can use the Negative Energy Plane as a conduit in the
  same fashion that most teleportation magic uses the Astral
  Plane. Upon casting this spell, you can literally step into an
  undead creature and emerge from another designated
  undead creature on the same plane.
  If you do not know the precise location of the destination
  undead, you can select the undead creature you control
  nearest your desired exit point. Both undead creatures must
  be your size category or larger and either willing or under
  your control. (Mindless undead are considered willing only if
  you control them).
  You can bring along objects as long as their weight doesn't
  exceed your maximum load, but you cannot bring other
  creatures with you.
  Special: A dread necromancer can learn this spell through
  the advanced learning class feature, even though it is not a
  necromancy spell.
  Dreaming Puppet
  Dreaming Puppet
  5th-level enchantment
  (Bard)
  Casting Time: 1 minute
  Range: Unlimited
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You attempt to take control of the physical body of a
  sleeping creature. At the beginning of the spell, you must
  name the subject or identify it by some title that leaves no
  doubt as to its identity. You then enter a trance, and the target
  must make a Wisdom saving throw. On a failure, you appear
  in the subject’s dream. So long as you remain in its dream,
  you see the world through the eyes of its physical form, and
  you control its body as per the spell dominate monster. The
  subject is aware of you in its dream, and can identify you if it
  knows you personally. Once the spell ends, or if the subject
  shakes off the effect due to another save (see dominate
  monster), it remembers what it has done while under the
  effects of dreaming puppet. These memories are dreamlike
  and not entirely clear, but the subject recalls the gist of all
  that happened.
  If the recipient is awake when the spell begins, you can
  choose to wake up (ending the spell) or remain in the trance.
  You can remain in the trance until the recipient goes to sleep
  (assuming the spell’s duration lasts that long), then enter the
  recipient’s dream and force it to make a Wisdom save as
  normal. If you are disturbed and awaken during the trance,
  the spell ends.
  Creatures who don’t sleep (such as elves, but not half-
  elves), don’t dream, or are otherwise immune to being
  charmed are immune to this spell.
  You are unaware of your own surroundings or of the
  activities around you while in the trance. You are defenseless
  both physically and mentally (you automatically fail all saving
  throws) while in the trance.
  Dreaming puppet carries an element of risk for you as well
  as for the subject. If the target exceeds the required Wisdom
  save by 5 or more, or rolls a natural 20, not only are you
  barred from controlling it but your soul becomes lost in the
  dreamscape, unable to easily return to your own body. In
  order to return to your body, you must either find your way
  through the realm of dreams (and possibly other planes as
  well), cast a planar traveling spell such as dream walk, or be
  rescued.
  Elemental Shroud
  Elemental Shroud
  5th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a prism)
  Duration: Concentration, up to 10 minutes
  While the spell lasts, all undead of your choice within
  range gain resistance to one damage type of your choice, and
  their weapon attacks do an extra 1d6 of that damage type.
  Favor of the Martyr
  Favor of the Martyr
  5th-level necromancy
  (Paladin)
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: 1 minute
  Calling upon the saints of your order, you imbue the person
  in need with the power to resist the dire forces arrayed
  against you.
  You choose one willing creature within range, and grant it a
  strong protection against the vulnerabilities of the living. The
  subject gains immunity to being charmed and frightened, and
  to attacks that function specifically by causing pain, such as
  the wrack and waves of pain spells. It is further immune to
  effects that would cause it to be exhausted, incapacitated,
  paralyzed, poisoned, stunned, or unconscious. A creature at 0
  hit points remains conscious but must make death saving
  throws as normal. If any of the above conditions were in effect
  on the subject at the time of casting, they are suspended for
  the spell's duration. (Thus, an unconscious subject becomes
  conscious and functional.)
  When the spell ends, any effects suspended by the spell
  that have not expired in the interim (such as levels of
  exhaustion) return. Effects that expired during the duration
  of this spell do not resume when it ends.
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  Fire in the Blood
  Fire in the Blood
  5th-level necromancy
  (Dread Necromancer, Sorcerer)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a drop of your own blood)
  Duration: 10 minutes
  You ignite your blood making deadly weapons of your own
  arteries and veins. Once the spell is cast, your blood takes on
  a mystical potency that makes it more corrosive than the
  strongest acid to anyone who draws it from you. From then
  on, until the spell's duration has elapsed, anyone who deals
  slashing or piercing damage to you with a melee weapon
  attack or melee spell attack is sprayed with your blood in
  retribution. The blood deals a cumulative 1d6 points of acid
  damage per attack upon your attacker, with no save
  applicable, up to a maximum of 5d6. Thus, the first time a foe
  hits you with a slashing or piercing weapon, it instantly takes
  1d6 points of damage from the sanguinary backlash. The
  second time that same foe strikes you, it takes 2d6 points of
  damage. As soon as any single foe has taken 5d6 points of
  damage in a single spray from your corrosive blood, the spell
  ends.
  Opponents striking you with magical attacks that do not
  manifest in a slashing or piercing manner, or those striking
  you with only bludgeoning weapons, do not trigger the
  retributive blood spray.
  The arc and direction of the blood spray is magical in
  nature, and the spray does not splatter adjacent squares or
  parties, no matter how close together they might be. Each
  spray strikes only the one responsible for the wound.
  At Higher Levels. When cast as a spell of 6th level or
  higher, the maximum retributive damage increases by 1d6
  per level above 5th. So a 7th-level fire in the blood would end
  after it dealt 7d6 to a creature in a single instance. At 7th
  level and higher, fire in the blood can be cast on a willing
  creature.
  Gelid Blood
  Gelid Blood
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pinch of flour)
  Duration: Concentration, up to 1 minute
  Cold energy surges through the target's body, congealing
  the blood in the creature's extremities. Your target must make
  a Constitution saving throw. On a failure, the target has
  disadvantage on attack rolls, all Strength and Dexterity-
  related checks, and all attacks against the target have
  advantage. Additionally, if the target casts a spell with a
  somatic component, it must roll a d20. On a roll of 10 or
  lower, the spell fails.
  If the target makes its Constitution save, the creature only
  takes disadvantage on all Strength-and Dexterity-related
  checks. If it casts a spell with a somatic component, it must
  roll a d20. On a roll of 5 or lower, the spell fails.
  This spell has no effect on creatures immune to cold
  damage.
  At Higher Levels. When cast with a spell slot of 6th level
  or higher, you can target one additional creature for each
  level above 5th.
  Ghost Storm
  Ghost Storm
  5th-level necromancy
  (Bard, Warlock, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  One thing the lost cities share, despite their diverse
  locations, is a history of loss and despair. Had no tragedy
  occurred, the city would have remained vibrant. Yet
  something—some terrible fate, be it plague, disaster, war,
  madness, or worse—befell the ancient citizens of the now
  empty city, and an echo or remnant of their final hours is
  firmly imprinted in what ruined stones still remain in their
  one-time homes.
  Ghost storm calls upon the residual energies of anguish,
  fear, terror, and despair embedded in the stones of the region
  and magnifies them to a terrifying degree. A 30-foot-radius
  sphere centered on a point within range is engulfed in
  ancient power. As the spell is cast, dozens of wrathful,
  shrieking spirits rise out of the ground in and ruined walls of
  the surroundings, filling the area with a whirling storm of
  wretchedness and agony. As the spirits move around and
  through any creatures caught in the area, their anguish and
  pain is transferred to any living creatures in the area.
  The affected area becomes difficult terrain, as the ghosts
  clutch at anything moving within. Additionally, a living
  creature that starts its turn in the ghost storm takes 2d8
  necrotic damage.
  All living creatures in a ghost storm must make a
  Constitution save. On a success, they are frightened of you
  until the end of your next turn. A new saving throw is
  required each round the creature stays in the ghost storm.
  On a failure, a creature is frightened for 1 minute, and is
  incapacitated while frightened in this way. After leaving the
  ghost storm, the creature can make a new save, ending the
  effect on itself on a success.
  Once created, a ghost storm remains stationary. A creature
  that enters the area must immediately save against its effects,
  even if he has already made a previous saving throw against
  the same spell.
  This spell is far less effective in areas other than lost cities
  (a "city" is a community with a population 5,000). If the spell
  is cast in a location where a city never existed, the ghosts
  produced fill only a single 5-foot-radius sphere.
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  Ghoul Gauntlet
  Ghoul Gauntlet
  5th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Permanent
  Your touch gradually transforms a living victim into a
  ravening, flesh-eating ghoul.
  Make a melee spell attack against a humanoid within your
  reach. On a hit, the subject must make a Constitution saving
  throw. On a failure, the subject takes 3d6 points of damage at
  the start of each of its turns while its body slowly dies and its
  flesh is transformed into the cold, undying flesh of the
  undead. When the victim reaches 0 hit points, it gains the
  ghoulish template.
  If the target fails its initial saving throw, heal, remove curse,
  wish, dispel magic (of an appropriate level or with an
  appropriate check), or greater restoration negates the gradual
  change. Healing spells can temporarily prolong the process
  by increasing the victim’s hit points, but the transformation
  continues unabated.
  Ghouls created by this spell are free-willed.
  Grimwald's Graymantle
  Grimwald's Graymantle
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a skull, consumed)
  Duration: 1 minute
  Crushing the skull in your hand, you create a cloud of sickly
  gray energy that streaks toward a creature, wrapping it in the
  foul essence of unlife.
  A skull-shaped cloud of gray energy strikes your target. The
  gray radiance is transferred to the creature, covering it
  entirely. The creature must make a Constitution saving throw.
  On a success, it suffers no ill effects. On a failure, it suffers
  the effects for the duration of the spell.
  While the spell lasts, the subject cannot regain hit points or
  ability score points by any means, nor can the creature's
  maximum hit point be raised. Regeneration abilities the
  subject has from any source are suppressed for the duration
  of the spell. Spells that heal damage do not work on that
  individual. The subject can improve its current hit points by
  boosting its Constitution score and can receive temporary hit
  points (from a false life spell, for example).
  When the spell ends, automatic healing abilities, such as a
  troll's regeneration, and items that restore hit points, such as
  a ring of regeneration, begin to function again.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you can target one additional
  creature for each slot level above 5th.
  Kiss of the Vampire
  Kiss of the Vampire
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a black onyx worth at least 50 gp that
  has been carved with the image of a fang-mouthed face)
  Duration: Concentration, up to 1 minute
  You draw upon the powers of unlife to give yourself abilities
  similar to those of a vampire. You become gaunt and pale
  with feral, red eyes. You can cast the following spells at will,
  none of which require material components or concentration
  when you cast them in this way and the spell lasts:
  vampiric touch
  charm person
  gaseous form (self only)
  You also gain resistance to bludgeoning, piercing, and
  slashing damage from nonmagical weapons.
  While you are using this spell, Charnel Touch heals you.
  You are treated as if you were undead for the purpose of all
  spells and effects, rendering you unaffected by most healing.
  You can be turned or rebuked as as if you were an undead.
  If you would be destroyed, you are instead stunned for 1
  minute. If you would be commanded, you are instead
  charmed for 1 minute.
  All effects you create with this spell last for their normal
  duration after this spell ends.
  Mass Inflict Wounds
  Mass Inflict Wounds
  5th-level necromancy
  (Cleric, Dread Necromancer)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  A wave of decaying energy washes out from a point of your
  choice within range. Choose up to six creatures in a 30-foot-
  radius sphere centered on that point. Make a ranged spell
  attack against each creature you select. On a hit, the creature
  takes 6d10 necrotic damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the damage increases by 1d10 for
  each slot level above 5th.
  Necrotic Skull Bomb
  Necrotic Skull Bomb
  5th-level necromancy
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a humanoid skull)
  Duration: Instantaneous
  You imbue a humanoid skull with negative energy and hurl
  it. The skull detonates on impact, releasing the negative
  energy contained within. All living creatures within a 20 foot
  radius of the explosion must make a Constitution saving
  throw. On a failure, they take 4d12 necrotic damage and gain
  1d3 levels of exhaustion, or half as much damage and no
  exhaustion on a successful save. These levels of exhaustion
  last for 1 minute.
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  Nethergaze
  Nethergaze
  5th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (two jade eyeballs, each worth 100gp)
  Duration: Concentration, up to 1 minute
  Nethergaze causes your eyes to become cold orbs of purple
  misty light. When an undead meets your eyes, the connection
  between the creature and the negative energy plane is
  impaired, causing damage and momentarily eliminating all
  abilities related to that connection.
  When an undead creature that can see your eyes starts its
  turn within 60 feet of you, you can force it to make a
  Constitution saving throw you aren't incapacitated and you
  can see the creature. On a failure, the creature takes 3d10
  radiant damage and is unable to deal any necrotic damage
  until the start of its next turn. On a success, the creature
  takes half damage and suffers no other effects.
  Unless surprised, a creature can avert its eyes to avoid the
  saving throw at the start of its turn. If the creature does so. it
  has disadvantage on attack rolls against you until the start of
  its next turn. If the creature looks at you in the meantime, it
  must immediately make the saving throw.
  Oath of Blood
  Oath of Blood
  5th-level necromancy
  (Bard, Cleric, Druid, Paladin, Wizard)
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S, M (grave dirt)
  Duration: Special
  Oath of blood functions only when cast on a creature that
  is currently under the effects of a geas or similar spell. It
  extends the reach of the geas beyond death. If the individual
  subject to the geas dies before completing the task, oath of
  blood animates it as an undead creature in order that it might
  continue its quest. The undead creature is a corpse creature
  or bone creature, depending on how much flesh remains (see
  the templates below), except it is immune to turning and
  rebuking. Once the task is complete or the original geas (or
  similar spell) expires, the magic animating the subject ends
  and it returns to death.
  Sepulchral Gaze of Chronepsis
  Sepulchral Gaze of Chronepsis
  5th-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 minute
  Range: Self (60-foot cone)
  Components: V, S, M (a bit of a gravestone and an hourglass)
  Duration: Concentration, up to 10 minutes
  You gain the ability to see spirits. This functions similarly
  to speak with dead, but enables you talk with the fleeting
  memories of anyone who has died and still has a mouth or
  skull with which to speak. Only you can hear these voices.
  Incorporeal undead cannot hide from you by any means
  while in the cone. You can see them while invisible, behind
  walls of any thickness, and even while on the ethereal plane.
  You also gain the ability to communicate with them even if
  you do not share a language, through a form of telepathy that
  only works with them.
  You also know can learn how close a living (non-construct,
  non-undead) creature is to death, both in terms of years and
  in terms of injury. As an action, you can gain knowledge of
  how many years or months it has left if they maintain their
  current condition of health, with the first digit guaranteed to
  be accurate.
  Alternatively, you can use an action to find out if it has
  almost all (over 75%) of its health, most (over 50%), some
  (over 25%), or almost none (over 0%) of its health.
  At Higher Levels. At 6th level, this spell lasts 1 hour. At 7th
  level, 8 hours. At 8th level, it no longer requires concentration.
  At 9th level, 24 hours.
  Shrieking Missile
  Shrieking Missile
  5th-level necromancy
  (Ranger, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (powdered chicken bone, sprinkled on
  the weapon)
  Duration: Concentration, up to 1 hour
  You touch a ranged weapon, such as a bolt, arrow, javelin,
  or rock. That missile becomes imbued with nearby spirits
  who are irresistibly drawn in by the flood of negative energy.
  When fired, the missile screams the cries of a thousand
  tortured souls as it flies through the air, unnerving any enemy.
  The holder of the ammunition makes the ranged attack roll
  as normal. All within 10 feet of its path must make a Wisdom
  saving throw or be frightened of you for 1 minute. A creature
  affected by this effect can repeat the save on the end of each
  of its turns, ending the effect on itself on a success.
  Whether the missile hits or misses, when it lands it
  releases the spirits. All creatures within 30 feet of where the
  missile hits must make a Wisdom saving throw or drop
  whatever it is holding and become frightened for 1 minute.
  While frightened by this effect, a creature must take the
  Dash action and move away from the missile by the safest
  available route on each of its turns, unless there is nowhere
  to move. If the creature ends its turn in a location where it
  doesn’t have line of sight to the missile, the creature can
  make a Wisdom saving throw. On a successful save, the spell
  ends for that creature.
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  Skull Eyes
  Skull Eyes
  5th-level necromancy
  (Bard, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  This spell is a less versatile version of eyebite. For the
  spell’s duration, your eyes are black and have skull-shaped
  irises. One creature of your choice within 60 feet of you that
  you can see must succeed on a Wisdom saving throw or be
  affected by the following effect for the duration. On each of
  your turns until the spell ends, you can use your action to
  target another creature but can’t target a creature again if it
  has succeeded on a saving throw against this casting of skull
  eyes.
  Panicked. The target is frightened of you. On each of its
  turns, the frightened creature must take the Dash action and
  move away from you by the safest and shortest available
  route, unless there is nowhere to move. If the target moves to
  a place at least 60 feet away from you where it can no longer
  see you, this effect ends.
  Soul Shackles
  Soul Shackles
  5th-level necromancy (ritual)
  (Wizard)
  Casting Time: 1 day
  Range: Touch
  Components: V, S, M (a specially prepared talisman)
  Duration: Until dispelled
  You can only cast this spell on desecrated ground. You
  chant a potent necromantic ritual into a talisman, making it
  radiate a strong necromantic aura. You can then give it to
  another creature. If that creature dies while the talisman is
  on its person, its soul is drawn out of its body and into the
  talisman.
  Henceforth, if you regain the talisman, you can call forth
  the soul of the subject and question it about what it knew in
  life for up to 1 minute each day, asking one question per turn.
  The soul looks as it did in life, including the clothing and
  equipment it had with it on the day it died. Answers are clear,
  complete, and precise.
  If the subject is hostile, or if the answer to the question was
  an important secret to it in life, the subject gains a Wisdom
  saving throw. A successful saving throw indicates that the
  spell ends and the soul departs to its afterlife. If the creature
  is the target of a raise dead or similar effect while its soul is
  trapped, the creature makes a Charisma save. If it succeeds,
  it can be raised if it wants to. Otherwise, it stays trapped.
  You can release the trapped soul as an action.
  Spirit Wall
  Spirit Wall
  5th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a clear gemstone)
  Duration: Concentration, up to 10 minutes
  A swirling wall of shrieking greenish-white forms springs
  into existence at a point you choose within range. The wall
  appears in any orientation you choose, as a horizontal or
  vertical barrier or at an angle. It can be free floating or
  resting on a solid surface. You can form it into a
  hemispherical dome or a sphere with a radius of up to 10
  feet, or you can shape a flat surface made up of ten 10-foot-
  by-10-foot panels. Each panel must be contiguous with
  another panel. In any form, the wall is 1 foot thick. It lasts for
  the duration.
  When the wall appears, each creature within its area must
  make a Constitution saving throw. On a failed save, a creature
  takes 2d12 necrotic damage, or half as much damage on a
  successful save. On a failed saving throw, the creature's
  maximum hit points are reduced by a like amount.
  One side of the wall, selected by you, emits a low groaning
  that causes creatures within 60 feet of that side to make a
  Wisdom saving throw. On a failure, creatures become
  frightened for 1 minute. They can repeat the save at the end
  of each of their turns, ending the effect on a success. Any
  creature that merely touches the wall takes 1d12 points of
  necrotic damage as its life force is disrupted. A living creature
  passing through the wall takes 2d12 necrotic points of
  damage, and must make a Constitution saving throw or have
  its maximum hit points reduced by a like amount.
  The barrier is semimaterial and opaque, providing total
  cover and blocking line of sight.
  Touch of Vecna
  Touch of Vecna
  5th-level necromancy
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your hand grows cold and darkens with the pulse of
  negative energy. Your touch bestows negative energy on the
  target, dealing 3d10 necrotic damage and rendering it
  frightened of you until the end of your next turn. (Creatures
  immune to fear aren't frightened but are still subject to the
  spell's other effects).
  Additionally, the target must make a Constitution saving
  throw. On a failed save, it is incapacitated and its speed is
  reduced to 0 as its muscles slow to a crawl. Creatures
  immune to being paralyzed are immune to this effect. On a
  successful save, the creature isn't affected. A creature
  incapacitated by this spell must make another constitution
  saving throw at the end of each of its turns. If it successfully
  saves against this spell three times, the spell ends. If it fails
  saves three times, it is paralyzed. The successes and failures
  don't need to be consecutive, keep track of both until the
  target collects three of a kind.
  If you maintain your concentration on this spell for the
  entire possible duration, the creature is paralyzed until the
  effect is removed. Creatures paralyzed in this fashion appear
  dead, though a DC 20 Perception or Medicine check reveals
  that they still live. Dispel magic doesn't help a creature
  paralyzed by this spell, though lesser restoration or any effect
  that can remove a curse can free the victim.
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  Undying Vigor of the Dragonlords
  Undying Vigor of the Dragonlords
  5th-level necromancy
  (Sorcerer)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a scale from a dracolich)
  Duration: Instantaneous
  A golden ray of light erupts from the ground beneath you,
  bathing you in a column of healing illumination that dances
  with yellow flecks. This spell converts arcane spell energy
  into pure draconic life energy, guiding it to repair damage to
  your body. You immediately heal 5d6 points of damage. As
  part of the casting of this spell, you can sacrifice one sorcerer
  spell slot of up to 9th level; doing this increases the healing
  by 1d6 points per level of the sacrificed slot. For example, a
  10th-level sorcerer who spent two 5th-level spell slots (one to
  cast the spell and another to enhance it) would heal 10d6
  points of damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the healing increases by 1d6 for
  each slot level above 5th.
  6th Level
  6th Level
  Animate Dread Warrior
  Animate Dread Warrior
  6th-level necromancy
  (Wizard)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a rusted fragment of a sword blade
  broken in battle)
  Duration: Instantaneous
  You transform the corpse of a skilled warrior into an
  undead monster under your command.
  The corpse in question must be that of a humanoid with at
  least three levels in a martial class and no more Hit Dice than
  your own. The body must be substantially whole, although
  any injury short of dismemberment does not interfere with
  the spell. Upon completion of the spell, the subject corpse
  reanimates as a dread warrior under your command (see the
  Dread Warrior template below). You cannot have more than
  one dread warrior under your control at a time.
  The creature serves loyally and obeys your orders to the
  best of its ability. Upon the caster's death or if its creator
  frees it, the dread warrior becomes a free-willed undead
  creature.
  Arrow of Bone
  Arrow of Bone
  6th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a tiny sliver of bone and a vial of blood
  mixed with powdered precious gems worth 50 gp, used to
  paint the runes on the projectile. Both are consumed)
  Duration: 8 hours
  You complete the long ritual needed to cast the spell,
  scribing arcane runes into the item. It changes before your
  eyes into an identical item made of bone. The runes glow
  with dark magic and the weapon feels cold to the touch.
  You scribe runes of dire power on a single missile or
  thrown weapon (usually an arrow, bolt, dart, javelin, or spear),
  changing the weapon into a sinister missile of cold, enhanced
  bone. When the weapon is thrown or fired normally (as a
  ranged weapon attack), if it hits, the target must make a
  Constitution saving throw. On a failure, it takes an additional
  7d10 necrotic damage, or half as much on a success.
  This spell grants no proficiency with the weapon, but
  anyone can fire it. Whether the projectile hits or misses, the
  magic is discharged, and the projectile is destroyed.
  Ashen Union
  Ashen Union
  6th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of dried fruit and a pinch of
  volcanic ash)
  Duration: Instantaneous
  You drain all the moisture from the body of a creature. One
  creature within range must make a Constitution saving
  throw. It takes 8d8 dessication damage on a failure, or half on
  a success.
  If the subject takes damage from this spell equal to more
  than half its current hit points (regardless of whether the
  initial save was successful or not), it must immediately make
  another Constitution saving throw. On a failure, it takes 8d8
  more dessication damage, or half on a successful saving
  throw.
  If damage from any part of this spell reduces the target to 0
  hit points, it dies, and every drop of moisture is expelled from
  its body and it is reduced to a fragile husk that crumbles to
  dust at the slightest touch. The creature can be restored to
  life only by means of a true resurrection or a wish spell. Its
  equipment is unaffected.
  No matter the outcome of the saving throw, the subject is
  considered to not have drunk any water today, regardless of
  how much it has drunk. It must drink four times its normally
  daily amount the rest of the day to avoid exhaustion due to
  dehydration (see the Player's Handbook). This spell also
  moves four gallons of water into your body, covering your
  daily needs.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, both the initial and the secondary
  damage increase by 1d6 for each slot level above 6th.
  “Look not into the eyes of the Tomb of Acererak.”
  —Legend lore spell
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  Aura of Terror
  Aura of Terror
  6th-level enchantment
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Concentration, up to 10 minutes
  You speak a few curt words and your face is briefly overlaid
  with the image of a violet-shaded skull. The skull fades, but
  the nimbus of violet light remains around you.
  You become surrounded by an aura of fear, granting you a
  frightful presence not unlike that of a dragon. Each creature
  of your choice that enters within 30 feet of you for the first
  time on a turn or starts its turn there must succeed on a
  Wisdom saving throw. On a failure, it is frightened for 1
  minute. A creature that ends its turn where it can no longer
  see you can repeat the save, ending the spell on a success. A
  successful save leaves that opponent immune to your frightful
  presence for 24 hours.
  If you cast this spell when you already have the frightful
  presence ability or a fear aura, the spell becomes more
  effective where the auras overlap:
  The spell uses the spell save or the frightful presence
  save, whichever is higher
  A creature that is frightened by this spell must drop
  whatever it is holding. While frightened in this way, a
  creature must take the Dash action and move away from
  you by the safest available route on each of its turns,
  unless there is nowhere to move. If the creature ends its
  turn in a location where it doesn’t have line of sight to you,
  the creature can make a Wisdom saving throw. On a
  successful save, the spell ends for that creature.
  Blackwater Taint
  Blackwater Taint
  6th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (bone or scale of a fish that dwells in
  the deep, sunless parts of the ocean)
  Duration: Concentration, up to 1 minute
  In the dark, sunless abysses of the deep ocean, shadows
  gather, the cold beckons, and the corpses of many things in
  the oceans lie slowly rotting. These black waters are often
  poisoned with the energies of undeath.
  When this spell is cast, you call up the cold blackness of
  those stygian depths, infusing the waters in the spell's area
  with negative energy. All water within 20 feet of a point you
  choose within range becomes charged with negative energy.
  This spell has no effect out of water.
  Those in or entering the area must make a Constitution
  save to resist its terrible power. Those who fail the save are
  chilled to the bone, taking 3d12 necrotic damage and 3d12
  cold damage, and cannot regain hit points while the spell
  lasts. A successful save halves the damage. Undead caught in
  the area take no damage and are instead healed by 3d12.
  Furthermore, the spell's area is treated as though there it
  were desecrated ground.
  This area of blackwater remains in place for the spell's
  duration, affecting creatures who enter the area in
  subsequent rounds. A creature can only be affected once by
  the spell, regardless of success or failure on the saving throw,
  so creatures who leave and reenter the area take no
  additional effect (although the desecrate effect remains
  throughout the spell's duration).
  At Higher Levels. When cast with a slot of 7th level or
  higher, the necrotic damage and the undead-heal both
  increase by 1d12.
  Blizzard
  Blizzard
  6th-level transmutation
  (Cleric, Druid)
  Casting Time: 1 action
  Range: 1 mile
  Components: V, S, M (a twig encrusted with rime)
  Duration: Concentration, up to 1 minute
  You must be outdoors to cast this spell. Choose a point
  within range. A cylindrical storm 600-foot-tall with a 1200-
  foot radius erupts centered on that point, dropping the
  temperature to 25 degrees Fahrenheit if it wasn't already
  colder. Visibility is reduced to zero, making Perception
  checks impossible. The furious snow and wind make all
  ranged attacks impossible, even for creatures that possess
  blindsight.
  Unprotected flames are automatically extinguished. Even
  protected flames have a 75% chance of being doused. When a
  creature without heavy winter clothing or magical protection
  from cold 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 1d4 cold damage.
  One foot of new snow falls each round. Movement within
  the area is impeded, depending on the creature's size and
  depth of snow (for movement in a snow field, see the DM
  options section below). At the DM's discretion, a creature may
  be buried in snow.
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  Brainkill
  Brainkill
  6th-level necromancy
  (Wizard)
  Casting Time: 10 minutes
  Range: Touch
  Components: V
  Duration: Instantaneous
  This spell is a far cruder yet far more brutal version of
  modify memory. One creature you touch must make a
  Constitution saving throw. On a success, it suffers a painful
  headache that lasts for 1d4 hours but otherwise has no effect.
  On a failure, you destroy part of its brain, causing 2d6
  necrotic damage and a splitting headache that lasts for 2d4
  hours. You burn away the memory of a specific place, a
  person, or a time period of up to one year (your choice.)
  The brainkill spell affects only memory and the ability to
  recall factual information. For example, a person thus
  affected might be completely unable to remember details of a
  place, the name, appearance, or any traits of a person, or
  might have a one-year blank in its memory. The spell has no
  effect on abilities or skills. For instance, an individual who
  learnt how to swim ix months ago would no longer remember
  the swimming lessons, but still retains the ability (though it
  might not become evident until the subject jumps into a large
  body of water.) Aside from relearning lost knowledge as best
  as one can, "killed" memories cannot be regained except by a
  regenerate or wish spell.
  This spell has no effect on creatures that do not have a
  brain or a central nervous system.
  Breath of Pestilence
  Breath of Pestilence
  6th-level necromancy
  (Cleric, Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: S, M (a dead mosquito)
  Duration: Instantaneous
  You exhale a cone of putrid breath that can infect creatures
  with disease. All creatures within range must make a
  Constitution saving throw or suffer an effect that varies as
  follows:
  If you are currently suffering from a disease, creatures
  within the cone who fail their saving throws are infected
  with the same disease. If you are suffering from multiple
  diseases, you pick one to spread.
  If you have a natural attack that causes disease (such as
  mummy rot, corpse bloat, or gangrenous touch), creatures
  within the cone who fail their saving throws are infected
  with that disease.
  If you have neither, this spell has no effect.
  Conjure Undead
  Conjure Undead
  6th-level conjuration
  (Dread Necromancer)
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (a copper coin)
  Duration: Concentration, up to 1 hour
  You summon an undead creature of challenge rating 6 or
  lower. It appears in an unoccupied space that you can see
  within range. The undead creature disappears when it drops
  to 0 hit points or when the spell ends.
  The undead creature is friendly to you and your
  companions for the duration. Roll initiative for the creature,
  which has its own turns. It obeys any verbal commands that
  you issue to it (no action required by you). If you don’t issue
  any commands to the undead creature, it defends itself from
  hostile creatures but otherwise takes no actions.
  If your concentration is broken, the undead creature
  doesn’t disappear. Instead, you lose control of the undead
  creature, it becomes hostile toward you and your
  companions, and it might attack. An uncontrolled undead
  creature can’t be dismissed by you, and it disappears 1 hour
  after you summoned it.
  The DM has the undead creature’s statistics.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the challenge rating increases by 1
  for each slot level above 6th.
  Corpsefire
  Corpsefire
  6th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Instantaneous
  When you cast this spell, a blue-grey cloud of sparks floats
  out from your hand to fill a 40-foot radius sphere. Any
  corpses in this area immediately explode into blue flames
  that fill a 20-foot radius sphere centered on their position.
  Any corpses caught in this fire likewise ignite. Thus, a large
  battlefield can quickly be set ablaze with this spell.
  All non-undead creatures caught in the corpsefire take 8d8
  cold damage, or half on a successful Dexterity saving throw. A
  creature cannot be damaged by more than one explosion. Any
  corpses destroyed by this spell require resurrection or
  stronger magic to bring back.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the damage increases by 1d8 for
  each slot level above 6th.
  Curse of Lycanthropy
  Curse of Lycanthropy
  6th-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pint of animal blood of the type you
  are infusing)
  Duration: Instantaneous
  One creature you touch must make a Constitution saving
  throw or be cursed with a type of lycanthropy of your choice.
  This can be cured with remove curse as normal lycanthropy
  can be, but dispel magic has no effect.
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  Ectoplasmic Enhancement
  Ectoplasmic Enhancement
  6th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 24 hours
  You empower up to 12 incorporeal undead within range,
  granting them a variety of benefits. The base AC of an
  affected undead becomes 13 + its Dexterity modifier. The
  undead gains advantage on attack rolls and on saving throws
  against being turned. If the undead has a trait that makes it
  weaker in sunlight, that is suppressed for the duration. The
  undead does not take damage from ending its turn inside an
  object.
  At Higher Levels. When cast with a 7th level slot or
  higher, you empower 2 more undead for each level above 6th.
  Fleshshiver
  Fleshshiver
  6th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bone, which is snapped during the
  casting of the spell)
  Duration: Special
  Breaking the bone in the grip of your fist, you hear the
  sickening but satisfying crunch of your foe's bones breaking
  beneath its squeezing flesh.
  One creature you touch must make a Constitution saving
  throw. On a failure, it is stunned until the start of your next
  turn. At the start of your next turn, the target must make a
  another Constitution save or take 4d10 points of bludgeoning
  damage and have disadvantage on attack rolls because of the
  pain for 1 minute, or half damage and no other effects on a
  success. It can repeat the saving throw at the end of each of
  its turns, ending the effect on a success.
  Kyristan's Malevolent Tentacles
  Kyristan's Malevolent Tentacles
  6th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of tentacle from a giant
  octopus or a giant squid)
  Duration: Concentration, up to 1 minute
  Eerie, crackling ebony tentacles of pure blackness fill a 20-
  foot square on ground that you can see within range. For the
  duration, these tentacles turn the ground in the area into
  difficult terrain.
  When a creature enters the affected area for the first time
  on a turn or starts its turn there, the creature must succeed
  on a Dexterity saving throw or take 3d6 bludgeoning damage
  and be restrained by the tentacles until the spell ends.
  A creature that starts its turn in the area and is already
  restrained by the tentacles takes 3d6 bludgeoning damage
  and 2d10 necrotic damage, and its maximum hit points are
  reduced by an amount equal to the necrotic damage taken.
  A creature restrained by the tentacles can use its action to
  make a Strength or Dexterity check (its choice) against your
  spell save DC. On a success, it frees itself.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the necrotic damage increases by
  1d10 for each slot level above 6th.
  Martyr's Death
  Martyr's Death
  6th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S, M (an edged weapon, which you plunge
  into your own throat or similar vital region)
  Duration: Instantaneous
  This spell was created as a weapon of last resort, for its
  consequences are dire. Every living creature of your choice
  within 30 feet of you must make a Constitution saving throw
  or drop to 0 hit points. Even on a success, a creature takes
  10d12 necrotic damage. Undead and constructs are immune
  to these effects.
  You are slain by completing this spell, and can never be
  resurrected by any magic whatsoever. Nor can clone or
  similar spells give you a new body to inhabit—your very soul
  is annihilated by this spell's fell power.
  Necrotic Mist
  Necrotic Mist
  6th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a small piece of a tombstone
  dedicated to a creature that became undead after being
  buried for at least 1 month)
  Duration: Concentration, up to 10 minutes
  You create a 20-foot-radius sphere of poisonous, yellow-
  green fog centered on a point you choose within range. The
  fog spreads around corners. It lasts for the duration or until
  strong wind disperses the fog, ending the spell. Its area is
  heavily obscured.
  When a living creature enters the spell’s area for the first
  time on a turn or starts its turn there, that creature must
  make a Constitution saving throw. The creature takes 2d8
  cold damage regardless of the outcome of the save. Undead
  are instead healed for this amount. On a failed save, it is
  slowed as the spell. Creatures are affected even if they hold
  their breath or don’t need to breathe.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the damage increases by 1d8 for
  each slot level above 5th.
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  Necroticizing Claw of Falazure
  Necroticizing Claw of Falazure
  6th-level necromancy
  (Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a square of black silk and a shard of
  dragon bone)
  Duration: Concentration, up to 1 minute
  When you cast this spell, the target creature's body decays
  from the inside as its lifeforce is siphoned out. The target
  must make a Constitution saving throw. The target takes 8d8
  necrotic damage on a failed save, or half as much damage on
  a successful one. If it is neither undead nor a construct, it
  also takes upon the appearance of an undead of the DM's
  choosing for the duration of the spell (if it dies under the
  effects of the spell, it retains that appearance in death).
  If the affected creature saves successfully, their decaying
  flesh inhibits regeneration. As long as you concentrate on this
  spell, the healer must make a spellcasting check against your
  DC or the healing is wasted and the slot is expended (any
  other effect of the healing spell works as normal).
  On a failed save, the decaying flesh turns healing to
  harming. As long as you concentrate on this spell, any healing
  magic applied to the creature harms it for the amount of
  health the magic would have healed it for.
  At Higher Levels. At 7th level and higher, the spell heals
  you equal to the damage you did. Additionally, for each level
  above 6th, the target also gains one level of exhaustion that
  last as long as you concentrate on the spell on a failed save,
  so a 9th level casting applies 3 levels.
  Possess
  Possess
  6th-level necromancy
  (Druid, Warlock)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bowl of incense)
  Duration: 1 minute
  You can attempt to possess any creature within range that
  you can see (creatures warded by a protection from evil and
  good or magic circle spell can’t be possessed). The target
  must make a Charisma saving throw. On a failure, your soul
  moves into the target’s body. The target's soul remains in its
  body but has no control over it while your spirit is there. The
  possessed creature retains no memory of actions performed
  during the possession or knowledge of who possessed it.
  Once you possess a creature’s body, you control it. Your
  game statistics are replaced by the statistics of the creature,
  though you retain your alignment and your Intelligence,
  Wisdom, and Charisma scores. You retain the benefit of your
  own class features. If the target has any class levels, you can’t
  use any of its class features.
  For every 2 points of damage taken by the target body
  while you are possessing it, you take 1 point of damage as
  well.
  If the body is killed while you are possessing it, you must
  make a Charisma saving throw against your own spell save
  DC. On a success, you return to your body if it is within 120
  feet of you. Otherwise, you die. If your body is destroyed
  while your spirit is in the target's body, you die at the end of
  the spell's duration.
  You can end this spell as an action.
  Revive Undead
  Revive Undead
  6th-level necromancy
  (Cleric, Dread Necromancer, Wizard)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a black pearl worth at least 500 gp,
  which the spell consumes)
  Duration: Instantaneous
  Touching the corpse of the creature, you whisper to its
  departed spirit, calling it back—but not to life.
  Your restore animation to a destroyed undead creature
  (even zombies and skeletons that can’t normally be
  reanimated once destroyed). For sentient undead, if the
  creature’s soul is both willing and at liberty to rejoin the body,
  the creature returns to life with 1 hit point. Non-sentient
  undead need not have a free soul.
  This spell also neutralizes any positoxins and cures
  nonmagical diseases that affected the creature at the time it
  died. This spell doesn’t, however, remove magical diseases,
  curses, or similar effects; if these aren’t first removed prior to
  casting the spell, they take effect when the creature returns to
  life.
  This spell closes all mortal wounds, but it doesn’t restore
  missing body parts. If the creature is lacking body parts or
  organs integral for its survival – its head, for a vampire – the
  spell automatically fails.
  Coming back from the dead is an ordeal, even for the
  undead. The target takes a -4 penalty to all attack rolls, saving
  throws, and ability checks. Every time the target finishes a
  long rest, the penalty is reduced by 1 until it disappears.
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  Shadow Shield
  Shadow Shield
  6th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of black paper)
  Duration: 1 minute
  You are surrounded in a smoky wreathe of flickering
  darkness. Any creature that strikes you with a melee attack
  deals normal damage, but must make a Constitution save or
  be blinded for 1 minute.
  Soul Scour
  Soul Scour
  6th-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of dust from the bones of a
  lich)
  Duration: Instantaneous (see text)
  Your touch corrupts your victim's very soul, withering away
  its willpower and force of personality. You must make a
  successful melee spell attack to deliver the spell. On a hit, the
  target must make a Charisma saving throw at the start of
  each of its turns for the next minute. Whenever the target
  fails this saving throw, its Charisma is reduced by 1d4. On a
  success, the target suffers no ill effect that turn.
  These reductions last until the target finishes a long rest. If
  the target's Charisma is reduced to 0 from this spell, it is
  stunned until it regains at least one point of Charisma, and it
  automatically fails all Charisma saving throws while stunned
  in this way.
  At Higher Levels. When cast with a spell slot of 8th level
  or higher, the spell reduces Charisma by 1d6 per turn instead
  of 1d4.
  Thunguul's Preservation
  Thunguul's Preservation
  6th-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a candle of exceptional value worth at
  least 100 gp, consumed)
  Duration: 24 hours
  You draw 3d6 of your hit points away into a special candle,
  which is lit when the spell is cast. For the duration of the
  spell, your maximum hit points are reduced by a like amount.
  This reduction cannot bring either your current nor your
  maximum hit points by 1.
  If you are killed while this spell lasts, once its duration
  ends you return to life with a number of hit points equal to
  the amount invested. If the spell ends before then, you regain
  those hit points.
  However, if the candle is extinguished or destroyed
  prematurely, the hit points are lost, and must be healed as if
  by a normal wound.
  Undeath to Death
  Undeath to Death
  6th-level necromancy
  (Dread Necromancer, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (the powder of a crushed diamond
  worth at least 500 gp)
  Duration: Instantaneous
  This spell is the inverse of circle of death. A sphere of
  positive energy ripples out in a 60-foot-radius sphere from a
  point within range. Each undead creature in that area must
  make a Constitution saving throw. A target takes 8d6 radiant
  damage on a failed save, or half as much damage on a
  successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the damage increases by 2d6 for
  each slot level above 6th.
  Unfetter Undead
  Unfetter Undead
  6th-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (three drops of blood from a corpse
  that died of cold)
  Duration: Instantaneous
  By manipulating the threads of necromantic energy that
  bind undead to their masters, you release them from control.
  All controlled undead within 50 feet of a point you choose
  within range become uncontrolled unless their master makes
  a successful Charisma saving throw.
  Undead released from control by this spell are harder to
  control for some time afterwards, so they have advantage
  against being turned or rebuked for 1 hour.
  Wail of Doom
  Wail of Doom
  6th-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: Self (30-foot-cone)
  Components: V
  Duration: Instantaneous
  You unleash a terrible cry of malice and anger. The very air
  darkens with black energy as your cry echoes away from you.
  Each creature in a 30-foot cone must succeed on a
  Wisdom saving throw. On a failed save, it takes 10d4 psychic
  damage and is frightened for 1 minute and must drop
  whatever it is holding. On a successful save, it takes half
  damage and is instead frightened until the end of its next turn
  While frightened by this spell, a creature must take the
  Dash action and move away from you by the safest available
  route on each of its turns, unless there is nowhere to move. If
  the creature ends its turn in a location where it doesn’t have
  line of sight to you, the creature can make a Wisdom saving
  throw. On a successful save, the spell ends for that creature.
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  7th Level
  7th Level
  Avasculate
  Avasculate
  7th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You shoot a black ray of necromantic energy from your
  outstretched hand, causing your foe to violently purge blood
  or other vital fluids through its skin.
  Make a ranged spell attack against a single creature you
  can see. If the attack is successful, the subject must make a
  Constitution saving throw. On a success, it loses one-quarter
  of its current hit points (rounded down) and is not stunned.
  On a failure, it loses half its current hit points (rounded
  down) and it is stunned until the start of your next turn.
  Oozes, plants, and any organisms without blood (such as
  most undead and elementals) are not affected by this spell.
  Awaken Undead
  Awaken Undead
  7th-level necromancy
  (Wizard)
  Casting Time: 10 minutes
  Range: Self (30 foot radius)
  Components: V, S, M (a humanoid fingerbone and a black
  opal worth at least 200 gold)
  Duration: Instantaneous
  This spell grants intelligence to undead with Intelligence
  scores of 6 or below such as skeletons and zombies. Undead
  with Intelligence scores over 6 are unaffected. Mindless
  undead within the radius acquire an Intelligence of 6+1d6.
  Undead do not regain any skills or feats they had in life.
  Undead do, however, regain any special abilities they had in
  life, such as poison or scent.
  Awakened undead gain advantage against being turned.
  Barghest's Feast
  Barghest's Feast
  7th-level necromancy (ritual)
  (Cleric, Wizard)
  Casting Time 1 action
  Range: Touch
  Components: V, S, M (a diamond worth at least 5,000 gp,
  consumed)
  Duration: Instantaneous
  The diamond in your hand turns to coal, and then to dust,
  which sprinkles down upon the corpse. Where it strikes,
  ebon flames spring up, and when the flames pass nothing
  remains, not even grave dust. "Return from that one," you
  mutter.
  Black flames flicker over a corpse, utterly consuming it.
  You destroy the remains of a dead person or creature,
  preventing any form of raising or resurrection that requires
  part of the corpse. There is a 50% chance that a wish, true
  resurrection, or divine intervention cannot restore to life a
  victim consumed by a barghest's feast spell. Check once for
  each destroyed creature. If the d100% roll fails, the creature
  cannot be brought back to life by mortal magic.
  At Higher Levels. When cast with a 9th-level slot, no
  magic can restore the victim to life.
  Blood to Water
  Blood to Water
  7th-level necromancy
  (Druid, Sorcerer, Warlock)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a drop of water and a drop of blood)
  Duration: Instantaneous
  You forcefully spit, ending your spellcasting. From where
  you spat arises a sea-green orb of energy for each creature
  you intend as a subject of the spell. The orbs fly to their
  designated targets and turn blood red as they impact.
  You create five orbs of water and hurl them at targets
  within range. You can hurl them at one target or several.
  Make a ranged spell attack for each ray. On a hit, the target
  takes 2d10 necrotic damage as its blood turns to water, and
  must make a Constitution saving throw. On a failure, it has
  disadvantage on Constitution saving throws until it finishes a
  long rest.
  Oozes, plants, and any organisms without blood (such as
  most undead and elementals) are not affected by this spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 8th level or higher, you create one additional orb for
  each slot level above 7nd.
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  Cheat Death
  Cheat Death
  7th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (a diamond worth at least 1,000 gp,
  which the spell consumes)
  Duration: Permanent until triggered
  Developed by mighty dragon mages, cheat death is in many
  ways a lesser version of death pact, though it does not rely on
  any divinity's will. The next time you fail a death saving throw,
  roll 1d12. On a roll of 1-3, the magic of the spell fails, and you
  must live or die on your own (though resurrection and other
  magic works normally).
  On a roll of 4-12, you die, but your soul is safeguarded in a
  magical receptacle on the Astral Plane. The soul remains in
  the receptacle for 1d100 days, minus your level (or CR if you
  don't have a level), minimum 1 day.
  When the duration passes, you are restored to life at 1 hit
  point as if resurrection had been cast upon you. Your body
  could be damaged, in which case all wounds are closed and
  necessary vital organs are restored. However, disintegrate
  and similar magic can block your return to life as normal.
  This spell can be dispelled before it takes effect, in which
  case you suffer no ill effects.
  Control Undead
  Control Undead
  7th-level necromancy
  (Bard, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You use negative energy to control an undead creature that
  you can see within range. It must succeed on a Wisdom
  saving throw or be influenced by you for the duration. If you
  or creatures that are friendly to you are fighting it, it has
  advantage on the saving throw.
  A creature that fails its save against this spell can't attack
  you or target you with harmful abilities or magical effects.
  While the creature is under the spell's influence, 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
  Wisdom saving throw against the spell. If the saving throw
  succeeds, the spell ends.
  Death Dragon
  Death Dragon
  7th-level necromancy
  (Sorcerer)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a dragon's bone)
  Duration: Concentration, up to 10 minutes
  You summon unholy power to gird yourself in a dragon-
  shaped cocoon of bones and negative energy.
  The cocoon created by this spell makes your AC equal to
  15 + your Dexterity modifier, unless it was already higher.
  The cocoon prevents you from casting spells with somatic or
  material components, but does not otherwise hinder your
  actions or movement.
  As an action, you can cast the fear spell (no concentration
  required) or cast the inflict wounds spell as a 4th-level spell.
  You need not provide any somatic or material components
  when casting these spells in this way.
  For the duration, you also gain a flying speed of 60 feet and
  can hover.
  Dream Sight
  Dream Sight
  7th-level divination
  (Warlock)
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 10 minutes
  You fall into a deep sleep while your spirit leaves your body
  in incorporeal form and travels to distant locations. Your
  spirit has a fly speed of 100 feet and can hover. It can see and
  hear anything you could if you were in the same location. The
  spirit can be blocked by any spell that wards incorporeal
  creatures, and it can be detected and attacked in the same
  way as incorporeal creatures can. Your spirit can do nothing
  but move and observe—it cannot speak, attack, cast spells, or
  perform any other action.
  At the end of the spell, your spirit instantaneously returns
  to your body and you wake up. If your body is disturbed while
  your spirit is wandering, the spell ends immediately.
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  Evil Glare
  Evil Glare
  7th-level necromancy
  (Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You cast this spell and your eyes begin to tingle, brimming
  with dark energy. You shoot a glance at your rival, and she
  freezes in her tracks from your malignant glare.
  This spell, inspired by the malevolent gaze of the shadowy
  nightwalkers, causes your eyes to glow with dark energy. One
  creature of your choice within 60 feet of you that you can see
  must succeed on a Wisdom saving throw or be frightened of
  you for the duration of the spell. The frightened creature is
  paralyzed. On each of your turns until the spell ends, you can
  use your action to target another creature but can’t target a
  creature again if it has succeeded on a saving throw against
  this casting of evil glare.
  Greater Harm
  Greater Harm
  7th-level necromancy
  (Cleric, Dread Necromancer)
  Casting Time: 1 action
  Range: Touch
  Components: V, S,
  Duration: Instantaneous
  You unleash a virulent disease on a creature that you touch.
  The target must make a Constitution saving throw. On a
  failed save, it takes 10d12 necrotic damage, or half as much
  damage on a successful save. The damage can’t reduce the
  target’s hit points below 1. If the target fails the saving throw,
  its hit point maximum is reduced for 1 hour by an amount
  equal to the necrotic damage it took. Any effect that removes
  a disease allows a creature’s hit point maximum to return to
  normal before that time passes.
  Necrotic Curse
  Necrotic Curse
  7th-level necromancy
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (30 foot radius)
  Components: V, S, M (grave dust)
  Duration: 8 hours
  You feel a wave of cold pass through you as it seeps into the
  land, the air, and even the souls of those nearby.
  You imbue the area with negative energy so powerful it
  transforms positive energy into its opposite. Anyone in the
  area who casts a healing spell that does not work on undead
  must succeed on a spellcasting ability check; if the check
  fails, the healing spell deals damage to each of its subjects
  equal to the amount of health it would normally restore.
  Additionally, all natural regeneration is cancelled.
  Healing that works on undead, such as goodberry and aura
  of vitality, functions normally.
  You can end this spell as an action.
  Pact of Return
  Pact of Return
  7th-level necromancy
  (Cleric, Warlock)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 8 hours
  This spell allows you to establish the conditions whereby
  you will be brought back to life upon your death.
  When you cast pact of return, you must state either a
  specific creature or a set of specific circumstances that you
  expect will be responsible for your death at some point within
  the spell's duration. If you name a creature, that creature
  does not have to deal the deathblow to trigger the release of
  the spell, but it must play an active part in your demise. If you
  name a set of circumstances, those circumstances must be
  reasonably specific or the spell will fail, leaving you well and
  truly dead.
  An acceptable set of circumstances would be, "I expect
  energy draining to play a pivotal role in my demise", whereas
  an unacceptable set would be, "I expect to die from loss of hit
  points". The DM decides whether the terms are acceptable.
  Whether the subject of your demise is a specific person or
  a specific source, you must die for the spell to take effect. If
  you do, and the circumstances of your demise are similar
  enough to those described when you cast the spell (DM's
  discretion), you are instantly resurrected (see the spell) with
  no penalties.
  You can have more than one pact of return active at the
  same time, each one to be triggered by a different foe or set
  of circumstances, but you must keep track of the total time
  that has elapsed for each. A pact of return that has not yet
  taken effect is still a magical effect (and a powerful
  necromantic one, at that), which can be dispelled by one who
  detects its presence.
  At Higher Levels. When cast with an 8th-level slot, the
  duration increases to 24 hours. Its range changes to "touch",
  and can be cast upon a willing target.
  Panacea
  Panacea
  7th-level abjuration
  (Cleric, Druid)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (red sap of the elephant tree)
  Duration: Instantaneous
  This powerful spell removes almost all afflictions. You
  touch a willing target and end any or all of the following
  conditions on it: blinded, charmed, deafened, exhaustion,
  frightened, incapacitated, paralyzed, petrified, poisoned,
  stunned, and unconscious. It cures all diseases and
  neutralizes all poisons afflicting the target. Any effect that
  reduced the target's ability scores or its hit point maximum
  ends, as does any effect that functions by causing pain. Any
  spell or effect that is cured by greater restoration, heal, or
  remove curse (such as feeblemind) is also ended by this spell.
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  Phoenix Fire
  Phoenix Fire
  7th-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a tail from a phoenix, worth 40gp, that
  is consumed in the casting)
  Duration: Instantaneous
  You immolate yourself, consuming your flesh and creating
  a cylinder of flame 20 feet high and 30 feet in diameter
  centered on you. You die (no saving throw).
  All creatures of your choice within range take 10d6 fire
  damage and 10d6 radiant damage, or half on a successful
  Dexterity saving throw. Other creatures take no damage.
  After 10 minutes, you rise from the ashes as if restored to
  life by a resurrection spell.
  Power Leech
  Power Leech
  7th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a live leech)
  Duration: Concentration, 1 minute, then concentration, up to
  1 hour; see text
  You siphon off another creature's power to fuel your own.
  One creature within range must make a Charisma saving
  throw. On a failure, the spell takes effect. The creature can
  choose to fail if it wants.
  When you cast this spell, and at the start of each of your
  subsequent turns while the first part of the spell lasts, you
  can remove one point from the target's ability score. You gain
  that as a bonus to your own same score. You choose what
  ability score, and can choose different scores from turn to
  turn.
  Reductions to scores last until the target receives a greater
  restoration spell or similar magic. If the target's Strength or
  Dexterity is reduced to 0, it is paralyzed until it regains at
  least 1 point. If the target's Intelligence, Wisdom, or Charism
  a is reduced to 0, it is stunned until it gains at least 1 point. If
  the target's Constitution is reduced to 0, it dies.
  The conduit lasts concentration, up to 1 minute. The
  bonuses last for concentration, up to 1 hour.
  Raise Death Hulk
  Raise Death Hulk
  7th-level necromancy
  (Warlock, Wizard)
  Casting Time: 1 hour
  Range: 600 feet
  Components: V, S, M (a sunken ship and the corpse of a sea
  captain. The corpse is consumed, while the ship rises)
  Duration: Instantaneous
  With this mighty spell, you raise an entire ship and its crew
  from beyond the grave. It rises to the surface from the sea
  floor, complete with undead crew, under your total control.
  Such death hulks are the stuff of legend, kept afloat through
  powerful magicks, despite the great holes in their hulls
  through which the sea flows freely. Animated skeletons and
  zombies patrol the deck, performing all the tasks they did in
  life and forming a frightening boarding party when the ship
  goes into battle. Outside of battle, they are an expert crew,
  capable of navigating through dire storms and whirlpools.
  A sunken ship must be in range of the spellcaster for this
  spell to have any effect. Raise death hulk will cause the ship
  to rise to the surface of the sea, where it will be magically
  seaworthy and under the full control of the necromancer. A
  destroyed death hulk cannot be raised from the sea again.
  Regardless of the amount of times this spell is cast, only a
  single death hulk may be controlled at any one time by a
  single caster.
  Any type of ship may be raised this way and it will have a
  full complement of crew, usually zombies, though skeletons
  may also appear if the ship has lain at the bottom of the sea
  for more than a year. The number of undead raised by this
  spell depends upon the size of the ship. The Games Master is
  the final arbitrator of the ship type and the nature of its crew.
  Zombies and skeletons animated by this spell cannot go
  further than 1 mile from the ship they were raised from.
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  Ravage
  Ravage
  7th-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a broken divine symbol of an enemy
  faith)
  Duration: Instantaneous
  A terrible column of swirling black or white energy engulfs
  creatures and rips at their bodies and souls in a location you
  specify. Each creature in a 10-foot radius, 40-foot-high
  cylinder centered on a point within range must make a
  Constitution saving throw. A creature takes 7d10 radiant or
  necrotic damage (your choice) on a failed save, or half as
  much damage on a successful one. This damage is vile
  damage.
  At Higher Levels. When you cast this spell using a spell
  slot of 8th level or higher, the damage increases by 1d10 for
  each slot level above 7th.
  Retributive Enervation
  Retributive Enervation
  7th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute.
  The world around you takes on a dim and muted tone as
  you are encased in a tight-fitting sheath of crackling negative
  energy. Whenever a creature hits you with a melee attack, it
  takes 4d8 necrotic damage, and until the spell ends, you can
  use your action on each of your turns to automatically deal
  6d8 necrotic damage to any target that has hit you with a
  melee attack during the duration. The spell ends if you use
  your action to do anything else.
  Whenever the spell deals damage to a target, you regain hit
  points equal to half the amount of necrotic damage the target
  takes.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the damage increases by 1d8 for
  each slot level above 5th.
  Undeath after Death
  Undeath after Death
  7th-level necromancy
  (Cleric, Wizard)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a piece of obsidian shaped like a
  heart, which is placed on the subject's chest, and a black
  onyx gem worth at 500 gp. This gem must be placed in the
  subject's mouth. Both are consumed by the spell)
  Duration: Permanent until discharged
  You tear off a piece of a creature's life force, corrupt it with
  negative energy and the power of undeath, then bind it back
  to the same creature's body. This process initiates a necrotic
  transformation when the creature dies. The subject of this
  spell loses 2 points of Constitution upon casting. The lost
  Constitution cannot be regained until the spell is discharged
  or dispelled, at which point greater restoration works.
  When it dies, the corrupted life force initiates a slow
  change in its body, causing it to animate as a crypt spawn at
  the next sunset. If the creature's remains are destroyed, the
  undeath after death spell cannot bring it back as an undead.
  Waves of Exhaustion
  Waves of Exhaustion
  7th-level necromancy
  (Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S
  Duration: Concentration, up to 1 minute
  Every creature within the spell effect must succeed on a
  Constitution saving throw. It gains 1d4 levels of exhaustion
  on a failure, or 1 level on a success. These levels last for the
  duration, at which time they expire.
  Withering Palm
  Withering Palm
  7th-level necromancy
  (Cleric, Druid, Warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch one creature and force it to make a Constitution
  saving throw. It takes 10d10 necrotic damage on a failure, or
  half on a success. Also on a failure, it has disadvantage on
  any saving throw that uses Strength or Constitution until it
  finishes a long rest.
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  8th Level
  8th Level
  Avascular Mass
  Avascular Mass
  8th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You shoot a black ray of necromantic energy from your
  outstretched hand, causing your foe to violently purge blood
  vessels through its skin. The purged blood vessels spread
  outward, creating a many-layered mass of bloody, adhesive
  tissue that traps nearby creatures in a gory horror.
  Make a ranged spell attack against a single creature you
  can see. If the attack is successful, the subject must make a
  Constitution saving throw. On a success, it loses one-quarter
  of its current hit points (rounded down) and is not stunned.
  On a failure, it loses half its current hit points (rounded
  down) it is stunned until the start of your next turn. Oozes,
  plants, and any organisms without blood (such as most
  undead) are not affected by this spell.
  In either case, the avascular mass instantaneously erupts
  from the subject and must be anchored to at least two
  opposed points—such as floor and ceiling or opposite walls—
  or else the mass collapses and has no effect. Creatures
  caught within a 20-foot-radius avascular mass become
  entangled. The original target of the spell is automatically
  restrained. Because the avascular mass is magically animate
  and gradually tightens on those it holds, an entangled
  character who attempts to cast a spell must make a
  spellcasting ability check against your spell save DC or lose
  the spell.
  Anyone within 20 feet of the primary target when the spell
  is cast must make a Dexterity save. If this save succeeds, the
  creature is not stuck in the avascular mass and is free to act,
  though moving might be a problem (see below). If the save
  fails, the creature is restrained. Each creature that starts its
  turn in the mass or that enters it during its turn must make a
  Dexterity saving throw. On a failed save, the creature is
  restrained as long as it remains in the mass or until it breaks
  free. A creature restrained by the writhing blood vessels can
  use its action to make a Strength cheek against your spell
  save DC. If it succeeds, it is no longer restrained.
  A free creature can progress through the writhing blood
  vessels very slowly. A creature moving through the area must
  spend 10 feet of movement for every 1 foot it moves.
  If you have at least 5 feet of avascular mass between you
  and an opponent, it provides half cover. If you have at least 20
  feet of avascular mass between you, it provides total cover.
  When the duration ends, it becomes so much limp,
  decaying tissue.
  Blackfire
  Blackfire
  8th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pinch of dust from a vampire
  destroyed by sunlight)
  Duration: Concentration, up to 1 minute
  With the dark words still on your tongue, a ray of black
  energy springs from your hand to wrap the indicated target in
  black flames that absorb heat rather than create it. The black
  fire crackles and hisses, emanating the smells of hot metal
  and sulfur.
  You must succeed on a ranged spell attack to strike a
  target. On a successful attack, a target is engulfed in chill
  black flames that feed on the fuel of their victim's life force. A
  creature engulfed in blackfire must make a successful
  Constitution save each round that the spell is in effect or have
  its Constitution score reduced by 1d4 points and become
  poisoned until the start of its next turn. While poisoned in
  this way, it is incapacitated. A creature that makes its
  Constitution save takes no Constitution reduction for that
  round and is poisoned until the start of its next turn instead.
  In addition to its effects on the subject, blackfire can spread
  rapidly. Whenever a creature starts its turn within 5 feet of a
  creature engulfed in blackfire, it must succeed on a Dexterity
  save or become engulfed itself.
  Any creature that has its Constitution reduced to 0 or
  lower by the spell is turned into a pile of black ash and can be
  returned to life only by true resurrection or wish. If a creature
  succeeds on its Constitution saving throw 3 times, the
  blackfire affecting it gutters out. The black flames cannot
  otherwise be extinguished by normal means (such as
  immersion in water or smothering), but antimagic field, a
  successful dispel magic, remove curse, or greater restoration
  snuffs it out. As well, a creature protected by death ward has
  immunity to blackfire's effects.
  The ability reductions from this spell last until the target
  finishes a long rest.
  Bodak's Glare
  Bodak's Glare
  8th-level necromancy
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a black onyx gem worth at least 500
  gp)
  Duration: Instantaneous
  You invoke the powers of deep darkness and your eyes
  vanish, looking like holes in the universe itself.
  Upon completion of the spell, you target a creature within
  range that can see you. It must succeed on a Constitution
  saving throw. On a failure, it takes 18d10 necrotic damage. If
  this damage reduces the target to 0 hit points, it dies.
  A humanoid killed by this spell rises in 24 hours as a free-
  willed bodak (if it was CR 3 or lower) unless it has been
  resurrected in the meantime. A living, corporeal creature that
  is not a construct, ooze, plant, or undead and is at least CR 4
  rises as a free-willed bodak creature (see the Templates
  section) unless it has been resurrected in the meantime.
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  Darkstaff
  Darkstaff
  8th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small piece of dark wood)
  Duration: Concentration, up to 1 minute
  You create a shadowy staff composed of negative energy
  with highly variable effects. Make a melee spell attack against
  a creature within your reach. On a hit, roll 1d100 on the
  adjacent table. Until the spell ends, you can make the attack
  again on each of your turns as an action.
  Roll
  Roll Effect
  Effect
  1-
  25
  3d10 necrotic damage and you regain hit points
  equal to the amount of necrotic damage dealt
  26-
  50
  4d10 necrotic damage and you regain hit points
  equal to the amount of necrotic damage dealt
  51-
  75
  5d10 necrotic damage and you regain hit points
  equal to the amount of necrotic damage dealt, and
  the target's maximum hit points is reduced by the
  damage dealt
  76-
  90
  7d10 necrotic damage and you regain hit points
  equal to the amount of necrotic damage dealt, and
  the target's maximum hit points is reduced by the
  damage dealt
  91-
  99
  9d10 necrotic damage and you regain hit points
  equal to the amount of necrotic damage dealt, and
  the target's maximum hit points is reduced by the
  damage dealt
  00 The target is reduced to 0 hit points and you regain
  hit points equal to its maximum HP, gaining the
  excess as temporary hit points.
  Special: You can spend 2 sorcery points when you hit to
  roll twice and take the higher roll.
  Death Pact
  Death Pact
  8th-level necromancy
  (Cleric)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a diamond worth at least 1,000 gp,
  which the spell consumes)
  Duration: Permanent until triggered
  With the last words of power, you make the convert's oath
  binding and ensure your deity's aid when the worst befalls his
  new servant.
  This spell allows one willing creature you touch to enter
  into a binding agreement with your deity, or with another
  mighty power, that brings the target back to life if it is slain.
  When this spell is caste, the subject's Constitution is
  permanently lowered by 2 points. Greater restoration cannot
  cure this loss. In exchange for this, if the subject should die, a
  resurrection spell is immediately cast upon the subject.
  However, the resurrected creature does not regain the 2
  Constitution points when returned to life.
  If the spell is dispelled before the subject dies, it does not
  regain its lost Constitution points. A wish spell can return the
  lost Constitution, but only after the death pact has been
  activated or dispelled.
  Detoxify
  Detoxify
  8th-level abjuration
  (Cleric, Druid)
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Components: V, S, M (an antimony goblet worth at least 100
  gp)
  Duration: Instantaneous
  You detoxify any sort of venom within 60 feet of you.
  A poisoned creature suffers no additional effects from the
  poison, and any effects are ended, but the spell does not
  reverse instantaneous effects, such as hit point damage. This
  effect is instantaneous; no immunity to later poisoning is
  conveyed by the spell.
  Any venomous creature within range must make a
  Constitution saving throw. On a failure, its poison is rendered
  harmless for 1 hour.
  Any poison in the air, in food, on weapons or traps, or
  otherwise in the radius of the spell is instantaneously
  neutralized.
  Devastate Undead
  Devastate Undead
  8th-level necromancy
  (Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  This spell was created by the lich Larloch to power himself
  at the expense of his own undead minions. Choose any
  number of undead under your control within range. All
  undead you choose are destroyed. You absorb the life force of
  your minions, gaining hit points equal to all of the hit points
  of the undead you destroyed combined.
  Eternal Repose
  Eternal Repose
  8th-level necromancy
  (Cleric, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a chunk of amber with an insect)
  Duration: Permanent
  You touch a corpse, encasing it in translucent amber. This
  amber is supernaturally hard, and cannot be destroyed by
  hand. Dispel magic works only if cast as an 8th-level or higher
  spell. A creature encased in the amber is immune to decay. It
  cannot be resurrected while within the amber, nor can it
  become undead. If the amber is destroyed, the creature is
  released and begins decaying again as normal.
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  General of Undeath
  General of Undeath
  8th-level necromancy
  (Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 24 hours
  This mighty spell was created by an ancient lich. For the
  duration, all undead with Int 6 or lower within 300 feet follow
  your commands automatically.
  If two casters both cast this spell and their auras overlap,
  they must each make a Charisma check. The orders of the
  winner of this check supercede those of the loser.
  Heart of Stone
  Heart of Stone
  8th-level necromancy
  (Wizard)
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (a carved stone heart of exceptional
  quality (jade, obsidian, or gold-veined marble) worth 5,000
  gp)
  Duration: 1 year
  You feel a hard shove from within your chest as you finally
  complete the complicated phrases and intricate motions of
  this taxing spell. Sweat beads on your forehead and your
  breath comes shallow and fast. The rhythmic rush of sound
  in your ears that usually accompanies such heavy physical
  exertion is disquietingly absent.
  You exchange your own living heart for a finely crafted
  heart of perfect, unblemished stone, altering the nature of
  your body. Your living heart can be stored or hidden
  anywhere you like, where it continues to beat for the duration
  of the spell. While under the effect of heart of stone, you gain
  resistance to nonmagical attacks that aren't adamantine, and
  resistance to cold, fire, and lightning damage. However, you
  are subject to the following disadvantages:
  Your rate of natural healing slows to only 1/4 your hit
  points per long rest.
  Magical healing works on you only if the caster succeeds
  on a DC 15 spellcasting ability check
  In addition, your own living heart is susceptible to attack;
  if it is damaged or destroyed, you are instantly slain.
  Heart of stone can be dispelled, in which case your living
  heart instantly returns to its proper place while the stone
  heart is transported to the place where you left your heart.
  Your heart and the stone heart likewise switch places if you
  enter an antimagic field (temporarily negating the spell's
  effects), but the spell resumes when you leave it.
  Mantle of Pure Spite
  Mantle of Pure Spite
  8th-level necromancy
  (Warlock)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a smidgen of your spit)
  Duration: 10 minutes
  By means of this spell, you wrap yourself in a pulsating
  nimbus of netherlight—the mystical aggregate of all your
  unresolved frustration and rage. Anyone foolish enough to
  attack you while this nimbus is in effect is in for a most
  unpleasant surprise.
  Each time you are damaged, you gain mighty power over
  your attacker. First, this spell grants you advantage on all
  attack rolls against that foe for the duration of the spell.
  Second, you gain the ability to overcome any damage
  resistance your opponent might have.
  Last but not least, after you take damage from an
  opponent, you gain resistance against all damage that
  opponent does for the duration of the spell.
  If you are fighting multiple opponents, you must keep track
  of who has struck you. A mantle of pure spite provides its
  benefits even at range, so a wizard launching harmful spells
  at you from what it thinks is a safe distance will still kindle
  the mantle of pure spite’s nimbus and experience its spiteful
  reprisals.
  Mass Death Ward
  Mass Death Ward
  8th-level abjuration
  (Cleric)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 8 hours
  You choose any number of creatures within range, and
  grant them a measure of protection from death.
  The first time a target would drop to 0 hit points as a result
  of taking damage, the target instead drops to 1 hit point, and
  the spell ends on that creature.
  If the spell is still in effect on a creature when the creature
  is subjected to an effect that would kill it instantaneously
  without dealing damage, that effect is instead negated against
  the target, and the spell ends on that creature.
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  Plague
  Plague
  8th-level necromancy
  (Druid)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 7 days and see text
  Choose any number of creatures within range. All
  creatures become afflicted with a disease of your choice (you
  must choose one disease for the whole spell).
  At the end of each of the target's turns, it makes a
  Constitution save. If it fails three times, the disease's effects
  last for the duration. If it succeeds three times, it recovers
  from the disease and the spell ends. A creature suffers no ill
  effects from the disease until it has failed 3 times.
  Since this spell induces a natural disease, any effect that
  deals with disease applies to this spell.
  Blinding Sickness: The target has disadvantage on
  Wisdom checks and saves, and is blinded.
  Filth Fever: The target has disadvantage on Strength
  checks, saves, and attack rolls that use Strength.
  Flesh Rot: The target has disadvantage on Charisma
  checks and is vulnerable to all damage.
  Seizure: The target has disadvantage on Dexterity
  checks, saves, and attack rolls that use Dexterity.
  Mindfire: The target has disadvantage on Intelligence
  checks and saves, and during combat it acts as if it's under
  the effects of Confusion.
  Slimy Doom: The target has disadvantage on
  Constitution checks and saves. Additionally, when it takes
  damage, it is stunned until the end of its next turn.
  When a creature touches one of the afflicted creatures, it
  must make a Constitution saving throw against your spell
  save DC or contract the disease as if the spell had been cast
  upon it. It still has to fail 3 more times to become infected.
  Each individual creature carries the disease for 7 days, but
  the spell can continue to spread long after you cast it.
  Renewal Pact
  Renewal Pact
  8th-level necromancy
  (Cleric)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a topaz worth at least 500 gp, which
  the spell consumes)
  Duration: Permanent until triggered
  Calling upon your deity to aid your ally, you bind a
  protective spell to your friend, leaving a tattoolike mark of
  your deity's holy symbol on his skin.
  This spell remains dormant until the subject receives one
  of the conditions cured by the panacea spell, at which time it
  immediately activates. This spell grants the recipient the
  benefit of a panacea spell upon activation.
  Return
  Return
  8th-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (a black diamond worth at least 5,000 gp,
  which the spell consumes)
  Duration: Instantaneous
  You shout a key phrase or scriptural passage, often "Go
  back! Go back! Thou shalt steal no further hours of life!". All
  creatures within range that have ever died and been returned
  to life (or unlife) by any means must make a Constitution
  saving throw. They take 10d8 radiant and 10d8 necrotic
  damage on a failure, or half on a success.
  A creature killed by this damage can never be brought back
  to life by any mortal magic.
  Soul Link
  Soul Link
  8th-level necromancy
  (Warlock)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a star of rare ink painted upon the
  ground, with as many points as members are linking hands
  worth at least 250 gp, consumed)
  Duration: 1 hour
  You and up to six willing creatures who link hands in a
  circle bind your lifeforce into one collective body. Add your
  maximum hit points together; this is the collective's
  maximum hit points. Add your current hit points together;
  this is the collective's starting hit points. Temporary hit points
  are not added together, and remain attached to the owner.
  For the duration, as long as there is at least 1 hit point in
  the collective, none of you fall unconscious. However, as soon
  as the collective hits 0, all of you fall unconscious, and must
  start making your respective saving throws.
  While the spell lasts, keep track of the hit point change
  from the starting hit points. When the spell ends, each
  member returns to their previous hit points, minus any loss
  (shared collectively), plus any healing (also shared
  collectively).
  You can dismiss this spell as an action. Dispel magic can
  end the spell if it successfully affects anyone under this spell.
  At Higher Levels. When cast as a 9th-level spell, the
  duration is 8 hours.
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  Sterilize Water
  Sterilize Water
  8th-level necromancy
  (Druid, Wizard)
  Casting Time: 10 minutes
  Range: 60 feet
  Components: V, S
  Duration: Permanent
  With this spell, you cause a pond, water hole, or small lake
  to become poisoned and dead. The water appears unnaturally
  clear and pristine, as no plant life or animals of any kind can
  grow or live in it. Creatures drinking from it will notice that it
  tastes acrid, and that dead animals litter its banks. Anyone of
  15 or fewer hit points who drinks at least a pint of water from
  the poisoned lake dies as if by Vecna's malevolent whisper.
  This spell cannot be dispelled with dispel magic, but
  hallow or druid's grove end it.
  Surelife
  Surelife
  8th-level abjuration
  (Druid)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an ointment of peach syrup and
  cinnabar)
  Duration: 10 minutes
  This spell protects you against some condition—such as
  being immersed in boiling oil or buried under an avalanche—
  that would ordinarily cause damage or even certain death.
  You can protect yourself only against a natural occurrence or
  nonmagical condition, not against a spell or the action of a
  creature (such as the breath of a dragon or the swords of a
  group of bandits). At the time of the casting, you must specify
  the condition against which you wish to protect yourself, and
  the spell is effective against only that condition. Should you
  be subjected to that condition during the duration of the spell,
  you feel no discomfort and take no damage from the
  condition. The spell does not protect any items you carry. If
  you are still subject to the condition at the end of the spell's
  duration, you experience its full normal effects.
  At Higher Levels. When cast as a 9th-level spell, the
  duration is 1 hour.
  Touch of the Graveborn
  Touch of the Graveborn
  8th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your hand grows numb and pulses with a deep and sickly
  radiance, the chill of the grave emanating from it. Make a
  melee spell attack against a creature within your reach. On a
  hit, the target takes 10d6 necrotic damage, and must succeed
  on a Constitution saving throw. On a failure, its Strength
  score is reduced by 1d6. This reduction lasts until the
  creature finishes a long rest. If the reduction reduces the
  creature's Strength to 0, it is paralyzed until it regains at least
  1 point of Strength. Until the spell ends, you can make the
  attack again on each of your turns as an action.
  Undead do not suffer either of the above effects, but an
  undead creature hit by this spell must make a Wisdom saving
  throw or be affected as if you had cast control undead upon it
  until the spell ends. You can only control a single undead in
  this way; if you gain control of another, you must relinquish
  control of the first.
  Wave of Pain
  Wave of Pain
  8th-level necromancy
  (Bard)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  Components: S, M (a needle)
  Each creature within 30 feet must make a Constitution
  saving throw. On a failure, it becomes incapacitated with
  excruciating pain for the duration of the spell. Creatures with
  no discernible anatomy, or those that do not feel pain, are
  immune to this spell.
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  9th Level
  9th Level
  Anathema
  Anathema
  9th-level necromancy
  (Cleric, Druid)
  Casting Time: 1 hour
  Range: Unlimited
  Duration: Permanent
  Components: V, S, M (a beautifully bound book worth at
  least 10,000 gp, where the subject's name and crimes are
  inscribed)
  You can permanently break the divine link between your
  deity and a lower-level cleric, druid, ranger or paladin of your
  faith, or upon a common worshiper. Your target must make a
  Wisdom saving throw. On a failure, it suffers the effects of
  this spell.
  The spell has no effect on spellcasters of a faith other than
  your own. You can pronounce an anathema upon any
  character of your faith, no matter where it is, even if on a
  different plane. You cannot pronounce an anathema against
  someone who is already dead. Some deities do not allow an
  anathema to be pronounced against the innocent or against
  their chosen, while others grant their high-level clerics free
  use of this most terrible of divine curses.
  An individual under anathema can no longer cast divine
  spells or call upon the power of its god to turn or command
  undead, heal, harm, smite, shape change, or use any other
  divine power associated with its character class. An ordinary
  worshiper placed under anathema is not allowed to take
  advantage of any of the faith’s services, such as healing,
  naming, marrying, or burial of the dead. Anyone who dies
  while under anathema is barred from entry into its deity’s
  plane and goes to the plane it would go to as if it were not a
  worshipper. In many settings, that means the plane most in
  line with its alignment.
  On a more personal level, the anathema spell marks the
  subject as accursed with regard to others of the faith. They
  are not allowed to speak to it, look at it, or even acknowledge
  its existence. The common members of the faith are only
  aware that the subject is under anathema if so informed by
  the church hierarchy; however, clerics, paladins, druids and
  rangers of the faith can automatically detect an anathema
  effect simply by looking at the subject.
  The effect is permanent until lifted, either by the original
  spellcaster, or by a cleric of the same faith, of an equal or
  higher level than the caster, who casts a greater restoration
  spell upon the subject. The subject of an anathema can also
  remove its effect by changing the deity it worships. Dispel
  magic is only effective if cast as a 9th-level spell.
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  Dragon's Teeth
  Dragon's Teeth
  9th-level necromancy
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (five dragon teeth)
  Duration: Concentration, up to 1 hour
  Tossing the dragon's teeth to the ground, they spring up as
  five fully-formed giant skeletons (Tales from the Yawning
  Portal). These skeletons gain a bonus to their attack and
  damage rolls equal to your spellcasting ability modifier.
  You can use a bonus action to mentally command the
  creatures you make with this spell, issuing the same
  command to all of them. To receive the command, a creature
  must be within 60 feet of you. You decide what action the
  creatures will take and where they will move during their
  next turn, or you can issue a general command, such as to
  guard a chamber or passageway against your foes. If you
  issue no commands, the creatures do nothing except defend
  themselves against hostile creatures. Once given an order,
  the creatures continue to follow it until their task is complete.
  The creatures are under your control until the spell ends,
  after which they become inanimate once more.
  Familial Geas
  Familial Geas
  9th-level enchantment
  (Bard, Cleric, Druid, Wizard)
  Casting Time: 1 minute
  Range: 60 feet
  Components: V
  Duration: Until removed
  This spell is a far more potent version of geas. You place a
  magical command on a creature that you can see within
  range, forcing it to carry out some service or refrain from
  some action or course of activity as you decide. If the creature
  can understand you, it must succeed on a Wisdom saving
  throw or become charmed by you for the duration. While the
  creature is charmed by you, it takes 5d10 psychic damage
  each time it acts in a manner directly counter to your
  instructions, but no more than once each day. A creature that
  can’t understand you is unaffected by the spell.
  You can issue any command you choose, short of an activity
  that would result in certain death. Should you issue a suicidal
  command, the spell ends.
  If the target dies before completing the obligation, the geas
  transfers to their closest adult relative. This new subject is
  entitled to a save; if the new target succeeds, the geas is
  broken and the spell ends. If not, they labor under the geas
  until they either complete the obligation, succeed in
  dispelling the geas, or dies and potentially passes the geas to
  their closest adult relative. Each new subject has an
  instinctive understanding of the nature of the obligation.
  You can end the spell early by using an action to dismiss it.
  A wish spell also ends it.
  Forceful Resurrection
  Forceful Resurrection
  9th-level necromancy
  (Cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an onyx encased in a ruby, a rare find
  worth 100,000 gp, consumed)
  Duration: Instantaneous
  A spell so forbidden that even the most depraved souls
  carefully consider its worth, forceful resurrection surpasses
  the will of gods and men, raising a creature from the dead,
  even against that creature’s will. You chant over the creature’s
  corpse (undead are unaffected; if cast on a slain undead, this
  spell returns the creature to mortal life), and upon
  completion, the creature returns to life no matter how long it
  has been dead.
  The creature’s hit points may be at 1 hp or full (your
  choice), but the target only has access to any equipment at
  hand. The creature is not inherently under any obligation to
  follow your commands.
  At your option, this spell can close all wounds, neutralize
  any poison, cure all diseases, and lift any curses affecting the
  creature when it died. The spell replaces damaged or missing
  organs and limbs.
  The spell can even provide a new body if the original no
  longer exists, in which case you must speak the creature’s
  name. The creature then appears in an unoccupied space you
  choose within 10 feet of you.
  This spell comes with certain dangers. While interfering
  with life and death is not an inherently evil action, this spell
  defies the natural order and usurps the will of the gods of
  death. The gods may send agents after the caster or target to
  ensure the universe lies in balance, and maruts are certain to
  take an interest in them both. Clerics are especially
  victimized in the afterlife, should they inappropriately use this
  spell.
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  Hero's Blade
  Hero's Blade
  9th-level necromancy
  (Cleric, Druid)
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, M (something dear to the soul you're
  summoning)
  Duration: Concentration, up to 10 minutes
  You channel the spirit of a mighty hero or villain of old into
  a weapon. For the duration of the spell, the weapon gains the
  following benefits to its wielder. You can suppress the
  benefits (no action required), which you may wish to do if it is
  taken from you:
  The weapon becomes magical if it wasn't already.
  The weapon deals 2d10 damage of a type of the wielder's
  choice on a hit. The wielder can change the type with a
  bonus action.
  The wielder adds 1d8 to your initiative rolls as long as it
  wields the weapon.
  The wielder has immunity to being charmed or frightened
  as long as it wields the weapon.
  The wielder has truesight out to a range of 30 feet while it
  wields the weapon.
  The weapon scores a critical hit on a roll of 19 or 20.
  If the weapon scores a critical hit on a creature to a
  different plane of existence than the one you’re on, that
  creature must make a Charisma saving throw against your
  spell save DC. On a failure, the target is banished with a
  faint popping noise, returning to its home plane.
  Hide Life
  Hide Life
  (Warlock, Wizard)
  9th-level necromancy
  Casting Time: 1 day
  Range: Self
  Components: V, S, M (a small sickle made of the purest
  silver, which you use to detach the body part to be stored,
  and a black opal worth at least 5,000 gp. The opal is
  consumed)
  Duration: Instantaneous
  You isolate your life force in one single part of your body-
  typically the little finger on the left hand. You can then remove
  this part and store it in some safe place. Once the spell takes
  effect, you can no longer be killed by ordinary means: If
  damage or a spell effect would normally reduce you to 0 hit
  points, you ignore the usual effects. You still drop to 0 hit
  points, but you do not fall unconscious. Instead, you are
  incapacitated until you receive hit points rise above 0. If you
  would die, you are stunned until you receive magical healing.
  If the hidden body part is ever destroyed, the spell is broken
  and your life force returns to your body if you would not
  otherwise be dead.
  Imprison Soul
  Imprison Soul
  9th-level necromancy
  (Cleric, Dread Necromancer)
  Casting Time: 1 action; see text
  Range: 30 feet
  Components: V, S, M (a fingernail, hair, or other small
  portion of the target's body, consumed; and a specially
  prepared container to house the soul)
  Duration: Permanent; see text
  By casting imprison soul, you force one creature within
  range to make a Charisma saving throw. On a failure, you
  place the subject's soul in a receptacle, such as a gem, ring,
  or some other miniscule object, leaving its body lifeless.
  While trapped, the subject loses 1d4 points of Constitution
  per day until it reaches 0 (at which point it dies) or it is freed.
  This Constitution can be restored by greater restoration.
  The rituals to prepare the receptacle require three days.
  Destroying or opening the receptacle ends the spell, releasing
  the soul. To cast the spell, you must know the name of the
  target. You must be touching the receptacle while casting the
  spell.
  A dispel magic spell can end the spell only if it is cast as a
  9th-level spell, targeting either the receptacle or the creature's
  body.
  Kissed by the Ages
  Kissed by the Ages
  9th-level necromancy
  (Wizard)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a magic ring of Rare rarity or higher)
  Duration: Instantaneous
  You create a magical connection between a willing, living
  creature other than yourself and a magic ring of Rare rarity
  or higher. This forever eliminates any of the item's existing
  magical properties and causes it to radiate a strong aura of
  necromancy.
  The recipient of the spell may draw upon the strange,
  inanimate resilience of this object, gaining the endless trait
  (see below) so long as they wear it. If they lose or otherwise
  remove this object, however, they begins to age again at the
  rate normal for their race. This continues until the bonded
  creature regains the ring. The connection the creature enjoys
  with this object makes it all but impossible to destroy while
  they live, requiring the intervention of a deity, contact with an
  artifact, or similarly unusual circumstances to smash it. Due
  to their special connection with it, the recipient of the spell
  always knows the approximate location of their object so long
  as both are on the same plane.
  Endless. A creature with this trait ceases to age once it
  achieves a certain point in its life cycle, most often sometime
  after reaching adulthood but prior to its equivalent of middle
  age. These creatures exist in a special kind of physiological
  stasis, counteracting all the consequences of advancing years
  that usually lead to frailty and eventually death. While they
  must still perform all the necessary sustaining actions
  (eating, sleeping, breathing, and so on) normally demanded of
  their type, they never suffer from any sort of physical
  deterioration
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  Mass Harm
  Mass Harm
  9th-level necromancy
  (Dread Necromancer)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Roll 70d12. This is your pool of necrotic damage. You can
  distribute it as you wish within range, but cannot give more
  than half to a single creature.
  All creatures you give necrotic energy to must make
  Constitution saving throws. On a failure, they take the
  necrotic damage you allocated, or half of it on a successful
  Constitution saving throw.
  The damage can’t reduce any creature’s hit points below 1.
  If the target fails the saving throw, its hit point maximum is
  reduced for 1 hour by an amount equal to the necrotic
  damage it took. Any effect that removes a disease allows a
  creature’s hit point maximum to return to normal before that
  time passes.
  Plague of Undead
  Plague of Undead
  9th-level necromancy
  (Cleric, Dread Necromancer, Wizard)
  Casting Time: 1 action
  Range: Self (60 foot radius)
  Components: V, S, M (a black sapphire worth 100 gp or
  several black sapphires with total value of 100 gp.)
  Duration: Instantaneous
  This spell unleashes great necromantic power, raising a
  host of undead creatures. Plague of undead turns the bones
  or bodies of dead creatures within the spell’s range into
  undead skeletons or zombies with maximum hit points. The
  undead remain animated until destroyed. (A destroyed
  skeleton or zombie can’t be animated again.) These undead
  remain under your control for 24 hours.
  Raise City
  Raise City
  9th-level necromancy
  (Wizard)
  Casting Time: 24 hours
  Range: Special
  Components: V, S, M (a collection of items from the ruined
  settlement worth at least 5,000 gp, which the spell
  consumes)
  Duration: Instantaneous
  In the ancient city of Mires Ford it is said he made his last
  stand against the armies massed against him. The city had
  fallen centuries before to a demonic plague during a great
  siege, and since then none had travelled there until that final
  battle. In the last hours of the war, it is said that all the dead
  behind those ancient walls stood up and took arms in the
  defense of Gar'Udok...
  There are few spells more powerful in the necromancer's
  repertoire than the ability to raise an entire civilization from
  death. From the ruins of an ancient town or city, you will
  cause skeletons to claw their way out of the ground, to rise up
  in perfect servitude to your every demand.
  You must be upon the site of a ruined and deserted
  settlement to cast this spell successfully. Complete skeletons
  are not required for the use of this powerful spell (scattered
  dust and bones are just fine) but no sentient creature must
  have lived within the settlement for at least 50 years.
  Once cast, a number of skeletons will animate in
  accordance with the size of the settlement as it was when it
  was inhabited. See the table below. The skeletons are under
  your complete, permanent control, although effects such as
  Control undead can wrest them away from you.
  One you cast this spell, you can never cast it again in the
  same spot. The skeletons are unable to venture further than
  25 miles from the settlement. Any ordered to do will instantly
  crumble to dust and be destroyed
  Town Size
  Town Size
  Population
  Population
  Thorp
  20-80
  Hamlet
  81-400
  Village
  401-900
  Small Town
  901-2000
  Large Town
  2001-5000
  Small City
  5001-12000
  Large City
  12001-25000
  Metropolis
  25001+
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  Skyrift
  Skyrift
  9th-level illusion
  (Warlock)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a scepter of onyx and obsidian worth
  no less than 5,000 gp and an obsidian stele worth 2,500 gp.
  The scepter is consumed)
  Duration: Permanent
  Skyrift cloaks a large circular region with a radius of one
  mile in eternal night. The focal point of this region must be
  an obsidian stele of at least 10 feet in height carved with
  arcane runes by the caster. Once the spell is cast, the sun
  never seems to rise in the region. The affected area is either
  dark or lit with shadowy light, depending on the conditions
  outside. For example, the area has shadowy light when the
  sun is up on a clear day. Artificial light sources work normally
  within the affected area. Creatures and magical effects that
  rely upon night to work can function at all times in an area
  that a skyrift cloaks. Likewise, beings and objects that
  sunlight harms can exist with comfort anywhere in a skyrift at
  any time of day.
  This spell may be cast in outdoor areas only, although its
  area can contain structures provided they are wholly within
  the area affected. Viewed from outside, a region blanketed
  under a skyrift seems to be dark and gloomy, as if on an
  overcast day late in the afternoon.
  This spell can only be dispelled with dispel magic cast at
  9th level.
  Undead Creation
  Undead Creation
  9th-level necromancy
  (Dread Necromancer)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a black onyx worth at least 1000gp)
  Duration: Instantaneous
  You create one undead of CR 20 or less from an
  appropriate corpse. The creature must immediately make a
  DC 20 Constitution saving throw or be destroyed, and be
  rendered unfit for further reanimation. So while you could
  not create a skeletal dragon from a humanoid, you could
  create it from a dragon's bones. If your casting is interrupted,
  you must make a 20 Constitution saving throw or be blasted
  to dust and instantly destroyed, as if by a disintegrate spell.
  This undead is not under your control and acts as it
  pleases.
  Some undead cannot be created in this way, such as
  necropolitans, death knights, and (vassa)liches. The DM is
  the final arbiter of whether an undead creature can be
  created by this spell.
  DM
  DM's Note: Undead Creation
  s Note: Undead Creation
  This is a powerful spell, even for a 9th level one.
  You may wish to restrict it to not being cast more
  than once a month, or only allow it to be cast on
  auspicious times of the year (such as the winter
  solstice, or Mabar being coterminous).
  Wail of the Banshee
  Wail of the Banshee
  9th-level necromancy
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Instantaneous
  You let loose a terrible scream. All living creatures within
  30 feet of you except you that can hear you must make a
  Constitution saving throw. Those that fail drop to 0 hit points.
  Those that succeed take 3d6 psychic damage.
  You cannot cast this spell if you are in sunlight. Undead
  and constructs are immune to this spell.
  DM
  DM's Note: Wail of the Banshee
  s Note: Wail of the Banshee
  This spell is based on the banshee's own ability.
  However, if you find that too powerful, an
  alternative version is presented.
  Wail of the Banshee V2
  Wail of the Banshee V2
  9th-level necromancy
  (Dread Necromancer, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Instantaneous
  You let loose a terrible scream. All living creatures within
  30 feet of you except you that can hear you must make a
  Constitution saving throw. A creature takes 40d6 psychic
  damage on a failed save, or half as much damage on a
  successful one. A creature reduced to 0 hit points by this
  effect dies instantly.
  You cannot cast this spell if you are in sunlight. Undead
  and constructs are immune to this spell.
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  Unusual Spells
  Unusual Spells
  Cyst Spells
  Cyst Spells
  The following spells all deal with necrotic cysts. All of them
  besides Necrotic Awareness require the caster to have the
  Mother Cyst feat in the next section; even abilities like the
  bard's Magical Secrets don't work without that feat. Aside
  from Necrotic Awareness, they are not on any spell lists by
  default. A caster who gains that feat treats them as if they
  were on their list and always has them prepared.
  Necrotic Awareness
  Necrotic Awareness
  1st-level necromancy (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the duration, you know if there is a creature bearing a
  necrotic cyst or mother cyst within 30 feet of you, as well as
  where it is.
  The spell can penetrate most barriers, but it is blocked by 1
  foot of stone, 1 inch of common metal, a thin sheet of lead, or
  3 feet of wood or dirt.
  Necrotic Bloat
  Necrotic Bloat
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (caster must have a mother cyst)
  Duration: Instantaneous
  You cause the cyst of a subject already harboring a necrotic
  cyst (see spell of the same name) to pulse and swell. This
  agitation of the necrotic cyst tears living tissue and expands
  the size of the cyst, dealing massive internal damage to the
  subject. The subject takes 4d10 points of necrotic damage.
  This damage is considered vile damage because the cyst
  expands to envelop the newly necrotized tissue. The cyst is
  reduced to its original size when the vile damage is healed.
  A subject killed by this spell rises as a free-willed skulking
  cyst at the start of your next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d10 for
  each slot level above 3rd.
  Necrotic Cyst
  Necrotic Cyst
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (caster must have a mother cyst)
  Duration: Instantaneous
  You touch a creature, forcing it to make a Constitution
  saving throw. A creature can choose to fail this save. On a
  successful save, the subject suffers no adverse affects. On a
  failed save, the subject develops an internal spherical sac that
  contains fluid or semisolid necrotic flesh.
  The internal cyst is noticeable as a slight bulge on the
  subject’s arm, abdomen, or face (wherever you chose to touch
  the target) or it is buried deeply enough in the flesh of your
  target that it is not immediately obvious—the subject may not
  realize what was implanted within them.
  From now on, undead foes and necromantic magic are
  particularly debilitating to the subject—the cyst enables a
  sympathetic response between free-roaming external undead
  and itself. Whenever the subject is dealt damage by a
  necromancy spell, or by the attack of an undead (claw, bite, or
  other attack form), it takes an additional die of damage.
  You can take an action to know the direction of any cyst you
  have created, but you do not know the distance to it.
  Victims who possess necrotic cysts may elect to have some
  well-meaning chirurgeon remove them surgically. The
  procedure is a bloody, painful process that incapacitates the
  subject for 1 hour on a successful DC 20 Medicine check,
  and deals 4d10 slashing damage with an unsuccessful
  Medicine check. The procedure takes 1 hour.
  Protection from good and evil or a similar spell prevents
  the necrotic cyst from forming. Once a necrotic cyst is
  implanted, spells that manipulate the cyst and its bearer are
  no longer thwarted by protection from evil.
  Creatures without flesh are immune to this spell.
  You can cause any cyst you have created to harmlessly
  wither to nothing as an action.
  Necrotic Domination
  Necrotic Domination
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (caster must have a mother cyst)
  Duration: Concentration, up to 1 hour
  You attempt to beguile a humanoid that you can see within
  range that has a necrotic cyst (see the necrotic cyst spell). It
  must succeed on a Wisdom saving throw or be charmed by
  you for the duration. If you or creatures that are friendly to
  you are fighting it, it has advantage on the saving throw.
  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
  Wisdom saving throw against the spell. If the saving throw
  succeeds, the spell ends.
  At Higher Levels. When you cast this spell using a 6th-
  level spell slot, the duration is concentration, up to 8 hours.
  When you use a 8th-level spell slot, the duration is
  concentration, up to 24 hours.
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  Necrotic Empowerment
  Necrotic Empowerment
  8th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (caster must have a mother cyst)
  Duration: Concentration, up to 1 minute
  You call upon the mother cyst that your body hosts,
  drawing from it strength, vigor, speed, and vicious certainty.
  While the spell is in effect, you gain advantage on all checks
  and saves. If you are wearing no armor, your AC equals 15 +
  your Dexterity bonus as your skin briefly crusts and hardens.
  You also gain 100 temporary hit points that vanish when the
  spell ends.
  While the empowerment lasts, you are unable to cast any
  other spell that requires a mother cyst.
  Necrotic Eruption
  Necrotic Eruption
  6th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (caster must have a mother cyst)
  Duration: Instantaneous
  You cause the cyst of a subject already harboring a necrotic
  cyst (see spell of the same name) to explosively enlarge itself
  at the expense of the subject’s body tissue. This spell deals
  7d10 necrotic damage. This damage is vile damage.
  If this damage kills the target, all creatures within 20 feet
  of it take 3d10 necrotic damage, or half on a failed
  Constitution saving throw. Also on a failed saving throw, a
  creature caught in the blast gains its own necrotic cyst.
  A subject killed by this spell rises as a free-willed skulking
  cyst at the start of your next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, both the initial and the explosion
  damage increase by 1d10 for each slot level above 6th.
  Necrotic Probe
  Necrotic Probe
  5th-level necromancy
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (caster must have a mother cyst)
  Duration: Concentration, up to 10 minutes
  You can concentrate upon a specific individual who you
  believe to bear a necrotic cyst (see spell of the same name),
  and listen in on its thoughts. Distance is not a factor, but the
  spell fails if the individual no longer bears the cyst or if the
  cyst bearer is no longer on the plane of existence you are
  currently occupying.
  While the spell lasts, you can hear everything the target
  thinks, as if you were using a detect thoughts spell. As an
  action while the spell lasts, you can also delve deep into the
  target's mind for specific facts, memories, or other
  information. You can ask one question and instantly receive a
  complete, honest, accurate answer.
  You can attempt to implant a suggestion into the target. It
  must make a Wisdom save. On a failure, the suggestion takes
  effect, and lasts for up to 8 hours (no concentration required).
  Necrotic Scrying
  Necrotic Scrying
  2nd-level necromancy (ritual)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (caster must have a mother cyst)
  Duration: Concentration, up to 10 minutes
  You can concentrate upon a specific individual who you
  believe to bear a necrotic cyst (see spell of the same name),
  and hear and see through the creature's eyes and ears. You
  have access to all of its senses, experiencing things as it does.
  Distance is not a factor, but the spell fails if the individual no
  longer bears the cyst or if the cyst bearer is no longer on the
  plane of existence you are currently occupying. You gain the
  benefit of any senses the creature posses such as darkvision
  or blindsight, but are not able to use any of your own. If the
  creature has senses that you have no equivalent for (such as a
  intellect devourer's mind sensing), you are able to use those
  as well, though the feeling may be very alien.
  You are constrained to the creature's own senses and
  cannot influence what it looks at. If the creature is asleep
  with its eyes closed, you probably will not be able to see
  anything either, and if it is staring at a wall, you won't be able
  to see anything behind it.
  Lead sheeting or magical protection (such as antimagic
  field, mind blank, or nondetection) blocks the spell, and you
  sense that the spell is so blocked.
  Necrotic Tumor
  Necrotic Tumor
  7th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (caster must have a mother cyst)
  Duration: Concentration, up to 1 hour
  You cause the cyst of a subject already harboring a necrotic
  cyst (see spell of the same name) to envelop a portion of the
  victim's brain. The victim must make a Wisdom saving throw.
  On a failure, the victim is dominated, as if by dominate
  monster.
  If the victim fails its saving throw and you concentrate for
  the entire duration, the victim becomes permanently
  charmed by you, and it has disadvantage on Intelligence,
  Wisdom, and Charisma saving throws made against your
  spells and effects. You also constantly know its location, even
  if it is on another plane. Only a wish spell can reverse this
  effect.
  Necrotic Termination
  Necrotic Termination
  9th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (caster must have a mother cyst)
  Duration: Instantaneous
  You cause the cyst of a subject already harboring a necrotic
  cyst (see spell of the same name) to physically and spiritually
  enlarge itself at the expense of the subject’s body and soul.
  The creature takes 25d10 necrotic damage. This damage is
  vile damage.
  If this damage reduces the target to 0 hit points, it is
  devoured, body and soul. Raise dead, reincarnate,
  resurrection, clone, true resurrection, wish, and even divine
  intervention cannot return life to the subject once its soul is
  digested—it is gone forever.
  A subject killed by this spell rises as a free-willed skulking
  cyst at the start of your next turn.
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  Wormbound Spells
  Wormbound Spells
  The following spells all deal with worms of Kyuss. All of them
  require either the Wormbound feat in the next section or to
  be of the wormspawn subtype; even abilities like the bard's
  Magical Secrets don't work without that feat or subtype. A
  caster who gains that feat treats them as if they were on their
  list and always has them prepared, while a creature of that
  subtype can learn and prepare them normally.
  Consume the Parasite
  Consume the Parasite
  3rd-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a Kyuss worm hosted within your
  body, consumed. Creatures with the wormspawn subtype
  merely require a live Kyuss worm, which is consumed)
  Duration: Concentration, up to 1 minute
  You consume the Kyuss worm in your own body to grant
  yourself a temporary boost in power. When you cast this spell,
  you 20 temporary hit points. These temporary hit points
  expire when the spell's duration ends if they are not lost
  sooner. In addition, you have advantage on Strength and
  Dexterity checks and saving throws, and your weapons do an
  extra 1d4 damage.
  This spell also increases the power of your spells while it is
  in effect, causing all spells you cast for the duration to be cast
  as if by a slot 1 level higher (so a 4th-level fireball acts like a
  5th-level fireball).
  However, casting this spell consumes the Kyuss worm that
  you have bound to your soul, and you do not gain the effects
  of the Wormbound feat until you are able to find another
  Kyuss worm and complete the ritual of binding once again.
  Extrude Wormswarm
  Extrude Wormswarm
  6th-level conjuration
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype)
  Duration: Concentration, up to 1 minute
  You summon a swarm of Kyuss worms to attack your foes.
  These writhing, twisting green worms swarm over your body
  briefly and then congregate in a 10-foot-square within range
  of your choice as a wormspawn.
  If the spell ends, the wormspawn acts as it pleases. If you
  are an undead servant of Kyuss, it automatically follows your
  orders. If you are a living servant of Kyuss, you must succeed
  at a Persuasion check contested by its Insight check. If you
  succeed, it follows your orders. If you fail, it becomes hostile
  to you. If you are not a servant of Kyuss, it is automatically
  hostile.
  Hunger of the Wormgod
  Hunger of the Wormgod
  9th-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a Kyuss worm hosted within your
  body, consumed. Creatures with the wormspawn subtype
  merely require a live Kyuss worm, which is consumed)
  Duration: Concentration, up to 1 hour
  You eject the worm from your body, bathing it in
  necromantic energy and flinging it to a point within range. It
  grows into an ulgurstasta with the evolved undead
  template that is under your control.
  If the spell ends, the wormspawn acts as it pleases. If you
  are an undead servant of Kyuss, it is friendly to you. If you are
  a living servant of Kyuss, you must succeed at a Persuasion
  check contested by its Insight check. If you succeed, it is
  friendly to you. If you fail, it becomes hostile to you. If you are
  not a servant of Kyuss, it is automatically hostile.
  Casting this spell consumes the Kyuss worm that you have
  bound to your soul, and you do not gain the effects of the
  Wormbound feat until you are able to find another Kyuss
  worm and complete the ritual of binding once again.
  Mindworms
  Mindworms
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype)
  Duration: Instantaneous
  This spell causes ghostly images of green worms to fly at
  the target, assailing its body, mind, and soul. It must make a
  Wisdom saving throw. It takes 6d10 necrotic damage on a
  failure, or half on a success.
  Also on a failure, it loses 3 levels worth of spell slots (not
  including Innate Spellcasting). This could be three 1st-level
  spells, one 2nd-level and one 1st-level, or one 3rd level. If it
  has fewer slots than these to lose, it loses what it can. It
  chooses what types of slots to lose. If it does not have the
  ability to cast spells, or it does not have any slots of 1st
  through 3rd left, this effect does not apply.
  Whenever you successfully drain 3 levels of spells with this
  effect, you regain 3 levels worth of spell slots in an identical
  way (you could regain one 3rd-level, or one 2nd-level and one
  1st-level, or three 1st-level).
  At Higher Levels. When cast with a spell slot of 5th level
  or higher, the damage increases by 1d10, and both the
  number of spell levels drained and the max level drainable
  increase by 1.
  The Wormspawn Subtype
  The Wormspawn Subtype
  The wormspawn subtype refers to the creatures
  created by Kyuss and his disciples. The following
  creatures belong to it:
  Avolakia
  Spawn of Kyuss
  Broodfiend
  Sword of Kyuss
  Earthcancer centipede
  Ulgurstasta
  Eviscerator beetle
  Wormcaller
  Favored spawn of Kyuss
  Worm drake
  Kyuss knight
  Worm naga
  Kyuss spawnling
  Worm that walks
  Mindkiller scorpion
  Worm swarm
  Overworm
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  Path of Worms
  Path of Worms
  2nd-level divination
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype)
  Duration: 8 hours
  This spell infuses your own perceptions with a shard of
  Kyuss' power, granting you a sixth sense. While the spell
  lasts, you cannot be surprised.
  Once during the spell's duration, you can grant yourself
  advantage on an attack roll, ability check, or saving throw.
  Alternatively, you can impose disadvantage on one attack
  targeting you. This immediately ends the spell.
  When you trigger the advantage or disadvantage, every
  creature within 20 feet is exposed to a glimpse of the
  writhing madness of prophesied in the Age of Worms. For the
  merest second, they see within their minds the desolation
  and ever-increasing terror of what the world will one day
  become. Every creature affected in this way that does not
  have the wormspawn subtype (including you, most likely)
  must make a Wisdom saving throw. On a failure, it is
  frightened until the end of its next turn. While frightened in
  this way, it is incapacitated and its speed is 0.
  Servant of the Green Corruption
  Servant of the Green Corruption
  5th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype)
  Duration: Concentration, up to 10 minutes
  You select one willing creature within range. Until the spell
  ends, the target’s speed is doubled, it gains a +4 bonus to AC,
  and it has advantage on attack rolls.
  Kyuss's power never comes at a price, however, as the
  wormgod constantly seeks to bind mortals to his will and to
  bring about the long foretold Age of Worms. Because of
  Kyuss's corrupting influence, the affected creature becomes
  more susceptible to the powers of Kyuss. The affected
  creature suffers disadvantage on saving throws against
  wormbound spells and automatically fails saving throws
  against the effects of wormspawn creatures.
  The spell can also target an unwilling creature, which can
  make a Wisdom saving throw to resist, negating both the
  spell's benefits and drawbacks on a success.
  Spirit Worm
  Spirit Worm
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype)
  Duration: Concentration, up to 1 minute
  You touch your foe and intone the spell. You leave a worm-
  shaped bruise where you touched.
  You create a lingering decay in the spirit and body of one
  creature you touch. When you cast this spell and on each of
  your subsequent turns as an action, you can force the target
  to make a Constitution saving throw. The spell ends if you
  use your action to do anything else. On a failed saving throw,
  its Constitution score is reduced by 1. This reduction lasts
  until it finishes a short or long rest. On a successful saving
  throw, it takes no Constitution reduction for that turn.
  At Higher Levels. When cast as a 5th-level spell or higher,
  you do not need to take an action to force the target to make
  another Constitution saving throw. You still need to
  concentrate on the spell.
  The Worm Within
  The Worm Within
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a live Kyuss worm or the wormspawn
  subtype
  Duration: Concentration, up to 1 minute
  You create a worm of Kyuss inside a creature within range.
  The creature must make a Constitution saving throw. On a
  success, the worm dies with no ill effect. On a failure, the
  worm takes root and begins consuming the target. At the end
  of each of its subsequent turns, it takes an additional 2d6
  necrotic damage per worm infesting it, stacking with worms
  from the Spawn of Kyuss (max 10d6).
  A worm-infested target dies if it drops to O hit points, then
  rises 10 minutes later as a free-willed spawn of Kyuss. If a
  worm-infested creature is targeted by an effect that cures
  disease or removes a curse, all the worms infesting it wither
  away.
  If you concentrate for the entire duration, the worm
  remains until it is cured.
  At Higher Levels. When cast as a 5th or 6th level spell,
  you create two worms. When cast as a 7th or 8th level spell,
  you create 3 worms. When cast as a 9th level spell, you create
  5 worms. Each worm requires a separate saving throw.
  “Cost? Gold is a cost. Servitude is a cost. My soul is
  not a cost—or it’s one I don’t mind paying.”
  —Thavik of Donegan
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  Corrupt Spells
  Corrupt Spells
  Those who delve into black magic have learned of
  exceedingly evil spells that, in exchange for foul power, take a
  terrible toll on the caster. These spells are known as corrupt
  spells. Their numbers are few, but they are truly horrible
  applications of magic.
  These spells can be cast by any class by a caster who
  prepares spells. A character who does not prepare spells can
  still learn them upon gaining a level.
  All of these spells are available to casters of all alignments.
  However, even learning about them can be difficult, and the
  DM should feel free to impose whatever quests he or she
  desires for a character to gain access to these. A spell like
  apocalypse from the sky is a plot point, not a day-to-day spell.
  Even if your DM has approved this .pdf, please double-check
  with him or her before taking one of the spells in this section
  Absorb Mind
  Absorb Mind
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an ounce of a sentient creature's fresh
  or preserved brain, which the spell consumes)
  Duration: Concentration, up to 1 hour
  You eat part of the brain of another creature's corpse. By
  doing so, you gain the creature's memories and knowledge to
  some degree, so that you have a 25% chance of recalling any
  important fact known to the creature—family history, recent
  events, the general layout of the creature's stomping grounds,
  details about the creature's death, important plans,
  passwords, etc. Skills, feats, spells, and other such
  knowledge cannot be obtained in this fashion. You cannot roll
  again after failing to recall a specific piece of information.
  After the duration expires, you no longer have the ability to
  recall new facts.
  Corruption cost: Your Wisdom score reduces by 2d6
  points. If you drop to 0 Wisdom points, you are stunned until
  you regain at least 1 Wisdom point. The reduction lasts until
  you finish a long rest.
  At Higher Levels. When cast with a 5th-level slot, you have
  a 50% chance. With 7th, you have 75%. With 9th, 90%.
  Absorb Strength
  Absorb Strength
  4th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an ounce of a creature's fresh or
  preserved flesh, consumed)
  Duration: Concentration, up to 1 hour
  You eat at least a portion of the flesh of another creature’s
  corpse, thereby increasing your Strength score by one-
  quarter of the creature's Strength score for the duration, and
  increasing your Constitution score by one-quarter of the
  creature's Constitution score.
  For example, if you eat a bulette's flesh, your Strength
  increases by 4 and your Constitution increases by 5 for the
  duration.
  Corruption cost: Your Wisdom score reduces by 2d6
  points. If you drop to 0 Wisdom points, you are stunned until
  you regain at least 1 Wisdom point. The reduction lasts until
  you finish a long rest.
  Apocalypse from the Sky
  Apocalypse from the Sky
  9th-level conjuration
  Casting Time: 24 hours
  Range: Self (200-mile radius)
  Components: V, S, M (an artifact, ideally one of good
  perverted to this use. Upon completion of the spell, the
  artifact vanishes, leaving your possession)
  Duration: Instantaneous
  You call upon the darkest forces in all existence to rain
  destruction down upon the land. All creatures and objects in
  the spell's area take 10d10 points of damage of a type of your
  choice. This damage is vile damage.
  This damage typically levels forests, sends mountains
  tumbling, and wipes out entire populations of living
  creatures. You are subject to the damage as well as the
  corruption cost.
  Corruption cost: Your Constitution reduces by 3d6 points,
  and you die if it is reduced to 0. Otherwise, you regain these
  points when you finish a long rest. Furthermore, you lose 4d6
  points of Wisdom, going insane if it is reduced to 0 until you
  regain at least 1 point. This reduction can be removed by
  greater restoration, but does not vanish on its own. Even just
  having this spell prepared reduces your Wisdom by 1d3,
  which cannot be cured until you no longer have it prepared.
  Call Forth the Beast
  Call Forth the Beast
  4th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (the tongue of an executed murderer)
  Duration: Permanent until discharged, then 2d4 hours
  You force one target within range to make a Wisdom
  saving throw. On a failure, you set up a dark curse within
  their mind. The target of this spell experiences no immediate
  effect. The next time it falls asleep, however, they
  immediately reawakens with a chaotic evil alignment and a
  bloodthirsty, temperamental, and even psychotic disposition.
  The subject has no particular goals during this time except to
  shed blood and slaughter anyone who aggravates or irritates
  them; even the most innocent action might result in violence.
  When the spell expires, the subject passes out
  momentarily, and reawakens with no memory of anything
  they might have done while under the effect of the spell. So
  far as they can tell, they simply fell asleep hours earlier, and
  they have no idea what has happened since then. They have
  gained no rest, cannot prepare new spells, and might gain
  one level of exhaustion (if appropriate).
  Corruption cost: Your Constitution score reduces by 1d4
  points. If you drop to 0 Constitution points, you die.
  Otherwise, the reduction lasts until you finish a long rest.
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  Chain of Sorrow
  Chain of Sorrow
  7th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (the umbilical cord of a stillborn child)
  Duration: See text
  Make a ranged spell attack against one creature in range.
  On a hit, the target must make a Charisma saving throw. On a
  failure, its Charisma is reduced by 2d10, or half as much on a
  successful save. On a failed saving throw, the effect becomes
  contagious. The next time the target creature touches a
  friend, loved one, or ally, that individual must make a
  Charisma saving throw or have its Charisma reduced by
  2d10, or half on a successful save. This spell continues
  spreading until a creature successfully saves against it.
  All reductions caused by this spell last until cured by
  greater restoration or similar magic. If a creature drops to 0
  Charisma points, it is stunned until it regains at least 1
  Charisma point.
  Corruption cost: Your Charisma score reduces by 2d10
  points. If you drop to 0 Charisma points, you are stunned
  until you regain at least 1 Charisma point. The reduction
  lasts until you finish a long rest.
  Consume Likeness
  Consume Likeness
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an ounce of a creature's fresh or
  preserved flesh, consumed)
  Duration: Permanent
  You can take on the appearance and form—including
  clothing and equipment—of a corporeal humanoid that is
  freshly dead. You assume the form of the creature as it looked
  when it lived. You must eat the flesh of the corpse whose form
  is to be assumed as you cast the spell.
  Once the spell is complete, you can assume the new
  likeness at will. By changing to this new form, your body can
  undergo a limited physical transmutation, including adding or
  subtracting one or two limbs, and your weight can be
  changed up to one-half. If the form selected has wings, you
  can fly at a speed of 30 feet. If the form has gills, you can
  breathe underwater. You cannot assume the likeness of
  something that is a different size than you
  Except as listed above, your stats do not change. If you die,
  you revert to your true form. You can also revert as an action.
  Corruption cost: You lose 2d6 points of Wisdom, going
  insane if it is reduced to 0 until you regain at least 1 point.
  This reduction can be removed by greater restoration, but
  does not vanish on its own.
  Fallen Soul
  Fallen Soul
  5th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a feather from a fallen angel)
  Duration: Permanent
  You touch one creature and force it to make a Wisdom
  saving throw. On a success, it suffers no ill effects. On a
  failure, it is affected by the spell. This sinister spell imbues
  the target's soul with a hidden taint of evil potentiality.
  Additionally, it brands the creature with an invisible mark on
  the forehead. Any fiend can see this mark. Other creatures
  see it if they can see invisible objects. This mark denotes the
  creature bearing it as someone who bears in its soul a seed of
  evil that, with proper coaxing and opportunity, could blossom
  into true depravity and cruelty. The recipient of this spell
  must be a living creature that is not a celestial. It has no effect
  on unaligned creatures.
  When this spell is first cast on a creature, the creature
  becomes poisoned for 1 minute. Once a good or neutral
  target is affected by this spell, it begins to have strange and
  increasingly powerful urges to commit evil acts. Its dreams
  grow dark, sinister, and cruel, yet are disturbingly
  entertaining and soothing. The magic of the spell does not
  force the victim to make evil acts, but it does encourage such
  behavior through conditioning. Each time the victim willingly
  commits an evil act, this spell grants a +4 bonus to the
  character's Strength, Constitution, and Charisma scores; this
  bonus persists for 1 hour before fading. If the target
  continues to perform evil acts, its alignment eventually
  becomes evil as well, at which time the spell no longer grants
  this bonus.
  If the creature subjected to this spell is evil, the fallen soul
  punished the creature for good acts. If the target ever
  willingly performs a good act, the spell reduces the creature's
  Strength, Constitution, and Charisma scores by 4.
  Dispel evil, wish, or greater restoration can remove the
  spell, but remove curse cannot, and the fallen soul cannot be
  dispelled.
  Corruption Cost: Your Strength is reduced by 1d6 points.
  You are paralyzed if this reduces your Strength to 0. The
  reduction lasts until you finish a long rest.
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  Forbidden Speech
  Forbidden Speech
  4th-level enchantment
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Permanent
  One creature you touch must make a Wisdom saving
  throw. On a failure, it is impossible for the creature to speak
  about a single topic. The topic should be as narrow as
  possible for the spell to work properly. An appropriate topic
  might be events that occurred while the creature was in
  captivity, the whereabouts and names of enemies, the secret
  location of a hidden treasure, the password into a guarded
  compound, the command word of a magic item, or the
  explanation behind some major occurrence. Invalid topics
  include verbal components of spells, a creature's whole life
  history, or anything too broad for a reasonable definition of a
  single topic. Whether a topic is too broad is up the DM, who
  can double the corruption cost and have the spell
  automatically fail if you persist in attempting an invalid topic.
  Thus, this can be a dangerous spell to attempt.
  The affected creature cannot communicate regarding the
  topic in any way. Speech becomes gibberish, writing is
  reduced to an indecipherable scrawl, gestures are impossible,
  and even telepathy (including detect thoughts) is scrambled.
  The creature has not forgotten the information, however, and
  it can be a maddening occurrence for the creature to be
  unable to communicate information that might be of life-and-
  death importance to friends and allies.
  Corruption Cost: Your Strength is reduced by 1d6 points.
  You are paralyzed if this reduces your Strength to 0. The
  reduction lasts until you finish a long rest.
  Master's Lament
  Master's Lament
  6th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell strengthens the bond between master and
  familiar. Choose one humanoid creature with a familiar or
  other empathically linked animal companion within range, or
  alternatively choose a familiar or other empathetically linked
  animal. Your target must make a Wisdom saving throw. On a
  failure, for the duration of the spell, any damage or magical
  effect (charm, exhaustion, etc.) taken by the master is also
  taken by the familiar, and vice versa. If the effect allows a
  save, both master and familiar roll their saves separately.
  Corruption Cost: Your Charisma is reduced by 1d6 points.
  You are stunned if this reduces your Charisma to 0. The
  reduction lasts until you finish a long rest.
  Remorseless Charm
  Remorseless Charm
  6th-level enchantment
  Casting Time: 1 hour
  Range: 10 feet
  Components: V, S, M (a work of art depicting worth at least
  1,000 gp; see text)
  Duration: Until dispelled or triggered
  This spell is cast upon a beautiful piece of art worth at least
  1,000 gp. The artwork must depict acts of debauchery or evil
  that are titillating and fascinating, not disturbing or revolting.
  When the art is revealed to a creature, that creature must
  make a Wisdom saving throw. On a failure, the subject's
  normal inhibitions are eliminated and the subject's
  conscience is silenced. Under its effects, a good creature
  might commit acts of extraordinary evil without any feelings
  of remorse. For instance, a paladin who strives to never
  destroy a foe that has surrendered might decide that she’s
  better off meting out justice immediately and killing the
  enemy. This spell affects the target’s norms and expectations;
  for example, once affected, a good-aligned target might be
  willing to attack his friends when urged to do so through a
  suggestion. This would not eliminate his need to atone,
  according to the tenets and punishments prescribed by his
  faith or law. The compulsion is permanent until broken by a
  greater restoration spell or similar magic, or until it is
  removed by the spellcaster.
  Corruption Cost: Your Wisdom is reduced by 2d6 until you
  finish a long rest.
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  Other Character Options
  Other Character Options
  Feats
  Feats
  Eclectic Learning
  Eclectic Learning
  Prerequisite: Spellcasting or Pact Magic feature
  You learn two spells of a level you can cast from any class.
  They are considered to be of your class (cleric, wizard, etc.)
  when you cast them, you always have them prepared, and
  they don't count against your maximum prepared or known.
  You can replace one of these spells with another when you
  level up.
  Eviscerator
  Eviscerator
  Prerequisite: must be undead
  Your foes fear your critical hits. Whenever you score a
  critical hit against a target with a melee attack, the target is
  frightened of you for 1 minute. All of its allies within 30 feet
  must succeed on a Wisdom saving throw with a DC equal to
  8 + your proficieney bonus + your Strength or Dexterity
  modifier (your choice) or be frightened of you for 1 minute.
  The allies can repeat the saving throw at the end of each of
  their turns, ending the effect on a success.
  Ghost Scarred
  Ghost Scarred
  Prerequisite: must have had maximum hit points or ability
  score reduced by an undead with the Incorporeal Movement
  trait
  Your encounters with the spirits that haunt the world have
  given you unique capabilities to fight them, granting you the
  following benefits against undead with the Incorporeal
  Movement trait:
  You have resistance to damage done by these undead.
  You have advantage on saving throws against the effects of
  these undead.
  You have advantage on attack rolls against these undead.
  Lasting Life
  Lasting Life
  Prerequisite: Constitution 13 or higher
  Your lifeforce is unshakably strong, granting you the
  following benefits:
  Increase your Constitution by 1, to a maximum of 20.
  You can take an action to remove all reductions to one of
  your ability scores.
  You can take an action to remove one effect reducing your
  hit point maximum.
  You can take an action to turn all vile damage you have
  suffered into normal damage, allowing it to be healed
  normally.
  Mother Cyst
  Mother Cyst
  Prerequisite: The ability to cast at least one spell
  You gain the ability to cast necrotic cyst spells by growing a
  cyst of your own.
  Increase your Intelligence, Wisdom, or Charisma score by
  1, to a maximum of 20.
  You grow an internal cyst of undead flesh called a mother
  cyst. The cyst may be noticeable as a discolored swelling
  on your skin, if desired. The mother cyst is slightly painful,
  but otherwise isn't harmful. The mother cyst grants you
  access to a selection of cyst-related spells listed below
  (and described above). You cast these spells like any other
  spell you can cast, once you host a mother cyst. You
  always have these spells prepared, and they don't count
  against your maximum spells prepared or known.
  Level
  Level
  Spells
  Spells
  1st
  necrotic awareness
  2nd
  necrotic cyst, necrotic scrying
  3rd
  necrotic bloat
  4th
  necrotic domination
  5th
  necrotic probe
  6th
  necrotic eruption
  7th
  necrotic tumor
  8th
  necrotic empowerment
  9th
  necrotic termination
  Oneiromancy
  Oneiromancy
  Prerequisite: The ability to cast at least one spell
  You specialize in dream magic, gaining the following
  benefits:
  Increase your Intelligence, Wisdom, or Charisma score by
  1, to a maximum of 20.
  You can interpret dreams, analyzing their meaning and
  what the dreamer was thinking and feeling. This requires
  an Intelligence check with a DC determined by the DM.
  You are proficienct in this check. At the DM's discretion,
  dreams may be used as prophetic warnings.
  You gain access to a selection of dream-related spells
  listed below (and described above). You cast these spells
  like any other spell you can cast. You always have these
  spells prepared, and they don't count against your
  maximum spells prepared or known.
  Level
  Level Spells
  Spells
  1st restful slumber
  4th dream walk, manifest desire, manifest nightmare
  5th dream, dreaming puppet
  7th dream sight
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  Necropotent
  Necropotent
  You are very, very good at killing the undead, gaining the
  following benefits:
  Increase your Strength, Dexterity, Intelligence, Wisdom,
  or Charisma by 1.
  You ignore the damage resistances (but not immunities) of
  the undead.
  If you roll the highest die possible when damaging an
  undead creature, you can reroll that die and add the
  damage again. This process can recur as long as you
  continue to roll the maximum die.
  Tomb-Tainted Soul
  Tomb-Tainted Soul
  Your soul is imbued with some of the power of undeath,
  giving you the following benefits:
  You have resistance to necrotic and poison damage
  Whenever you are subjected to an effect that harms the
  living but has no effect or a beneficial effect on the undead
  (such as negative energy flood), roll any die. On an even
  roll, you count as undead for the purposes of that effect.
  Vampire Hunter
  Vampire Hunter
  Your knowledge of vampires has given you the following
  benefits:
  You can take a bonus action to unfailingly determine
  whether any type of vampire is within 30 feet of you, as
  well as learn its type and location.
  You are immune to being charmed by vampires.
  Wormbound
  Wormbound
  Prerequisite: The ability to cast at least one spell
  You have bound your soul to Kyuss, granting you the
  following benefits:
  Increase your Intelligence, Wisdom, or Charisma score by
  1, to a maximum of 20.
  You can attempt to bind a Kyuss worm to yourself.
  Successfully hosting a Kyuss worm requires a special
  binding ritual. The ritual requires 4 hours of uninterrupted
  meditation, 500 gp in special materials, and a living Kyuss
  worm. At the end of the ceremony, you must succeed at a
  DC 10 Constitution saving throw or drop to 0 hit points. If
  you die as a result of this, you rise as a spawn of Kyuss in
  1 minute.
  If you successfully complete the ritual, you gain access to a
  selection of worm-related spells listed below (and
  described above). You cast these spells like any other spell
  you can cast. You always have these spells prepared, and
  they don't count against your maximum spells prepared or
  known.
  Level
  Level Spells
  Spells
  2nd
  path of worms, spirit worm
  3rd
  consume the parasite, the worm within
  4th
  mindworms
  5th
  servant of the green corruption
  6th
  extrude wormspawn
  9th
  hunger of the Wormgod
  The worm can be removed by any magic that ends a
  disease. You are entitled to a Constitution saving throw to
  negate the spell if you desire, even if it would not normally
  allow a saving throw.
  If you die with a living Kyuss worm inside you, you rise as a
  spawn of Kyuss in 1 minute. As a spawn of Kyuss, you exist
  only to spread the corrupting power of Kyuss and have no
  free will of your own (meaning you become a monster under
  the DM's control).
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  Multiclassing
  Multiclassing
  Allowing multiclassing for this class may be risky, as it is has
  a laundry list of powerful abilities mitigated by a bad spell list.
  However, if you choose to allow it, multiclassing with a dread
  necromancer requires a 13 in Charisma. Multiclassing into
  dread necromancer gives you proficiency with light armor,
  simple weapons, and one martial weapon of your choice.
  Races
  Races
  The necropolitan template is suitable for player characters.
  Becoming one requires a 24-hour ritual while still alive. The
  market price of having this ritual cast upon you is 3,000 gold.
  Be aware that while the necropolitan template is suitable
  for player characters in general, a necropolitan dread
  necromancer could heal themself at will via charnel touch.
  This can unbalance the game if you aren't careful.
  The following other races are also deeply tied to the
  undead.
  Deathtouched
  Deathtouched
  As tieflings are the distant descendants of fiends,
  deathtouched are the descendants of the undead.
  Age. Deathtouched mature at the same rate as humans but
  live about twice as long.
  Size. Deathtouched are about the same size as humans,
  but tend to be more gaunt. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your undead heritage, you have
  superior vision in dark and dim conditions. You can see in
  dim light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light. You can’t discern color in
  darkness, only shades of gray.
  Call of Undeath. If you die, roll a d10. On a roll of 9-10,
  you rise as an undead of your ancestor's type (the DM decides
  your type if you are a mortif).
  Unliving Resistance. You have resistance to necrotic and
  poison damage, and you have advantage on saving throws
  against poison.
  Languages. You can speak, read, and write Common and
  one of your choice.
  Turn Susceptibility. You can be turned or rebuked as if
  you were undead, though you gain advantage on the save. If
  you would be destroyed, you are instead stunned for 1
  minute; if you would be commanded, you are instead
  charmed for 1 hour.
  Holy Water Susceptibility. Your connection to the grave
  makes you vulnerable to holy water. However, the fact that
  you are still alive means you have resistance to this damage.
  Similarly, you can be harmed by positoxins, but you are
  resistant to their damage.
  Subrace. Depending on the nature of your undead
  ancestor, you may have different powers. Choose one of the
  subraces below.
  Fetch
  Fetch
  Fetches are born from those whose ancestor was a ghost.
  This is a logistical nightmare and usually requires the
  intervention of a deity or other power to achieve.
  Ability Score Increase. Your Charisma score increases by
  2.
  Ghostform. As an action, you become incorporeal until
  your concentration ends (as if concentrating on a spell).
  While incorporeal, you cannot use material components or
  arcane foci, nor make weapon attacks. You can, however,
  move through other creatures and objects as if they were
  difficult terrain. You take 1d10 force damage if you end your
  turn inside an object. You can't use this power again until you
  finish a long rest.
  Gheden
  Gheden
  Ghedens are the result of fusing human essence with zombie
  strength. Gheden are not a natural race; rather, they are
  spawned by the experiments of necromancers or the
  interventions of deities.
  Ability Score Adjustment. Your Strength score increases
  by 1, and your Constitution score increases by 2. Your
  Intelligence and Charisma scores decrease by 2.
  Undead Fortitude. If damage reduces you to 0 hit points,
  you must make a Constitution saving throw with a DC of 5 +
  the damage taken, unless the damage is radiant or from a
  critical hit. On a success, you drop to 1 hit point instead.
  Ghul
  Ghul
  Your ancestor was a ghoul, and you still possess some of that
  paralytic talent.
  Ability Score Adjustment. Your Dexterity score increases
  by 2, and your Constitution score increases by 1.
  Ghoulish Legacy. When you reach 3rd level, you can cast
  the ghoul touch spell once with this trait and regain the
  ability to do so when you finish a short or long rest. Charisma
  is your spellcasting ability for these spells.
  Katane
  Katane
  You are descended from a vampire or vampire spawn, or
  possibly another blood-drinking undead.
  Ability Score Increase. Your Constitution score increases
  by 2, and your Charisma score increases by 1.
  Vampiric Legacy. You know the black orb cantrip. When
  you reach 3rd level, you can cast the charm person spell once
  with this trait and regain the ability to do so when you finish a
  long rest. When you reach 5th level, you can cast the vampiric
  touch spell once with this trait and regain the ability to do so
  when you finish a long rest. Charisma is your spellcasting
  ability for these spells.
  Mortif
  Mortif
  The mortif subrace represents those whose undead ancestor
  is of uncertain nature. It has more general powers than the
  other types.
  Ability Score Increase. Your Constitution score increases
  by 1, and your Charisma score increases by 2.
  Undead Legacy. You know the chill touch cantrip. When
  you reach 3rd level, you can cast the shroud of undeath spell
  once with this trait and regain the ability to do so when you
  finish a long rest. When you reach 5th level, you can cast the
  crown of the grave spell once with this trait and regain the
  ability to do so when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
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  Backgrounds
  Backgrounds
  Necrologist
  Necrologist
  A necrologist studies every aspect of undeath. Your
  knowledge might be more theoretical, involving perusing
  ancient tomes, or it could be primarily hands-on, gained from
  years battling the unliving and figured out their weaknesses
  yourself.
  Skill Proficiences: Arcana, Religion
  Tool Proficiencies: poisoner's kit
  Language Proficiencies: One of your choice, typically an
  ancient language spoken by undead
  Field of Expertise
  Field of Expertise
  Most necrologists have a couple types of undead they are
  particularly well-educated in. Choose one to three types or
  roll on the table below to define your expertise as a
  necrologist.
  d20
  d20
  Undead
  Undead
  d20
  d20
  Undead
  Undead
  1
  Allips
  7
  Specters
  2
  Ghosts
  8
  Vampires
  3
  Ghouls
  9
  Wights
  4
  Liches
  10
  Wraiths
  5
  Mummies
  11
  Zombies
  6
  Skeletons
  12-20
  Other
  Feature: Necrology
  Feature: Necrology
  You are well versed in the lore of undead creatures. You can
  recall the probable lairs, general abilities (such as paralysis
  or life drain), dining habits, and history of such creatures (no
  check needed). Whenever you confront an undead, you can
  usually determine its general type (such as ghoul), and at the
  DM's discretion you may be able to specifically identify the
  creature (discerning between a ghast and a common ghoul,
  for instance). This may require an Intelligence check at the
  DM's discretion.
  In addition, with an appropriate Intelligence check, you
  may be able to recall the creature's specific weaknesses and
  natural defenses or immunities.
  At the DM's discretion, a failed check may reveal
  misleading or even completely erroneous information which
  may actually strengthen the undead, or falsely identify it.
  d8
  d8 Personality Trait
  Personality Trait
  1 I carefully keep notes on any undead I encounter,
  making particular notice of what's effective against
  them.
  2 I am interested in achieving undeath myself.
  3 I consider all undead my enemies, and work tirelessly
  to destroy them.
  4 I see to it that last rites are carried out properly, so no
  angry ghosts return.
  5 I keep dozens of holy symbols to numerous gods, so
  when I use Turn Undead at least one of them will smile
  upon me.
  6 I take samples of undead I kill for further study.
  7 I rely on my faith in my god or philosophy when facing
  the undead.
  8 I listen to local legends whenever I can, so I can figure
  out the weaknesses or wishes of lingering ghosts in
  the area.
  d6
  d6 Ideal
  Ideal
  1 Knowledge.
  Knowledge. The more I know about the undead, the
  safer me and my friends will be. (Any)
  2 Understanding.
  Understanding. The veil of undeath is mysterious, and I
  want to solve its mysteries.
  3 Power.
  Power. As I master the secrets of undeath, I will gain
  power over both the living and the dead. (Evil)
  d6
  d6 Bond
  Bond
  1 My bestiary of undead horrors is my most important
  possession.
  2 I watched a loved one die to the undead, and I will not
  rest until the world is safe from them.
  3 I love learning as much as I can about a certain type of
  undead.
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  Equipment
  Equipment
  This is an abridged version of my equipment guide, focusing
  on items that fit thematically with the rest of the book.
  Mundane Equipment
  Mundane Equipment
  Adventuring Gear
  Adventuring Gear
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Alchemical flare bolt (10)
  150 gp
  1 lb.
  Alchemical flare stake
  150 gp
  1 lb.
  Angel radiance
  20 gp
  —
  Arcane focus (skull)
  10 gp
  3 lb.
  Atramen oil
  50 gp
  1 lb.
  Brittlebone (flask)
  30 gp
  1/2 lb.
  Embalming fire (flask)
  20 gp
  1/2 lb.
  Fast Torch
  5 gp
  1/2 lb.
  Ghostoil (flask)
  50 gp
  1 lb.
  Ghostwall shellac (bottle)
  150 gp
  1 lb.
  Gravebane (flask)
  25 gp
  1 lb
  Healing Salve
  50 gp
  —
  Liquid night (flask)
  150 gp
  1/2 lb.
  Necromantic totem
  500 gp
  —
  Panther tears (vial)
  60 gp
  —
  Scroll organizer
  5 gp
  1/2 lb.
  Trollbane (vial)
  90 gp
  —
  True holy symbol
  500 gp
  —
  Unholy water (flask)
  25 gp
  1 lb.
  Alchemical Flare Bolt. The head of this alchemically
  prepared crossbow bolt contains a blend of phosphorus,
  silver particles, garlic, and other alchemical substances to
  ignite desiccated flesh. An alchemical flare bolt that hits a
  corporeal undead deals an extra 1d6 points of fire damage.
  A living creature struck by a flare bolt takes normal bolt
  damage with no extra fire damage.
  Alchemical Flare Stake. Treat this alchemically prepared
  wooden stake as a dagger. However, it is destroyed after one
  successful attack. An alchemical flare stake that hits a
  corporeal undead deals an additional 1d6 points of fire
  damage and lodges within the creature's body. Each
  embedded stake deals 1d6 points of fire damage to the
  undead creature at the end of its turn. The creature can
  remove all embedded stakes as an action. A living creature
  struck by a flare stake takes normal dagger damage with no
  additional fire damage.
  Angel Radiance. This speck of dust carried in a tiny vial
  provides nonmagical golden light as a torch, but does not
  burn. It can be covered but cannot be extinguished.
  Arcane Focus (Skull). This skull has been meticulously
  engraved with runes of power to channel arcane energies.
  Atramen Oil. This substance is cold pressed from atramen
  fruit that grows on shoals of Elemental Earth that have
  drifted too close to the Negative Energy Plane. As an action,
  you can throw this flask up to 20 feet, shattering it on impact.
  Make a ranged attack against a creature, treating the
  atraman oil as an improvised weapon. On a hit, the target
  suffers disadvantage on Constitution saving throws until the
  start of your next turn.
  Brittlebone. This unguent must be spread over a set of
  bones before animation as a skeleton. The ointment reduces
  the skeleton’s Constitution by 2 points, but when the skeleton
  is destroyed, its bones splinter and fly apart, sending shards
  in all directions. Any creature within 5 feet of the skeleton
  takes 1d4 point of piercing damage per HD of the skeleton, or
  half on a successful DC 15 Dexterity save.
  Embalming Fire. You can pour this bitter-smelling liquid
  out as an action. It must be poured over a corpse and allowed
  to soak for at least 1 minute before the corpse is animated as
  a zombie.
  Once animated, if the zombie takes even a single point of
  damage, it bursts into blue flame for 1 minute. This fire deals
  no damage to it, but the zombie's melee weapon attacks
  during that time each deal an extra 1d6 points of fire damage.
  Fast Torch. This item consists of a tube of waxed paper set
  into a short wooden handle. The end opposite the handle has
  a wax seal, and the whole item is about the size of a normal
  torch. An alchemical substance packed inside the tube ignites
  when exposed to air. Lighting the torch is as simple as
  removing the wax seal, which requires a bonus action or your
  interaction with an object.
  The lit torch produces a brilliant white light that produces
  bright illumination in a 30-foot radius and shadowy
  illumination 30 feet beyond that.
  A fast torch burns for 10 minutes, even in high winds or
  underwater (though it can't be ignited underwater). It's
  possible to extinguish a fast torch by burying it in sand (or a
  similar substance) or by grinding it out against a
  nonflammable surface. Either method requires an action;
  once extinguished, it can't be relit.
  Ghostoil. Applying this liquid to a weapon takes an action.
  After being applied, the weapon deals full damage to
  incorporeal undead for 1 minute.
  Ghostwall Shellac. Ghostwall shellac must be mixed with
  1 gallon of water to become active. The mixture is then
  spread over any nonliving surface, most commonly the walls
  of a room.
  Coating a 10-foot square with prepared shellac takes 1
  minute, and 1 gallon of the green liquid covers 10 such
  squares. Whether it is applied to a surface or left in a
  container, the shellac dries and hardens 1 hour after being
  mixed with water.
  When ghostwall shellac dries, it changes the composition
  of the surface upon which it has been spread. Incorporeal
  creatures can no longer pass through a coated wall any more
  than normal creatures can.
  The shellac also causes the wall to simultaneously exist on
  the Ethereal Plane for a limited time, so creatures on that
  plane cannot see through or pass through the space it
  occupies. When applying ghostwall shellac to the walls of a
  room, remember to coat the floor and ceiling as well.
  Ghostwall shellac lasts for 4d6 hours once applied.
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  Gravebane. As an action, you can splash the contents of this
  vial onto a creature within 5 feet of you or throw the vial up to
  20 feet, shattering it on impact. In either case, the area fills
  with smoke that undead find revolting. In order to pass
  through, an undead must succeed on a DC 12 Wisdom save.
  On a failure, the undead cannot move through the smoke. It
  can, however, attack a creature that is standing in the smoke.
  The smoke lasts for 1 minute or until dispelled by strong
  wind.
  Healing Salve. Rubbing this stinky green paste into
  wounds promotes rapid healing. Applying the salve is an
  action. One dose heals 1d8 + 1 points of damage. This has no
  effect on undead or constructs.
  Liquid Night. This dark, sticky fluid provides a daylight-
  sensitive undead creature with temporary protection from the
  sun's deadly rays. It allows the creature to ignore any
  vulnerability to sunlight for a full hour.
  If subjected to a spell or magical effect that would cause
  extra damage or an additional effect to an undead creature
  that is vulnerable to sunlight, the creature is treated as not
  having that vulnerability (however, this also burns away the
  liquid night, ending the protection against either mundane or
  magical sunlight). Liquid night has a distinct musky odor of
  moonflower (one of its ingredients).
  Spreading liquid night over a creature's body requires an
  action. A single flask of the substance is sufficient for a single
  creature of Medium size or smaller. A Large creature
  requires two flasks, a Huge creature four flasks, and a
  Gargantuan creature eight or more flasks.
  Necromantic Totem. If you can rebuke undead or other
  creatures, while you wield this arcane focus you can impose
  disadvantage on the save of one creature against your ability.
  Panther Tears. When applied to your eyes, you gain
  darkvision out to a range of 60 feet for 1 hour. However, while
  in sunlight, you have disadvantage on attack rolls, as well as
  on Wisdom (Perception) checks that rely on sight. One vial
  has enough for one dose.
  Scroll Organizer. This long strip of leather has an
  overlapping series of fifteen pockets sewn along one side,
  each large enough to hold a scroll of a single spell. When
  slipped into a pocket, only the top of a scroll shows, allowing
  you to scan the scrolls’ titles.
  Trollbane. Trollbane interferes with the natural ability of
  certain creatures to regenerate their flesh. Trollbane is
  coated on weapons or applied to ammunition like injury
  poisons, and stays on the blade for 1 minute. Any creature
  struck by a weapon that has been coated in trollbane loses
  the benefit of its regeneration trait at the start of the its next
  turn.
  True Holy Symbol. If you can turn undead, fiends, or other
  creatures, while you wield this holy symbol you can impose
  disadvantage on the save of one creature against your ability.
  Unholy Water. As an action, you can splash the contents of
  this flask onto a creature within 5 feet of you or throw it up to
  20 feet, shattering it on impact. In either case, make a ranged
  attack against a target creature, treating the unholy water as
  an improvised weapon. If the target is a celestial, it takes 2d6
  acid damage.
  A cleric, dread necromancer, or paladin may create unholy
  water by performing a special ritual. The ritual takes 1 hour
  to perform, uses 25 gp worth of powdered silver, and requires
  the caster to expend a 1st-level spell slot.
  Optional Material Components
  Optional Material Components
  Some of the materials described below boost the level a spell
  is cast at. Equivalent materials exist for the other schools, but
  they are beyond the scope of this work. Search "optional
  material components" if you are interested.
  After using an optional spell component listed here, the
  component is consumed. You can only use one component at
  a time.
  Optional Spell Components
  Optional Spell Components
  Item
  Item
  Cost
  Cost
  Weight
  Weight
  Covadish Leaves
  750 gp
  —
  Crypt powder
  150 gp
  —
  Irian Crystal
  150 gp
  —
  Kieros Leaves
  150 gp
  —
  Mabar Crystal
  50 gp
  —
  Skiurid nugget
  1000 gp
  —
  Covadish Leaves. The covadish plant grows on the island
  of Aerenal in the Eberron campaign setting, where it is highly
  valued by the elves for its necromantic properties. When used
  as a component in a necromancy spell of 1st level or higher,
  roll a d10. On a roll of 8 or higher, increase the level it is cast
  at by 2.
  Crypt Powder. During the long years in which a powerful
  necromancer lies decaying in its tomb, some of the magic
  that infused his bones seeps into the surrounding walls. If
  one of these stones is then shattered in a particular way, the
  resulting dust sometimes retains that power. When used as a
  component in the casting of any spell of 1st level or higher
  that targets either corpses or undead, the spell is considered
  to be cast at one level higher than the slot used.
  Irian Crystal. This transparent crystal glows with a soft
  white light. When you use this crystal as a component for any
  spell that restores hit points, roll a d20. On a roll of 18 or
  higher, the spell heals the maximum possible value.
  Kieros Leaves. The herb known as kieros grows only in
  the region of Aerenal known as the Madwood. When you use
  these leaves as a component for any spell that deals necrotic
  damage and requires a saving throw, roll a d10. On a roll of 8
  or higher, all targets suffer disadvantage on their saving
  throws.
  Mabar Crystal. This inky black crystal, dark as obsidian
  and slightly translucent, is connected to the nature of
  darkness. When a chunk is used as a component in any spell
  that creates darkness, roll a d10. On a roll of 7 or higher, the
  radius of the effect is doubled.
  Skiurid Nugget. These little orbs of negative energy can
  be used as a material component in a necromancy spell of 1st
  level or higher. When you cast the spell, roll a d10. On a roll of
  6 or higher, the spell is cast as if at 2 levels higher.
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  Armor
  Armor
  Armor
  Armor
  Cost
  Cost
  Armor Class (AC)
  Armor Class (AC)
  Strength
  Strength
  Stealth
  Stealth
  Weight
  Weight
  Tower shield
  30 gp
  +4
  Str 13, special
  Disadvantage
  45 lb.
  Simple Melee Weapons
  Simple Melee Weapons
  Name
  Name
  Cost
  Cost
  Damage
  Damage
  Weight
  Weight
  Properties
  Properties
  Longspear
  5 gp
  1d6 piercing
  9 lb.
  Heavy, reach, two-handed
  Martial Melee Weapons
  Martial Melee Weapons
  Name
  Name
  Cost
  Cost
  Damage
  Damage
  Weight
  Weight
  Properties
  Properties
  Scythe
  18 gp
  1d8 slashing
  10 lb.
  Heavy, special, two-handed
  Spiked chain
  25 gp
  2d4 piercing
  10 lb.
  Finesse, heavy, special, two-handed
  Armor
  Armor
  Bonecraft Armor (+0 gp, -50%lb). Any medium or heavy
  armor can be made bonecraft, and any bonecraft armor costs
  the same as regular armor. Only paladins of the Oath of
  Bones can use bonecraft armor effectively; all other creatures
  are not proficient with it and gain no extra bonuses while
  using it. When wearing bonecraft armor, you gain advantage
  on Intimidation checks. Bonecraft armor is not made of
  metal, and consequently is not affected by spells such as heat
  metal or a rust monster's touch.
  Flametouched Armor (+1000 gp, +0lb). While wearing
  armor crafted of flametouched iron, if you are grappling an
  undead or fiend, or one is grappling you, the undead or fiend
  takes 1 radiant damage at the start of its turn. Once per day,
  you can gain advantage on a saving throw against an ability
  from an undead or fiend.
  Flametouched iron can only be applied to armor made
  using metal; thus, it cannot be applied to padded, leather, or
  hide armor (but studded leather works).
  Tower Shield. When carried, you gain +4 to AC but cannot
  attack, cast spells that require somatic or material
  components, or use objects. A holy symbol emblazoned on
  your shield enables you to cast spells that require non-
  expensive material components.
  With one minute of preparation, the tower shield can be
  planted in the ground, where it is an obstacle that provides
  half cover to creatures behind it.
  Weapons
  Weapons
  Flametouched Iron (+1000 gp, +0lb). This weapon deals
  normal damage against all creatures except fiends and
  undead. You can choose to treat all damage done by this
  weapon towards fiends and undead as radiant instead.
  Making a weapon out of flametouched iron increases its
  cost by 1000 gp, and can only be done to a weapon at least
  partially made of metal.
  Scythe. If you score a critical hit with this weapon, you roll
  damage dice four times, instead of twice.
  Spiked Chain. On a hit you can forgo dealing damage and
  attempt to trip the target, in which case the target must
  succeed on a Strength saving throw or fall prone. The DC is
  8 + your Strength or Dexterity modifier + your proficiency
  bonus.
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  Cleric Domains
  Cleric Domains
  Hunger Domain
  Hunger Domain
  The urge to feed is one all living things feel. Doresain, the
  King of the Ghouls, embodies this hunger in its darkest form.
  The awful Turaglas likewise offers the hunger domain.
  Hunger Domain Features
  Hunger Domain Features
  Cleril
  Cleril
  Level
  Level
  Feature
  Feature
  1st
  Domain Spells, Bonus Proficiencies, Consume
  Corpse
  2nd
  Channel Divinity: Devour Lifeforce
  6th
  Predator's Nose
  8th
  Divine Strike (1d8)
  14th
  Divine Strike (2d8)
  17th
  Assume Likeness
  Domain Spells
  Domain Spells
  You gain domain spells at the cleric levels listed in the
  Hunger Domain Spells table. See the Divine Domain class
  feature for how domain spells work.
  Hunger Domain Spells
  Hunger Domain Spells
  Cleric Level
  Cleric Level
  Spells
  Spells
  1st
  ghoul touch, slow consumption
  2nd
  ghoul glyph, hold person
  3th
  crown of the grave, absorb mind
  4th
  feast of flesh, wrack
  5th
  bleed, consumptive field
  Bonus Proficiencies
  Bonus Proficiencies
  You gain proficiency with cook's utensils and martial
  weapons.
  Consume Corpse
  Consume Corpse
  Over the course of a short rest, if you eat something of at
  least your size and roll hit dice to heal, you roll hit dice twice
  and use the higher roll. If the thing you are eating was
  sentient (at least 6 Int), you automatically regain the
  maximum hit points.
  A creature consumed in this way cannot be raised with
  raise dead, but resurrection and stronger magic works fine.
  Channel Divinity: Devour Lifeforce
  Channel Divinity: Devour Lifeforce
  At 2nd level, you gain the ability to suck out the life of another
  creature. As an action, you deal 1d6 * your cleric level
  necrotic damage to one creature you can see within 60 feet,
  and you regain an amount of hit points equal to the necrotic
  damage done.
  Predator's Nose
  Predator's Nose
  Starting at 6th level, if a creature that you can see that has
  blood takes piercing or slashing damage, you can move up to
  your speed towards it as a reaction. This movement doesn't
  provoke attacks of opportunity.
  Divine Strike
  Divine Strike
  At 8th level, once on each of your turns when you hits a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 acid damage to the target. When you reach
  14th level, the extra damage increases to 2d8.
  Assume Likeness
  Assume Likeness
  Starting at 17th level, you can cast consume likeness at will,
  requiring no components, and you do not pay any corruption
  cost when casting it.
  Sun Domain
  Sun Domain
  The sun domain is concerned specifically with the
  destruction of the undead. Amon, an ancient and forgotten
  sun god, offers this domain, as does Pelor, the Burning Hate.
  Sun Domain Features
  Sun Domain Features
  Cleril Level
  Cleril Level Feature
  Feature
  1st
  Domain Spells, Bonus Proficiencies
  2nd
  Channel Divinity: Destructive Wrath
  6th
  Heightened Turning
  8th
  Divine Strike (1d6/1d12)
  8th
  Divine Strike (2d6/2d12)
  17th
  Ultimate Turning
  Domain Spells
  Domain Spells
  You gain domain spells at the cleric levels listed in the
  Hunger Domain Spells table. See the Divine Domain class
  feature for how domain spells work.
  Sun Domain Spells
  Sun Domain Spells
  Cleric Level
  Cleric Level
  Spells
  Spells
  1st
  guiding bolt, call undead
  2nd
  shroud of undeath, life bolt
  3th
  daylight, revivify
  4th
  delay death, death ward
  5th
  nethergaze, wall of light
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  Bonus Proficiencies
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons and
  heavy armor.
  Channel Divinity: Destructive Wrath
  Channel Divinity: Destructive Wrath
  Starting at 2nd level, when you roll radiant damage, you can
  use your Channel Divinity to deal maximum damage, instead
  of rolling.
  Heightened Turning
  Heightened Turning
  Beginning at 6th level, you learn the secret of destroying
  undead with your turning. When you turn undead, you can
  amplify the turning's power. All undead who would be turned
  are instead destroyed.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Divine Strike
  Divine Strike
  At 8th level, once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d6 radiant damage to the target. Against
  undead, this effect deals 1d12 damage. When you reach 14th
  level, the extra damage increases to 2d6, or 2d12 against
  undead.
  Ultimate Turning
  Ultimate Turning
  At 17th level, you regain a use of your Heightened Turning
  once you finish a short or long rest.
  Undeath Domain
  Undeath Domain
  Unlike the death domain, the undeath domain is
  unconcerned with harming the living. Rather, it focuses on
  the creation of and cooperation with undead.
  Undeath Domain Features
  Undeath Domain Features
  Cleril Level
  Cleril Level
  Feature
  Feature
  1st
  Domain Spells, Friend of the Dead
  2nd
  Channel Divinity: Defy Turning
  6th
  Lifesense
  8th
  Potent Spellcasting
  17th
  Mummification
  Domain Spells
  Domain Spells
  You gain domain spells at the cleric levels listed in the
  Hunger Domain Spells table. See the Divine Domain class
  feature for how domain spells work.
  Undeath Domain Spells
  Undeath Domain Spells
  Cleric Level
  Cleric Level Spells
  Spells
  1st
  animate crawling claw, call undead
  2nd
  command undead, gentle repose
  3th
  animate dead, black sand
  4th
  create necropolitan, create Karrnathi undead
  5th
  danse macabre, contact ancient spirits
  Friend of the Dead
  Friend of the Dead
  Whenever you make a Charisma (Persuasion) check when
  interacting with the undead, you are considered proficient in
  the Persuasion skill and add double your proficiency bonus to
  the check, instead of your normal proficiency bonus.
  Additionally, an undead creature must make a Charisma
  save vs your spell save DC in order to attack you in any way. If
  the undead creature's save fails, the undead creature cannot
  take any aggressive action against you for 24 hours. If the
  undead creature succeeds in this save, it can act normally for
  24 hours. After this time, it must save again.
  While under the effects of this ability, an undead creature
  cannot take any direct action against you, but it could order
  its minions to attack, cast spells to boost its allies who can
  attack you, and so on.
  Undead creatures with an Intelligence score of 6 or less
  automatically fail this save unless another creature controls
  them, such as another cleric. In this case, the creature that
  controls the unintelligent undead makes a save on its behalf.
  If you harm an undead creature, you lose the benefit of
  both of the above features against that specific undead for the
  next 24 hours.
  Channel Divinity: Defy Turning
  Channel Divinity: Defy Turning
  At 2nd level, you gain the ability to prevent other clerics from
  turning undead. As an action, present your holy symbol, and
  bolster the will of the undead. For 1 minute, all undead within
  30 feet are immune to being turned.
  Lifesense
  Lifesense
  Beginning at 6th level, you gain the power to see the living
  and the dead. Simply by looking at a creature, you can
  determine if that creature is alive, dead, undead, or neither
  alive nor dead (such as a construct). However, spells such as
  Nystul's magic aura can fool your senses.
  Potent Spellcasting
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to the
  damage you deal with any cleric cantrip.
  Mummification
  Mummification
  At 17th level, you ascend to a mighty state of undeath. You
  become a mummy lord, gaining the following modifications:
  Type. Your type changes to undead.
  Natural Armor. When not wearing armor, your AC is equal
  to 17 + your Dexterity modifier.
  Proficiency. You gain proficiency in Intelligence and
  Constitution saving throws.
  Damage Vulnerability. You are vulnerable to fire damage.
  Damage Immunities. You gain immunity to necrotic and
  poison damage, and bludgeoning, piercing, and slashing from
  nonmagical attacks.
  Condition Immunities. You gain immunity to being
  charmed, exhaustion, frightened, paralyzed, and poisoned.
  Senses. You gain darkvision to 60 feet.
  Magic Resistance. You have advantage on saving throws
  against spells and other magical effects.
  Rejuvenation. You gain a new body in 24 hours if your
  heart is intact, regaining all your hit points and becoming
  active again. The new body appears within 5 feet of your
  heart.
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  You gain the following actions:
  Multiattack. You can use your Dreadful Glare and make
  one attack with your rotting fist.
  Rotting Fist. Melee Weapon Attack: +(Str + proficiency) to
  hit, reach 5 ft., one target. Hit: ??? (3d6 + Str) bludgeoning
  damage plus 21 (6d6) necrotic damage. If the target is a
  creature, it must succeed on a DC (8+Con+proficiency).
  Constitution saving throw or be cursed with mummy rot. The
  cursed target can't regain hit points, and its hit point
  maximum decreases by 10 (3d6) for every 24 hours that
  elapse. If the curse reduces the target's hit point maximum to
  0, the target dies, and its body turns to dust. The curse lasts
  until removed by the remove curse spell or other magic
  Dreadful Glare. You target one creature you can see
  within 60 feet. If your target can see you, it must succeed on
  a DC (8+Con+proficiency) Wisdom saving throw against this
  magic or become frightened until the end your next turn. If
  the target fails the saving throw by 5 or more, it is also
  paralyzed for the same duration. A target that succeeds on
  the saving throw is immune to the Dreadful Glare of all
  mummies and mummy lords for the next 24 hours.
  Paladin Oaths
  Paladin Oaths
  Oath of Bones
  Oath of Bones
  Particularly common among the Karrnathi of Eberron, the
  Oath of Bones champions a nation or organization, and sees
  no fault in using necromantic techniques to protect sovereign
  and country.
  Bone knights developed the find skeletal steed and find
  greater skeletal steed spells, and while those spells are not
  exclusive to bone knights, they are certainly associated with
  them.
  Tenets of Bones
  Tenets of Bones
  The tenets of the Oath of Bones are often set by the kingdom
  to which their oath is sworn, but generally emphasize the
  following tenets.
  Loyalty: Your word is your bond. Without loyalty, oaths
  and laws are meaningless.
  Courage: You must be willing to do what needs to be done
  for the sake of order, even in the face of overwhelming
  odds. If you don't act, then who will?
  Responsibility: You must deal with the consequences of
  your actions, and you are responsible for fulfilling your
  duties and obligations.
  Eternal Service: Your friends and comrades serve in
  death as they did in life, and you are bound to do the
  same.
  Oath of Bones Features
  Oath of Bones Features
  Paladin
  Paladin
  Level
  Level
  Feature
  Feature
  3rd
  Ability Modifications, Oath Spells, Channel
  Divinity, Bonecraft Armor
  7th
  Aura of Unity
  15th
  Exoskeleton of Undeath
  20th
  Death Strike
  Ability Modifications
  Ability Modifications
  Several of your abilities are altered by your relation to the
  undead:
  Your lay on hands can heal undead (it still can't heal
  constructs).
  Your divine smite deals bonus damage to fiends and one
  other creature type of your choice. Once you choose a
  type, you cannot change it.
  Bonecraft Armor
  Bonecraft Armor
  You are able to use bonecraft armor effectively, and gain
  advantage on Intimidation checks while wearing it. You can
  turn a suit of nonmagical or magical armor into bonecraft
  armor by spending 8 hours, assuming you have access to
  skeletons. The skeletons need not be humanoid.
  Oath Spells
  Oath Spells
  Oath of Bones Spells
  Oath of Bones Spells
  Paladin Level
  Paladin Level Spells
  Spells
  3rd
  feast on life, ghost light
  5th
  command undead, Kelgore's grave mist
  9th
  crown of the grave, undead lieutenant
  13th
  create Karrnathi undead, rally of the damned
  17th
  door of decay, elemental shroud
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Rebuke Undead. As an action, you can make any undead,
  provided that it's within 30 feet and that can see or hear you,
  make a Wisdom saving throw. If the creature fails its saving
  throw, it is rebuked for 1 minute or until it takes damage. A
  rebuked creature must spend its turns cowering in awe.
  Creatures that are adjacent to it have advantage on attack
  rolls against it.
  March of the Dead. As an action, you assume control of
  any amount of already-controlled undead within 30 feet of
  you. The creator of the undead must be willing to relinquish
  control. These undead serve under you permanently, but you
  cannot control more than your Charisma modifier + your
  paladin level of them.
  Aura of Unity
  Aura of Unity
  Starting at 7th level, you and friendly undead creatures within
  10 feet of you can't be turned or rebuked while you are
  conscious. Additionally, you and friendly undead within 10
  feet of you gain a bonus to melee weapon damage rolls equal
  to your Charisma modifier (minimum of +1). A creature can
  benefit from this feature from only one paladin at a time, and
  it does not stack with Oathbreaker's Aura of Hate. At 18th
  level, the range of this aura increases to 30 feet.
  Exoskeleton of Undeath
  Exoskeleton of Undeath
  The first time you don bonecraft armor after you reach level
  15, your bonecraft armor fuses to your body and cannot be
  removed without killing you. However, you gain several
  benefits in return:
  You are immune to poison damage
  You are immune to exhaustion and the poisoned condition
  You no longer need air, food, drink, or sleep
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  Death Strike
  Death Strike
  When you hit a creature with a weapon attack, you can force
  it to make a Constitution saving throw against your spell save
  DC or drop to 0 hit points. You can't use this ability again
  until you finish a long rest.
  Ranger Conclaves
  Ranger Conclaves
  Wight Conclave
  Wight Conclave
  You emulate the undead as the ultimate predators. As you
  gain levels in this class, you become like the walking dead,
  mimicking their mightiest attacks.
  Hunter's Prey
  Hunter's Prey
  At 3rd level, you gain one of the following features of your
  choice.
  Draining Strike: When you hit a creature with a weapon
  attack, the creature takes an extra 1d6 necrotic damage,
  its hit point maximum is reduced by the same amount.
  You can deal this extra damage only once per turn.
  Consume Life: When a Large or larger creature within 5
  feet of you hits or misses you with an attack, you can use
  your reaction to attack that creature immediately after its
  attack, provided that you can see the creature. Horde
  Breaker: Once on each of your turns when you make a
  weapon attack, you can make another attack with the
  same weapon against a different creature that is within 5
  feet of the original target and within range of your
  weapon.
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  Deity
  Deity
  Alignment
  Alignment
  Domains
  Domains
  Symbol
  Symbol
  Afflux, god of torture and the knowledge gained from it
  LE
  Knowledge
  chained drop of blood
  Colocalask, god of good-aligned undead
  NG
  Undeath
  human hand clasping skeletal hand
  Doresain, demigod of ghouls and hunger
  CE
  Hunger
  ghoul skull
  Evening Glory, goddess of love everlasting
  N
  Protection
  hand with a heart-shaped hole
  Falazure, draconic god of energy drain and exhaustion
  NE
  Death
  dragon skull
  Kiaransalee, drow demigoddess of undeath and revenge
  CE
  Ambition, Death female drow hand wearing silver rings
  Kyuss, demigod of undead creation & control
  CE
  Death, Undeath
  skull with green worms
  Mellifleur, god of liches
  NE
  Arcana, Undeath
  skeletal hand holding a crystal vial
  Nerull, god of death
  NE
  Death
  skull and scythe
  Orcus, demon lord of undeath
  CE
  Death
  skull-headed rod
  Velsharoon, god of necromancers
  NE
  Arcana, Death
  crowned, laughing lich skull
  The Xammux, gestalt god of knowledge at any price
  NE
  Knowledge
  razor-sharp steel calipers
  Gods of Undeath
  Gods of Undeath
  Afflux
  Afflux
  Afflux is the god of torture. He never flinches from dissecting
  the living to learn what made them once alive. He teaches
  that every creature has a secret, and the best way to spill that
  secret is with the creature's blood.
  Colocalask
  Colocalask
  One of the newest gods, Colocalask's origins are unclear.
  Some claim he is a result of a rising number of good undead,
  while others argue a good lich engineered his rise. In either
  case, he offers patronage to all good-aligned undead.
  Doresain
  Doresain
  Doresain hungers for the flesh of the living.
  Do you question your life? Do you wonder what
  use is this day-to-day existence each of us
  endures? Have your youthful dreams been
  trampled by necessity, and are those dreams now
  forever beyond your grasp? Do you labor each day
  just to “get by, get through,” only to wake again on
  the morrow to repeat another plodding day, a
  hollow husk of what you had hoped to be and do?
  Do you desire to blunt the harsh, banal life you
  live? Do you despair? Then come find us. The
  Church of the Reaper has the answer.
  —Pamphlet seeking converts to Nerull’s fold
  under false pretenses
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  Other DM Options
  Other DM Options
  E
  verything in this section is completely up
  to DM adjudication (more so than the rest
  of the book). These rules are presented
  because the rules for necromancy as
  written are lacking in many respects. I give
  the rules as I believe they should be
  (sometimes with more than one option), but
  if the DM chooses otherwise, his or her word goes.
  Some rules dealing with various other aspects of dark
  magic (such as Evil Weather) are included because they fit
  thematically.
  Spell Schools
  Spell Schools
  Inflict wounds channels negative energy, and cure wounds
  channels positive energy. However, inflict wounds is
  necromancy while cure wounds is evocation.
  This is inconsistent--they draw from mirror planes, so they
  should be the same school. There are two ways to handle
  this:
  Option One: Necrotic is Evocation
  Option One: Necrotic is Evocation
  One option is to make most spells that do necrotic damage
  evocation. Evocation magic channels energy from other
  planes.
  Cantrips (0 Level)
  Cantrips (0 Level)
  Chill Touch
  Toll the Dead
  1st Level
  1st Level
  Inflict Wounds
  3rd Level
  3rd Level
  Vampiric Touch
  4th Level
  4th Level
  Blight
  Shadow of Moil
  5th Level
  5th Level
  Negative Energy Flood
  6th Level
  6th Level
  Circle of Death
  Harm
  7th Level
  7th Level
  Finger of Death
  Option Two: Healing is
  Option Two: Healing is
  Necromantic
  Necromantic
  Another option is to make most healing spells (and some
  radiant damage spells) necromancy. Necromancy
  manipulates the energies of life and death.
  Cantrips (0 Level)
  Cantrips (0 Level)
  Word of Radiance
  1st Level
  1st Level
  Cure Wounds
  Divine Favor
  Healing Word
  2nd Level
  2nd Level
  Prayer of Healing
  3rd Level
  3rd Level
  Aura of Vitality
  Crusader's Mantle
  Mass Healing Word
  Revivify
  5th Level
  5th Level
  Mass Cure Wounds
  Reincarnate
  6th Level
  6th Level
  Heal
  9th Level
  9th Level
  Mass Heal
  Power Word Heal
  I personally favor Option Two, and this is a book about
  necromancy. However, both are described here, so that you
  may use the one you prefer. Be aware that Option One
  significantly nerfs the wizard's necromancer subclass.
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  New Damage Types
  New Damage Types
  Dessication Damage
  Dessication Damage
  Dessication damage is a mixture of fire and necrotic. A
  creature must be resistant/immune/vulnerable to both to be
  resistant/immune/vulnerable to dessication damage. A
  creature that is immune to fire and resistant to necrotic, or
  vice versa, is resistant to dessication damage.
  However, a few creatures (such as the salt mummy) have
  dessication damage listed as something they are resistant,
  vulnerable, to immune to. In this case, such creatures do not
  have the same resistance/immunity/vulnerability to fire or
  necrotic, unless their statblock lists those as well.
  Abi Dalzim's Horrid Wilting deals dessication damage.
  Frostburn Damage
  Frostburn Damage
  Frostburn damage is cold damage that cannot be healed
  without magic while the target is within an area 40 degrees
  Fahrenheit or lower. Magic succeeds only if the caster makes
  a DC 20 spellcasting ability check. Once brought to a warmer
  area, frostburn damage becomes normal damage and can be
  healed normally. Resistance, vulnerability, or immunity to
  cold damage work identically with frostburn damage.
  Frostbite deals frostburn damage.
  Vile Damage
  Vile Damage
  Vile damage does not represent a specific type, but rather a
  trait any type of damage can have (for example, there could
  be vile force damage, or vile necrotic damage). It represents a
  horrific violation to a character’s body or soul. Vile damage
  cannot be healed naturally, and can only be magically healed
  if the magic is cast within the area of a hallow spell,
  consecrated or desecrated ground, or a similarly divine place.
  Variant Rule: Elemental Hazards
  Variant Rule: Elemental Hazards
  If you so wish, you could make all cold damage in
  cold areas (40 degrees or lower) frostburn damage.
  Undead Minions
  Undead Minions
  Turning and Rebuking
  Turning and Rebuking
  Any undead with advantage against being turned gains
  advantage against being rebuked. Any undead immune to
  being turned gains immunity to being rebuked.
  Advantage against being turned does not provide
  advantage against other ways of controlling undead, such as
  an oathbreaker paladin's or dread necromancer's Control
  Undead or a necromancer wizard's Command Undead.
  Alignment
  Alignment
  Zombies, skeletons, and some other undead with an
  Intelligence of 6 or below are unaligned. Such undead do not
  have the mental capacity to understand moral issues, and are
  simply matter given animating energy, similar to a golem.
  However, some undead with an Intelligence of 6 or below
  are not unaligned, such as Spawn of Kyuss.
  Weapon Proficiency
  Weapon Proficiency
  You can assume that unintelligent undead (such as zombies
  and skeletons) are proficient with all weapons and armor
  (including shields). However, not all of them have anatomy
  suitable for weapons or armor. The crawling claw, for
  instance, certainly can't wear plate armor.
  This ruling is supported by WOTC designers.
  Equipment
  Equipment
  The statblock for the skeleton in the Monster Manual
  includes weapons. If you animate a pile of bones, does it
  magically gain a weapon? I find that idea absurd.
  Instead, I would suggest having undead start out with no
  equipment unless there is a good reason for them to have
  equipment. If you animate a dead foe's corpse, the corpse will
  naturally retain its armor and weapons from life (assuming
  the party rogue doesn't grab them first!). But if you dig up a
  peasant's body buried in rags, a sword doesn't appear in its
  hand.
  Re-Reanimation
  Re-Reanimation
  According to WOTC designers, you can cast animate dead on
  a destroyed zombie, and reuse the same corpse indefinitely.
  This means the spell Renew the Tide of Unlife is completely
  unnecessary. Double-check with your DM about this, as he or
  she may disagree.
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  Deathless
  Deathless
  Book of Exalted Deeds introduced the deathless, creatures
  similar to undead yet powered by positive energy. They
  depend on the faith of the living to sustain themselves. These
  creatures were featured prominently in the Eberron
  Campaign Setting as the rulers of the Undying Court.
  According to the Wayfinder's Guide to Eberron, deathless are
  now simply unusual undead. If you prefer a larger distinction,
  consider the rules below.
  Type
  Type
  A deathless's type is deathless.
  Turning and Rebuking
  Turning and Rebuking
  Any ability that turns undead rebukes deathless; if the
  deathless would be destroyed, they are instead commanded.
  Conversely, any ability that rebukes undead turns deathless; if
  the deathless would be commanded, they are instead
  destroyed.
  Other Class Abilities
  Other Class Abilities
  Paladins can detect deathless with their Divine Sense.
  Rangers can select them as a favored enemy. A dread
  necromancer's Charnel Touch damages deathless.
  Existing Spells
  Existing Spells
  Detect evil and good, commune with nature, and commune
  with city detect deathless. Dispel evil and good protects
  against them. Hold monster, cause fear, and command have
  no effect upon them. Raise dead, resurrection, and similar
  spells fail as if they were undead. True resurrection restores
  them to how they were when alive. Magic circle, forbiddance,
  hallow, and temple of the gods can repel them. Antilife shell
  treats them as if they were undead. Shapechange can't turn
  the caster into a deathless. Negative energy flood damages
  them.
  However, spells such as cure wounds, prayer of healing,
  healing word, heal, and the like work on deathless normally,
  as they are powered by positive energy.
  New Spells
  New Spells
  Spells such as halt undead, revive undead, and command
  undead have identical versions that affect deathless.
  Substitute the word "undead" for "deathless" in the spell
  descriptions to create halt deathless, revive deathless, and
  command deathless. A similar procedure can be applied to
  other spells.
  Unholy Water
  Unholy Water
  Unholy water deals 2d6 acid damage to deathless regardless
  of alignment, similar to how holy water deals 2d6 radiant
  damage to undead regardless of alignment.
  "Negatoxins" derived from unholy water affect deathless,
  but regular positoxins have no effect. To create negatoxins,
  replace radiant damage with necrotic damage, and have the
  toxin only affect deathless.
  Terrain
  Terrain
  Deathless have advantage on all saving throws while on
  consecrated ground, and disadvantage on all saving throws
  while on desecrated ground.
  Designing Deathless
  Designing Deathless
  Almost all deathless are immune to poison damage, like
  almost all undead. Many of them are resistant or even
  immune to radiant damage. Almost none are are resistant or
  immune to necrotic, and a few are even vulnerable to it. They
  have protection against conditions similar to undead. Most of
  them have darkvision.
  Deathless and Alignment
  Deathless and Alignment
  As presented in Book of Exalted Deeds, deathless are
  exclusively good, while undead are purely evil. This
  contradicts established lore—numerous undead can be of
  any alignment (ghosts are an obvious example). Eberron has
  a more nuanced view, allowing for evil deathless and good
  undead.
  Some groups (such as the Undying Court) believe that the
  existence of good undead is still a grievous problem, believing
  the negative energy leeches away the vitality of the world. The
  truthfulness of this claim is left to the DM to determine; I
  view it as Irianian propaganda.
  Undead-Deathless Relations
  Undead-Deathless Relations
  If deathless exist in your campaign setting, you
  should consider what their relationship with the
  undead of similar alignment is. Do the undead pity
  the deathless for their dependence on the faith of
  the living, without which they will die? Do the
  deathless view all undead as abominations, or as
  errant kin? Do some undead envy the deathless's
  existence so they could feel positive energy's warm
  embrace, or do deathless wish for the exceptionally
  long list of benefits enjoyed by some of the
  mightier undead?
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  Variant Turning and
  Variant Turning and
  Rebuking
  Rebuking
  Some DMs may not like the turning rules as written, which
  fuction like a fear spell for undead. If you feel this way,
  consider the following variant:
  When a cleric turns undead, he or she deals 1d4 radiant
  damage per cleric level to all undead within range, or half on
  a successful Wisdom saving throw against the cleric's spell
  save DC. If this damage reduces the undead to 0 hit points, it
  is instantly destroyed.
  A paladin who turns undead, fiends, or other creatures
  does damage similarly, but instead only does a number of d4s
  equal to half of his or her paladin level, rounded up.
  Turn Resistance
  Turn Resistance
  Under this system, turn resistance provides resistance
  against the damage of turning, and turn immunity provides
  immunity to it.
  Sun Domain
  Sun Domain
  The Sun domain's Heightened Turning feature increases the
  damage per level to 1d10.
  Rebuking
  Rebuking
  If you wish, you could convert rebuking to instead heal all
  undead for 1d4 hit points per dread necromancer level, and
  gain any excess as temporary hit points that last for 1 hour.
  However, this removes what is arguably the main feature—
  permanent control of undead.
  Animate Dead & Create
  Animate Dead & Create
  Undead
  Undead
  In 3.5, animate dead let you create skeletons or zombies of a
  huge variety of creatures, and create undead had more than
  just ghouls, ghasts, wights, and mummies.
  Animate Dead
  Animate Dead
  At your option, you could allow the reanimation of zombies
  and skeletons of creatures with a CR of 1/8 or lower with the
  animate dead spell. Apply the skeletal template and the
  zombified template below. A dolphin skeleton would make a
  lovely steed in an aquatic campaign.
  A dread can be created with an animate dead spell, but
  doing so requires and consumes a 250gp zendalure
  gemstone. It also counts as three zombies or skeletons for
  the purpose of reasserting control.
  Create Undead
  Create Undead
  At your option, the create undead spell could be used to
  create a wider variety of creatures.
  A necrosis carnex can be created with an 8th-level or
  higher create undead spell (treat as a wight for the purposes
  of creation and control). Doing so requires three separate
  corpses and cold-hammered iron bands worth at least 200gp.
  A bonespur can be created by a create undead spell (treat
  as a ghoul for the purporses of creation and control). Doing
  so requires six Medium skeletons.
  A serpentir can be created with a 9th-level create undead
  spell (treat as a mummy for the purposes of creation and
  control). Doing so requires six Medium skeletons.
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  Haunting Presences
  Haunting Presences
  Sometimes when undead are created, they come into being
  without a physical form and are merely presences of malign
  evil. Haunting presences can occur either spontaneously (see
  Atrocity Calls to Unlife) or as a result of the spell haunt shift
  (see above). Tied to particular locations or objects, these
  beings may reveal their unquiet natures only indirectly, at
  least at first.
  As a haunting presence, an undead is impossible to affect
  or even directly sense. A haunting presence is more fleeting
  than undead that appear as incorporeal ghosts or wraiths, or
  even those undead enterprising enough to range the Ethereal
  Plane. In fact, a haunting presence is tied to an object or
  location, and only upon the destruction of the object or
  location is it dispelled. However, despite having no physicality,
  each haunting presence still possesses the identity of a
  specific kind of undead. For instance, one haunting presence
  may be similar to a vampire, while another is more like a
  wraith.
  The Haunting
  The Haunting
  Whenever an undead appears as a haunting presence, it
  haunts an unattended, mundane object or location. Using the
  same decision-making process that he uses to populate a
  location or area with a standard monster, the DM simply
  chooses an unattended mundane object or location as the
  subject of a haunting presence. The DM also determines the
  variety of undead (skeleton, zombie, wraith, or other kind)
  that serves as the source of the haunting presence. An
  undead may haunt a discrete object of at least Tiny size and
  no larger than Huge size. Items (both magical and mundane)
  currently in the possession of a character (often referred to as
  attended items) cannot be haunted. Sentient magic items
  receive a Charisma saving throw as if a spell was being cast
  upon the item (DC 8 + the undead's Proficiency bonus + the
  undead’s Cha modifier).
  A haunting presence becomes a part of the object or
  location haunted. Haunting presences are always aware of
  what is going on around the object that they haunt. They can
  see and hear up to 60 feet away (but do not gain blindsight). A
  haunting presence cannot be turned, rebuked, or destroyed
  while the presence remains immaterial (but see Exorcising a
  Haunting Presence, below). Normal vulnerabilities of a
  particular kind of undead do not apply to the haunting
  presence of that undead. For instance, the haunting presence
  of a vampire haunting a fire poker is not destroyed if brought
  into sunlight.
  Effects of a Haunting
  Effects of a Haunting
  A presence haunting an object may do so in a couple of ways.
  Undead of CR 4 or lower may use only one form of haunting,
  but undead of CR 5 or higher can make their presence
  known using either of the methods described below
  (impermanent home or poltergeist).
  No matter the way the haunting presence makes itself felt,
  the haunting presence of a sentient undead can always
  choose to speak to nearby creatures, usually in a whispery or
  incoherent voice that seems to come from the air. However,
  haunting presences are usually not much for conversation.
  Characters may note at times that the object they’ve found or
  the location they inhabit has a strange air, or the appearance
  of it is somehow “off” (with a successful DC 15 Intelligence
  (Investigation) check).
  Impermanent Home: An undead presence haunting an
  object or an area can sometimes become more than a
  presence, actually taking corporeal or incorporeal form a
  number of times per week equal to the undead’s CR,
  minimum of 1 time (that includes haunting presences that
  manifest “physically” as incorporeal undead). The presence
  that takes form does so anywhere within the location it
  haunts, or in the closest empty space adjacent to the object it
  haunts. A presence that takes form can remain so for up to a
  number of minutes equal to its CR. An undead that takes
  form can always choose to return to its haunting presence
  status earlier, but it must take a bonus action to do so.
  While in physical form, the undead can take any actions
  normal for an undead of its kind. It can attack, take damage,
  and even be destroyed. Unless it is a ghost, lich, or some
  other sort of undead that is resistant to destruction, the
  haunting presence is also permanently eradicated, though
  most attempt to return to their haunting presence status if
  threatened with such destruction.
  Poltergeist: If an object has parts that move, such as a
  wagon, a clock, or a crossbow, a haunting presence can
  control the object’s movement, though the object will move
  no faster than the undead itself could move in its normal
  form. Thus, a wagon can be made to steer toward a
  pedestrian on a street or roll out of a stable with no horse
  pulling it. A clock can slow or run backward. A crossbow can
  cock and fire (but not aim or load itself).
  An undead with at least 7 CR and a Charisma score of 17
  or higher can actually force an object with no moving parts to
  animate (see Animated Objects in the Monster Manual),
  based on the object’s size. No undead, no matter what its
  Charisma score is, can animate an object that has a higher
  Challenge Rating than its own.
  If a location instead of an object is haunted, the haunting
  presence can animate a number of objects equal to its CR at
  one time.
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  Exorcising a Haunting Presence
  Exorcising a Haunting Presence
  No matter how a haunting presence chooses to reveal itself, it
  is subject to being discovered and destroyed. Unfortunately, a
  cleric’s turning ability generally has no direct effect on
  haunting presences, other than to irritate them and focus
  their attention on the cleric doing the turning. Something
  more is called for—an exorcist. Exorcism is a special ritual,
  involving a spoken formula calling upon one or more deities
  or other powers, used with the intention of driving out
  haunting presences. Exorcism of a haunting presence is
  essentially a two-step process—forcing a presence to become
  physical, then destroying the revealed undead in the most
  expeditious manner possible.
  First, the forced revelation can be achieved through the use
  of a special ritual, which is generally known to anyone with
  proficiency in Intelligence (Religion). It must be performed by
  an exorcist who spends ten consecutive actions chanting or
  speaking the formula that pertains to exorcism, at the end of
  which time the exorcist must make a DC 17 Knowledge
  (religion) check. If the exorcist’s concentration is interrupted,
  the ritual must begin again. If the ritual is successful, the
  haunting presence becomes physical and must remain so for
  1 round. The exorcist’s next action can be used to either
  attempt to turn or attack the revealed undead, or to continue
  the ritual, with an additional DC 17 Knowledge (religion)
  check required at the end of each round. Each successful
  check forces the undead to stay corporeal or incorporeal for 1
  additional round.
  Even undead of 4 or lower CR that normally haunt only as
  poltergeists are forced to take form by the exorcism ritual, as
  well as haunting presences that have already used up all their
  chances to take form for the week. Undead forced to take
  form usually use their actions to attempt to slay the exorcist
  before they themselves are destroyed, so exorcists generally
  bring along companions who can physically attack the
  revealed undead.
  Haunted Sites
  Haunted Sites
  Traditionally, haunting refers to the presence of a ghost or
  similar undead creature, as described above. However, there
  might be reasons other than the direct activity of a creature
  that earn a site the reputation of being haunted. Some
  possibilities include the manifestation of an evil essence, a
  lingering curse, or the psychic resonance of terrible events
  that occurred in that place. These manifestations have more
  in common with dungeon hazards such as green slime than
  they do with actual ghosts, presenting a hazard or series of
  hazards but no foe that can be defeated.
  Houses, castles, and cemeteries are common haunted sites
  —and houses or castles built atop catacombs or ancient
  cemeteries are particularly prone to haunting. Any place can
  become haunted, however: temples, farms, schools, shops
  and marketplaces, bridges, ships and caravans, and so on.
  The manifestations of hauntings fall into two broad
  categories: illusion effects and telekinetic effects.
  Illusion Effects: Phantom knocking, rattling chains, the
  stench of death filling the air—these are illusory
  manifestations. Generally, they are figments—equivalent to
  minor illusion, silent image, and related spells—that activate
  under certain circumstances or at specific times.
  The sound of a child crying might manifest whenever one
  character is alone in a certain room at night. The sound of
  rattling chains might seem to move up a staircase every night
  at midnight. Another common figment is the phantom
  reenactment of events that occurred on the site—often a
  traumatic event such as a murder or suicide. Characters who
  interact with a figment or other illusion effect can make
  Intelligence (Investigation) checks to disbelieve the effect as if
  it were a comparable illusion spell.
  Sometimes these manifestations are phantasms (spells
  such as phantasmal force) rather than figments, meaning
  that only a single character can perceive them, but to that
  character they are completely real. Occasionally they are
  patterns (spells such as hypnotic pattern), visible to all
  onlookers but carrying mind-affecting side effects. Most
  phantasms and pattern hauntings cause characters who
  witness them to become affected by fear—characters who fail
  a DC 15 Wisdom save might become frightened. Phantasmal
  odors might instead cause a character to become poisoned
  (Constitution DC 15 save negates). In their most dangerous
  manifestations, these effects can duplicate the phantasmal
  killer or weird spells.
  Illusory manifestations can also be glamers. Torches might
  seem to dim or change color. A character’s reflection in a
  mirror might seem to be doing something horrible, or it
  might look like someone else. A close friend might appear as
  a horrific monster.
  Occasionally, haunting effects that seem illusory are
  infused with shadowstuff and at least partially real, and can
  cause real harm to characters. The sensation of fingertips
  brushing the skin might be a phantasm and the feeling of
  someone walking past might be a figment, but the sense of a
  sharp blow or a wound could deal real damage (generally
  1d6, but sometimes more). Similarly, a feeling of unnatural
  chill in a room could be a harmless figment, but it could also
  be a shadow effect that deals 1d8 necrotic damage and
  reduce the target's maximum hit points by the same amount.
  Telekinetic Effects: A haunting can duplicate any of the
  following spells: mage hand, prestidigitation, thaumaturgy,
  telekinesis, arcane lock, or knock. Hauntings often manifest
  in objects moving around a room, doors and windows
  opening or closing at random, doors locking or unlocking on
  their own, and similar effects. When a creature is subject to
  one of these effects, it receives a saving throw or other roll to
  resist it as if it were targeted by the spell being duplicated.
  Exorcising a Haunted Site: Just as in the case of a
  haunting presence, an exorcist can perform a ritual to
  cleanse a haunted site. If the exorcist successfully performs
  the ritual, which requires ten consecutive full-round actions
  and a DC 20 Intelligence (Religion) check, the haunting
  energies coalesce into a form that renders them vulnerable to
  traditional methods of removing magical effects, such as
  dispel magic, remove curse, or greater restoration spells. The
  effective level of a haunted site is the minimum level required
  to cast the highest-level spell duplicated by the haunting.
  With a successful ritual, the haunting energies remain
  vulnerable for 1 full round, but the exorcist can continue the
  ritual, causing the haunting energies to remain vulnerable, by
  making additional Knowledge (religion) checks each round.
  See Exorcising a Haunting Presence for more details of the
  exorcism process.
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  Curses
  Curses
  The bestow curse spell is the most well-known source of
  curses, but by no means the only one.
  Dying Curses
  Dying Curses
  When a creature dies under tragic circumstances, it might
  deliver a dying curse. This has the effect of a bestow eternal
  curse spell, but is not a spell and and does not allow a save--it
  simply takes effect (assuming the curse check is passed).
  Usually the 3rd-level version is applied, but if the creature's
  death is especially horrible, it may apply the 6th-level version.
  Truly horrific events, such as the destruction of an entire city,
  may grant enough emotional anguish to bestow the 9th-level
  version.
  The dying creature can target anyone with a dying curse;
  the target need not be present when the curse is delivered.
  Many creatures choose not to pronounce a dying curse,
  because as long as the curse remains the creature can't be
  raised or resurrected. A true resurrection can bring the
  creature back, but also ends the curse. After the curse ends,
  raise dead and resurrection work normally.
  Curse Check
  Curse Check
  A dying creature can make a DC 15 Charisma check, with
  modifiers decided by the DM. On a success, the curse takes
  effect and does not allow a save. The adjacent table has some
  likely ones:
  Curse Modifiers
  Curse Modifiers
  Condition
  Condition
  Modifier
  Modifier
  Highly justified
  +2
  Justified
  +0
  Unjustified
  -2
  Extremely emotional
  +3
  Emotional
  +1
  Normal emotion level
  2
  High drama
  +5
  Normal drama
  +0
  Low drama
  -5
  Mentions game mechanics
  -5
  Includes excessively broad prohibition
  -3
  Not tailored to victim
  -2
  Escape clause not mentioned (but still exists)
  -3
  Discovering a Dying Curse
  Discovering a Dying Curse
  A curse is often apparant (such as sudden illiteracy or a
  forked tongue). Sometimes, however, it is much more
  insidious.
  Discovering a dying curse can be a difficult task, since it is
  nonmagical and remove curse can't remove it. Spiritual
  experts (those with at least a +10 modifier in Religion) can
  make a DC 20 Intelligence (Religion) check once a week
  when interacting with the cursed individual. On a success,
  the expert discovers the nature of the curse. If the expert rolls
  a 25 or higher, the expert also learns how to end it. Remove
  curse also reveals the curse's nature and how to lift it.
  Removing a Dying Curse
  Removing a Dying Curse
  Lifting a dying curse requires more than a simple remove
  curse spell. A wish spell removes the curse, but each dying
  curse also must have a single means of removing the curse
  with some deed that the DM designates. The deed must be
  something that the target can accomplish within one year,
  assuming the task is undertaken immediately. For example,
  the deed might be “Slay the dragon under Castle Bluecraft,”
  or “Climb the tallest mountain in the world.”
  The target of the dying curse can have help accomplishing
  the deed. In fact, someone else can accomplish the deed as
  long as removing the curse is the expressed purpose of the
  deed. Thus, the king’s champion can climb the tallest
  mountain in the world to remove the curse on the king, for
  example. But if someone who doesn’t know about the curse
  climbs the mountain, the curse remains.
  Dying Curses
  Dying Curses
  Dying curses can add spectacular drama to a game,
  but don't overdo them. Once or twice a campaign
  is a good estimate for how often you should bring
  them to bear against the player characters.
  Family Curses
  Family Curses
  Sometimes curses are passed through the generations of a
  single family like a hereditary disease. A family curse can
  pass from a parent to all children, or the curse can simply
  pass to the oldest child, the youngest child, the oldest child of
  a particular gender, a child with a particular trait, and so on.
  A family curse can be the result of a particularly powerful
  dying curse, a familial geas spell, a wish spell, the use of an
  artifact, or the intervention of a god. It can take the form of a
  regular curse, or it can seem to force a character toward a
  particular fate.
  Because curses of the latter sort lie in the realm of destiny
  and can be vague in their application, they are usually best
  left in the hands of the DM, rather than obeying a simple set
  of rules.
  Family curses can be undone as described in Dying
  Curses, above. Some fate-based family curses can be forever
  broken if one member of the family can simply resist the
  doomed destiny.
  Some sample family curses are given below.
  Each oldest son is doomed to murder his father.
  The youngest daughter in each generation is doomed to
  become an evil spellcaster.
  The children of the family born with red hair are all
  terribly unlucky (as described in the bestow eternal curse
  spell).
  One male child of each generation is doomed to be eaten
  by a dragon.
  The sixth daughter of a sixth daughter will bring doom to
  her entire land.
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  Dealing with Resurrection
  Dealing with Resurrection
  Raise dead and its mightier siblings completely change the
  course of a game. Suddenly, death is not the end. Many DMs
  have an issue with resurrection as it is presented, and I have
  met a few who ban it outright. This section presents a
  selection of variant rules for the DM who is dissatisfied with
  resurrection, to use singly or in conjunction.
  Remove It
  Remove It
  I start with my least favorite solution: remove resurrection
  entirely. This makes the loss of a character permanent, but
  otherwise has no effect. You should balance encounters
  much more carefully, since a sequence of bad rolls can spell
  the final end of a beloved PC.
  Longer Casting Time
  Longer Casting Time
  One simple solution is to make these spells take longer. If
  raise dead takes 8 or even 24 hours to cast, campaign events
  can happen while the PCs are preoccupied saving their
  friend.
  Sacred Location
  Sacred Location
  Resurrection cannot happen just anywhere. The body must
  be taken to a place linked to the forces of life or death. This
  could be on a tall mountaintop close to the heavens, or deep
  underground near the underworld. It could be in a temple
  sacred to the god of death, or to the character's own deity.
  Balancing the Scales
  Balancing the Scales
  For one to live, another must die. The caster must send a new
  soul to the underworld to replace the one they are bringing
  back. This could be any sentient soul, but I'd say that's too
  easy on the PC, since all they have to do is find someone they
  can justify slaying. This option is far more effective if you
  present a more difficult choice. Some options include:
  Willing Sacrifice. The creature must be willingly giving
  up his or her life to bring back the deceased person.
  Same God. The creature must worship the same god as
  the deceased.
  Same Alignment. The creature must be of the same
  alignment as the person you're bringing back. How will
  the paladin feel to know that her friends murdered a
  lawful good being to get her back?
  Quest for the Dead
  Quest for the Dead
  The players must bargain with the god of the dead, or even go
  into the underworld itself to bring back their friend.
  Mishaps
  Mishaps
  Sometimes resurrections don't go quite right. Some excellent
  examples of resurrection tables are here, here and here.
  Heroes of Horror has another one.
  Demand Why
  Demand Why
  In many settings, the afterlife is a wonderful, final reward. You
  might consider asking why the PC is choosing to leave
  behind a happy world for a cruel one.
  Take Advantage
  Take Advantage
  Best used in conjunction with Longer Casting Time or
  Sacred Location, if the players are busy trying to bring a
  friend back, a villain can sense it's time to strike. A
  devastating attack on a city, or the assassination of a ruler,
  can take place when the PCs are distracted.
  Turnabout is Fair Play
  Turnabout is Fair Play
  NPCs have access to resurrection too, and a mighty villain
  might end up resurrected by his or her friends. Although you
  can overuse this trick, surprising your players with it once in
  a while is perfectly fine.
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  "Zombie, Do This!"
  "Zombie, Do This!"
  One of the biggest problems for a DM with a necromancer
  player is the fact that undead can be used to safely and easily
  check for traps. DMs may quickly get annoyed with this trick,
  and consequently some hesitate to allow necromancer PCs.
  This section is meant to provide ways to deal with minion
  abuse of any kind, from undead to hirelings to elementals to
  bound fiends. Generally speaking, I focus on low levels, since
  that is what sees the most play.
  More Traps
  More Traps
  One simple way is to add multiple traps. A wizard with
  several crawling claw minions, or a skeletal butler, will run
  out of minions eventually. If you absolutely have to have the
  PCs fall in a pit, just make sure there is one more pit than
  minions. The necromancer will still feel like he or she
  contributed (look at all those pit traps his or her minions
  saved the party from!).
  Preemptive Destruction
  Preemptive Destruction
  You could thin the ranks ahead of time. Have a surprise
  ambush occur before the minions uncover any real traps. The
  undead still gets to contribute to combat, so it doesn't feel like
  a total waste, and you no longer have to worry as much.
  False Safety
  False Safety
  The undead do not feel poison's touch. This can be a boon
  (when the party runs into a green dragon, it's a blessing that
  the minions won't all keel over) but it can also be a curse. If a
  skeleton touches a doorknob to confirm it's safe, and shows
  no ill effects, when the party rogue goes up to it he or she
  may suddenly be paralyzed by a contact poison! Likewise, a
  spell effect such as negative energy flood would be a
  refreshing breeze to a skeleton, but might kill the
  necromancer when he or she is hit by it.
  False Danger
  False Danger
  Conversely, the skeleton may report some things as
  dangerous when in truth they would be beneficial. If it enters
  an area of positive energy and crumbles to dust, the players
  will likely try to avoid the place, even though it would heal
  them.
  Uncontrolled Zombies?
  Uncontrolled Zombies?
  Assuming you use the Playing with Fire campaign setting as I
  do (and not the Crawling Darkness; see the Tome of
  Necromancy for details), an uncontrolled skeleton or zombie
  follows its last commands in a crude way. If it were ordered
  to chop wood, it would continue until the forest is splinters. If
  its axe rusts to nothing, it will use its claws. If it were ordered
  to guard an area, it would attempt to kill anyone entering that
  area, but leave anyone outside that area alone. If ordered to
  follow a necromancer, it will follow him or her forever,
  making no move to attack or defend him or her.
  If a skeleton is attacked, it will defend itself, and if it sees a
  creature attacking another undead it will attack that creature.
  If a skeleton sees an undead attacking another undead,the
  battle may devolve into a free-for-all.
  Skeletons are not curious and do not care about events
  that don't interfere with their orders. A skeleton ordered to
  chop wood will not care about a group of adventurers moving
  through the area as long as the adventurers don't try to stop
  it.
  Wights and ghouls, however, are wholly evil and usually
  attack the living on sight. Good members of these types of
  undead exist, but are quite rare.
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  Necromantic Rituals
  Necromantic Rituals
  The create necropolitan spell allows spellcasters to create
  necropolitans, but another method exists for non-
  spellcasters. It is detailed below.
  The Bloodtouched Rite
  The Bloodtouched Rite
  When an individual (usually an arcane spellcaster or a cleric)
  proves itself to be of particular worth to the undead
  leadership of the Blood of Vol, it is rewarded with
  participation in the Bloodtouched rite. Typically a character
  must be at least 3rd level to be so rewarded, though
  exceptions exist.
  The ceremony requires a chalice brimming with blood
  donated by willing followers of the Blood of Vol. This chalice
  is the focus of extensive prayers, culminating when the
  officiating cleric channels negative energy into it. Once the
  chalice is prepared, it is passed around to the participants,
  who drink deeply from it.
  A character who drinks from this chalice permanently
  loses 4 points of Constitution, but gains three benefits:
  You can add your Charisma modifier to your HP each level
  and hit die, instead of your Constitution
  Your Necromancy spells are cast as if you had used a slot
  one level higher.
  At the end of a long rest, you gain the effect of a shroud of
  undeath spell that lasts until the start of your next long
  rest (the spell can end early as normal). The saving throw
  DC for the spell equals 8 + your Charisma modifier + your
  proficiency bonus.
  The Constitution loss can't be prevented by any means. A
  greater restoration can restore the Constitution, but if the
  Constitution is restored, all benefits are lost.
  Fragment Phylactery
  Fragment Phylactery
  One of the greatest secrets of the mightiest liches is the
  ability to turn one phylactery into many. Achieving this
  awesome feat might require an artifact such as the
  Necronomicon or the Book of Vile Darkness, or the sacrfice
  of thousands of souls. In any case, fragmenting a phylactery
  should not be an easy task, and could well be the driving
  force behind a high-level adventure. In the Forgotten Realms,
  Aumvor discovered this technique. In Eberron, perhaps one
  of the Qabalrin vampires invented it.
  The ritual takes 1 week and transforms one phylactery into
  1d8 + spellcasting modifier items. The process can be used
  recursively.
  Bonfire of Insanity
  Bonfire of Insanity
  This horrid ritual was invented by Orcus's cultists. To activate
  it, a bonfire of humanoid bones at least 10 feet in diameter is
  built. A spellcaster with access to 9th-level spells, and two
  more with access to 5th-level spells, must dance and chant
  around the bonfire for 1 hour. Upon completion, they lose all
  of their spell slots of 5th-level or higher, and the spell takes
  effect.
  The smoke from the fire rises up and mingles with the rain
  clouds, filling them with vile power in a one-mile radius
  centered upon the bonfire. All the tainted water rains down
  and soaks the ground, up to all corpses within range rise up
  as ghouls. Even skeletal remains are affected. The corpses
  receive no saving throw against the spell’s effects, not even if
  they are buried in consecrated ground.
  Humanoids (tat are touched by the vile rain must make a
  Constitution saving throw against the 9th-level caster's spell
  save DC or be afflicted with a magical disease that turns
  them into flesh-starved ghouls within 24 hours. The disease
  is resistant to all forms of magical healing less powerful than
  a heal spell.
  The spell does not grant the spellcaster any ability to
  control the undead created by the spell. These undead can be
  commanded, rebuked, or turned normally.
  Similar rituals exist to create other undead of CR 1 or
  lower, such as dread warriors or Strahd zombies.
  Plague Walker
  Plague Walker
  Creating a plague walker is a relatively simple process,
  though its cost prevents most spellcasters from producing the
  creatures in great numbers outside of wartime. Any arcane or
  divine caster of 6th level or higher who can cast necromancy
  spells can craft a plague walker. Doing so involves performing
  a horrific ritual that requires 800 gp worth of unholy water,
  the corpses of four Medium creatures that died of disease,
  and two days of prayer. (Two Small corpses are equivalent to
  one Medium corpse, and one Large body counts as two
  Medium corpses.) At the end of the ritual, the remains meld
  into a single plague walker, which obeys its creator’s
  commands to the best of its ability.
  A plague walker’s creator can order the creature to obey an
  underling’s commands, effectively ceding control of the
  creature. This arrangement makes it possible for armies to
  field plague walkers under the control of nonspellcasting
  officers.
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  The Ritual of Crucimigration
  The Ritual of Crucimigration
  Any living creature that is not a celestial, elemental, fiend,
  ooze, or plant can petition for consideration to undergo the
  Ritual of Crucimigration, which (if successful) enables the
  creature to become a necropolitan. The petition for
  consideration requires a fee of 3,000 gp and a written plea.
  The first part of the ritual requires the placement of the
  petitioner on a standing pole. Cursed nails are used to affix
  the petitioner, and then the pole is lifted into place. The
  resultant excruciating pain that shoots like molten metal
  through the petitioner’s fingers and up the arms is not what
  finally ends the petitioner’s mortal life, however, since death
  usually comes from asphyxiation and heart failure. As
  petitioners feel death’s chill enter their bodies, many have
  second thoughts, but it is far too late to go back—the cursed
  nails and chanting of the ritual ensures that the
  Crucimigration is completed.
  The ceremony lasts for 24 hours—the usual time it takes
  for the petitioner to perish. During this period, two or three
  zombie servitors keep up a chant initiated by the ritual leader
  when the petitioner is first placed into position. Upon hearing
  the petitioner’s last breath, the ritual leader calls forth the
  names of necromantic powers and gods to forge a link with
  the Negative Energy Plane, and then impales the petitioner.
  Dying, the petitioner is reborn as a necropolitan, dead but
  animate.
  Spellstitched Undead
  Spellstitched Undead
  Some powerful necromancers learn the secret of inscribing
  runes into the flesh or bones of the undead, giving them
  innate spellcasting. Spellstitching an undead takes 1 hour
  and consumes an onyx worth 700 gp per (1 + spell level)
  being scribed (for example, a 3rd level requires a 2800 gp
  onyx). The one performing the ritual must be able to cast the
  spells being imbued. No spells can be scribed of 6th level or
  above. See the table below for the amount of times per day
  the spell can be cast, and the minimum CR to stitch a spell
  onto the creature.
  The levels are cumulative, so an undead who has a 4th-
  level spell scribed also has a 3rd-level, a 2nd-level, a 1st-level,
  and a cantrip scribed as well.
  Spellstitching
  Spellstitching
  Spell Level
  Spell Level
  Min CR
  Min CR
  Times per Day
  Times per Day
  Cantrip
  —
  At will
  1st
  1
  4
  2nd
  2
  3
  3rd
  4
  3
  4th
  6
  2
  5th
  10
  1
  The process of spellstitching an undead grants it advantage
  on saving throws against spells and other magical effects.
  Dark Chant
  Dark Chant
  A few undead learn the secret of the dark chant from
  forbidden scrolls and forgotten books. The dark chant is not a
  spell, but a number of particularly foul necromantic words
  and phrases strung together into a litany of evil power. If at
  least two undead creatures within 10 feet of each other use
  an action to intone the dark chant together, all undead within
  100 feet of them (including the chanters) gain advantage on
  saves against being turned and rebuked as long as the
  chanters continue to spend their actions chanting.
  Undead with Intelligence scores below 8 cannot use the
  dark chant (though they gain its benefits). Intoning the dark
  chant is a magical ability.
  Some surmise that the dark chant has power because it is
  actually uses some words from the Dark Speech, although
  the words and phrases may be bastardized, barely-
  understood, and mispronounced.
  Storm of Death
  Storm of Death
  One of the mightest and most awful feats of necromancy ever
  invented, this ritual must occur at the winter solstice, when
  the light is weakest and the darkness is strongest, or at
  another auspicious time (such as a conjunction of Mabar in
  the Eberron setting). The ritual takes 24 hours of
  incantations by at least three spellcasters with access to 9th-
  level spells, and requires concentration as if casting a spell. If
  it is completed, a dreadful storm 40 miles across erupts
  centered on the casters' position when they finish this ritual.
  This storm creates rain or snow as appropriate to the current
  temperature. It also creates the following effects:
  All corpses within 20 miles rise as free-willed wights, even
  if they are buried in areas that would normally prevent
  them from rising.
  All undead within 20 miles gain immunity to being turned
  as long as the storm persists. However, they can be
  rebuked normally.
  Any living creature walking outside in the dreadful storm
  must succeed on a Constitution saving throw or become a
  flesh-hungry ghoul (apply the Ghoulish Creature template
  later in this book to creatures with class levels or non-
  humanoids). Succeeding on this save grants the creature
  immunity to this effect for 24 hours.
  Any living creature takes 1d8 necrotic damage per minute
  in the storm. Undead are healed by 1d8 hit points per
  minute in the storm.
  Healing magic (i.e., cure wounds) targeting the living is
  impeded, as if every living creature within range were
  affected by an ebon ray of doom spell.
  All damage done by undead within the area of the storm is
  considered vile damage
  All water within range that is contaminated by the rain or
  snow is rendered nonpotable, causing 3d10 poison
  damage to any living being that drinks it
  Even during daytime, the storm is so intense the affected
  area is in dim light. All undead adversely affected by
  sunlight suffer no ill effects within the storm.
  All damage done by this storm is vile damage.
  The storm lasts until the concentration of the casters is
  broken, or until at least one of them leaves its area. The
  casters have no protection against the storm's effects.
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  Dark Gifts
  Dark Gifts
  The benefits and drawbacks listed below are designed for
  creating memorable villains and NPCs.
  Dark Gifts...
  Dark Gifts...
  These traits are suitable for necromancer NPCs, but not
  players.
  Animate Dead by Touch
  Animate Dead by Touch
  The necromancer can innately cast animate dead 3 times a
  day, requiring no material components.
  Augmented Lifeforce
  Augmented Lifeforce
  The necromancer gains proficiency in Constitution and death
  saving throws, and dropping to 0 hit points does not render
  the necromancer unconscious. Death saves continue to be
  rolled, and taking damage at 0 hit points has its normal effect.
  Augmented Spellcasting
  Augmented Spellcasting
  The necromancer can prepare twice as many spells, and has
  twice as many spell slots. These extra spells and slots must
  be used to prepare and cast necromancy spells.
  Aura of Fear
  Aura of Fear
  As a bonus action, the necromancer can raise or lower their
  10-foot aura of fear. Each creature of their choice that starts
  its turn in the aura or that enters it during its turn must make
  a Wisdom saving throw.
  On a failed save, the creature is frightened of the
  necromancer as long as it remains in the aura. Leaving the
  aura suppresses the effect, but does not grant immunity if the
  creature returns. It can repeat its save at the end of each of
  its turns, ending the effect on a success. A target that
  succeeds on the saving throw is immune to the
  necromancer's fear aura for the next 24 hours.
  Bestow Dying Curse
  Bestow Dying Curse
  When the necromancer has taken at least 1 point of damage
  from a creature, he or she can bestow a dreadful curse on the
  offender. This takes no action, but the necromancer must be
  able to speak to use this ability, and the target must be
  warned of the dire fate that he or she will face should he or
  she kill the necromancer.
  This curse lies in wait until the necromancer dies, at which
  time it takes effect. No saving throw is allowed against this
  ability, since the target chose to trigger the curse by killing
  the necromancer.
  Feed the Dark Gods
  Feed the Dark Gods
  The necromancer can perform a ritual lasting 8 hours,
  sacrificing a number of beings with an Int of 8 or higher to
  create a mighty undead. The amount sacrificed must be equal
  to 1 + 2 * the undead's CR, and the undead created cannot be
  a CR of more than twice the necromancer's level. Undead
  created in this way are not under the necromancer's control.
  Food Corruption
  Food Corruption
  As an action, the necromancer exudes a mystical, poisonous
  radiance that taints food or drink within 10 feet. A creature
  who eats tainted food must make a Constitution saving throw
  or take 6d4 poison damage. The necromancer cannot use
  this ability again until after finishing a short or long rest.
  Food corrupted in this way radiates a faint necromantic
  aura. It can be cleansed with purify food and drink or dispel
  magic.
  Regeneration
  Regeneration
  The necromancer regains 5 hit points at the start of his or
  her turns. If the necromancer takes acid or radiant damage,
  this trait doesn't function at the start of the necromancer's
  next turn. The necromancer dies only if he or she starts his
  or her turn with 0 hit points and doesn't regenerate.
  Scabrous Touch
  Scabrous Touch
  By touching a living being, the necromancer creates an effect
  identical to contagion on the target. However, he or she
  cannot choose to suppress this power; it is always active.
  Skull Scry
  Skull Scry
  This mighty ability enables the necromancer to see or hear
  activity through any skull or cadaveric head. The skull or head
  must not be attached to a spine, nor can it be animated. The
  necromancer can scry through any disembodied skull or
  head (at a known location) within fifteen miles.
  Somnolent Gaze
  Somnolent Gaze
  When a creature that can see the necromancer’s eyes starts
  its turn within 30 feet of the necromancer, the necromancer
  can force it to make a Constitution saving throw if the
  necromancer isn’t incapacitated and can see the creature. A
  creature is affected as if by the slow spell for 1 minute on a
  failed save.
  Unless surprised, a creature can avert its eyes to avoid the
  saving throw at the start of its turn. If the creature does so. it
  has disadvantage on attack rolls against the necromancer
  until the start of its next turn. If the creature looks at the
  necromancer in the meantime, it must immediately make the
  saving throw.
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  ...And Their Price
  ...And Their Price
  The gifts above all cost something.
  Physical Deformity
  Physical Deformity
  Delving too far into the dark arts might lead to changes in
  physical form—the price charged by the forces of darkness.
  Roll on one of the adjacent tables, or pick one that inspires
  you.
  d12
  d12 Deformities 1
  Deformities 1
  1
  All hair permanently turns white or falls out
  2
  Eyes similar to animal (cat, wolf, or snake)
  3
  Face resembles that of a particular animal
  4
  Fingers terminate in wicked talons (1d4 slashing)
  5
  Oily black fur covers body
  6
  Hands or feet are misshapen claws or talons
  7
  Hands turn coal black or blood red
  8
  Corpselike appearance, easily mistaken for undead
  9
  10-foot stench of decay or aura of malevolence
  10 Physical age increases by 2d10 years
  11 Second mouth appears at base of skull
  12 Six-fingered hands
  d12
  d12 Deformities 2
  Deformities 2
  1 Skin turns pale blue, like a corpse
  2 Small horns on head
  3 Smile looks cruel or evil
  4 Teeth (or ears) turn long and pointed
  5 Pitch-black blood, viscid like tar
  6 Tongue becomes black, forked, or serpentine
  7 Vestigial bat wings on back
  8 Voice sounds evil, low, whispery, or inhuman
  9 Lose all teeth
  10 Three-foot-long tail
  11 Blind extra eye somewhere on body
  12 Eyes melt away, leaving empty sockets that can still
  see
  Unholy Compulsions
  Unholy Compulsions
  Additionally, sometimes the dark gods place compulsions or
  curses on their worshippers.
  d20
  d20 Compulsion or Curse
  Compulsion or Curse
  1 Blinded when in sunlight
  2 Must drink 1 liter of fresh blood a day or dies
  3 Must eat 1 lb of corpse flesh a day or dies
  4 Must eat 1 lb of earth and stone a day or dies
  5 Must eat 1 lb of uncooked meat a day or dies
  6 Must kill a sentient individual once a week or dies
  7 Hates all of the living (only has undead, construct, or
  extraplanar allies)
  8 Howls under the night sky or at moon 1/day or goes
  mad
  9 Prepares spells at a font of blood in an underground
  chamber
  10 Murders anyone who says a certain word, even
  friends
  11 Never speaks the truth
  12 Seeks revenge for the slightest insult
  13 Sheds own blood 1/day (1d8 damage)
  14 Sleeps in a tomb or open grave
  15 Withers all plants within 10 feet when casting a spell
  16 Takes 1d6 radiant damage from contact with iron or
  steel
  17 Takes 1d6 radiant damage from contact with freshly
  cut wood
  18 Takes 1d6 radiant damage from contact with silver or
  gold
  19 Takes 2d6 radiant damage from holy water
  20 Cannot heal without dealing equal damage to another
  creature
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  Terrain
  Terrain
  Abyssal Blackgrass
  Abyssal Blackgrass
  Patches of this thick black weed often spread through planar
  portals or through tiny seeds inadvertently carried in the
  clothing or gear of planar travelers. When it takes root on the
  Material Plane, abyssal blackgrass grows in a small clump
  about one foot across, although its roots spread in a 50-foot
  radius just under the surface of the ground.
  Natural healing is impossible within 50 feet (in any
  direction) of a clump of abyssal blackgrass. Even magical
  healing is impaired, restoring only half the normal number of
  hit points.
  Pulling up a clump of blackgrass does not kill it or negate
  its baleful effect, and the grass regrows in 1d4 days. Only
  digging up the entire root system—or destroying the plant
  with a blight or similar spell—can prevent it from regrowing.
  Black Sand
  Black Sand
  Created by the blank sand spell but also found naturally in
  some deserts, black sand is beloved by undead and
  necromancers. When a living creature enters the spell’s area
  for the first time on a turn or starts its turn there, that
  creature takes 2d4 necrotic damage (no save). Those reduced
  to 0 hit points crumble into black sand themselves. Undead
  are instead healed by 2d4 hit points at the start of their turn.
  Blood Rock
  Blood Rock
  In certain places, the very essence of war and violence
  suffuses the earth or stone. Found naturally in ancient
  battlefields and certain outer planes, blood rock causes
  weapons to strike harder, claws to tear deeper, and blood to
  flow more freely.
  Any attack made against a creature standing on blood rock
  scores a critical hit on a roll or 19 or 20.
  Charnel Bog
  Charnel Bog
  Often formed at the sites of great battles where water has
  come in to cover the wasted land, charnel bogs are both
  horrible and deadly. Pale grasses grow on desolate islands in
  the midst of these bogs, but no living animals inhabit charnel
  bogs. A charnel bog can be any size, and a detect evil and
  good spell cast within range reveals its presence.
  Such an aura of death pervades a charnel bog that certain
  magic is impeded within its borders. Characters attempting
  to cast a spell with that restores hit points to another
  creature must make a spellcasting ability check (DC 10 +
  spell level) or lose the spell with no effect.
  All undead within the charnel bog have advantage against
  being turned, but disadvantage against being rebuked. This is
  an exception to the normal rule that any source of turn
  resistance also helps against being rebuked.
  Characters camping within a charnel bog find their sleep
  troubled by nightmares. They are unable to rest properly, and
  they regain no hit points from their night spent in the bog.
  Finally, characters whose travels take them on long treks
  through a charnel bog find it sapping their will and even
  robbing them of their desire to leave the place. They
  experience increasing apathy and despair, a dulling of their
  senses, and a growing feeling of paranoia.
  At the conclusion of every week spent in a charnel bog, any
  living creature must succeed on a Wisdom saving throw (DC
  10 + the number of consecutive weeks spent in the bog).
  Failure indicates that the character has lost all will to
  continue on their journey. They cannot leave the bog of their
  own volition and have no desire to do so. All memories of
  their previous life slowly fade into nothingness, and a wish
  spell is required to return the character to normal.
  Consecrated Ground
  Consecrated Ground
  Some cemeteries and catacombs are imbued with the unseen
  traces of ancient good. An area of consecrated ground can be
  any size, and a detect evil and good spell cast within range
  reveals its presence.
  Undead standing on consecrated ground have
  disadvantage on all saving throws.
  A vial of unholy water purifies a 10-foot-square area of
  consecrated ground when sprinkled on it, and a hallow spell
  purifies consecrated ground within its area.
  Deadwood
  Deadwood
  Ghostly gray timber spotted with tiny flecks of red, deadwood
  is created near sites where great necromantic energy has
  been released. Any trees nearby soon die and leave behind
  this frail wood. All undead creatures standing on deadwood
  do an extra die of damage with their attacks, spells, and
  abilities.
  Ebony Ice
  Ebony Ice
  Like any ice, ebony ice is slippery. It's also charged with
  negative energy, granting undead advantage on attack rolls,
  and advantage on saves against being turned or rebuked.
  Night Stone
  Night Stone
  This stone is infused with raw negative energy. A living
  creature that enters within 5 feet of a floor, wall, or statue
  formed of night stone, or starts its turn there, takes 1d6
  points of necrotic damage. Undead are instead healed for this
  amount.
  Witch Grass
  Witch Grass
  Any creature casting an arcane spell within 30 feet of witch
  grass must make a DC 14 spellcasting ability check. On a
  failure, the spell is lost.
  Zone of the Unliving
  Zone of the Unliving
  Much like an antilife shell, only undead and constructs can
  enter this zone.
  It is said that the lich knows every stone in his
  infernal hold, and that any who dare to enter
  provoke his wrath. He can stroll through traps that
  would crush any other, and glide through the
  darkness while calling out doom. That dungeon is
  his domain, his home, and there is no way to defeat
  him in its halls.
  —From the tale of Virdangast
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  Nonmagical Terrain
  Nonmagical Terrain
  Snow Fields
  Snow Fields
  Fields of deep snow can impede the movement of creatures
  who must be in contact with the ground to move. Most
  creatures do not automatically sink all the way through a
  deep snow cover. Sometimes a hard, icy crust prevents a
  creature’s feet from sinking into the snow at all. In other
  cases, layers of old snow a few inches or feet below the loose
  surface on top may be icy enough to prevent travelers from
  breaking through.
  The table below indicates the degree of impediment
  caused by various depths of loose, uncrusted snow. The
  “Small” category includes Small and smaller creatures, while
  the “Huge” category includes Huge and larger creatures.
  Snow-Impeded Movement
  Snow-Impeded Movement
  Snow Depth
  Snow Depth
  Small
  Small
  Medium
  Medium
  Large
  Large
  Huge
  Huge
  Up to 6 inches
  Minor
  None
  None
  None
  7-12 inches
  Minor
  Minor
  None
  None
  13-24 inches
  Major
  Minor
  Minor
  None
  25-36 inches
  Major
  Major
  Minor
  Minor
  37-60 inches
  Total
  Major
  Major
  Minor
  61-96 inches
  Total
  Total
  Major
  Major
  97+ inches
  Total
  Total
  Total
  Major
  None: The snow does not cause any significant
  impediment to the creature’s movement.
  Minor: The snow is difficult terrain for that creature.
  Major: The creature must spend 4 feet of movement for
  every 1 foot it moves in the snow. The creature has
  disadvantage on Acrobatics checks.
  Total: The creature cannot move unless it succeeds on a
  DC 5 Athletics check. The creature must spend 8 feet of
  movement for every 1 foot it moves in the snow. The creature
  has disadvantage on Acrobatics checks and Dexterity saving
  throws.
  Temperature Bands
  Temperature Bands
  Temperature Band
  Temperature Band
  Range
  Range
  Unearthly cold
  –51º F or lower
  Extreme cold
  –50º F to –21º F
  Severe cold
  –20º F to 0º F
  Cold
  1º F to 40º F
  Moderate
  41º F to 60º F
  Warm
  61º F to 90º F
  Hot
  91º F to 110º F
  Severe heat
  111º F to 140º F
  Extreme heat
  141º F to 180º F
  Unearthly heat
  181º F to 210º F
  Burning heat
  211º F or higher
  Buried in Snow
  Buried in Snow
  A buried creature can free itself with a DC 25 Strength
  check, or can be dug out by other creatures. In 1 minute,
  using only its hands, a creature can clear ice and debris equal
  to five times its carrying capacity. The amount of tightly
  packed snow that fills a 5-foot-by-5-foot area weighs 500
  pounds. Armed with an appropriate tool, such as a pick,
  crowbar, or shovel, a digger can clear loose ice and debris
  twice as quickly as by hand. The snow avalanche extinguishes
  all flames, whether normal or magical, it touches.
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  Diseases
  Diseases
  A favored weapon of certain undead, these diseases are
  compiled from various sources. They are usually listed in the
  monster description as well for ease of access.
  Ash Doom
  Ash Doom
  Ash doom is notable in that not only do undead carry it, they
  are susceptible to it as well. It can be acquired by contact with
  the plaguelost, or by breathing certain necromantically
  charged ashes. Its supernatural nature allows it to even afflict
  paladins, dread necromancers, and others who are normally
  immune to disease. A creature who comes into contract with
  those ashes must make a DC 16 Constitution saving throw or
  contract it. Those afflicted have their skin turn flakey and ash-
  colored, and green light shines through from beneath. They
  have their Constitution score reduced by 1d4 at the end of
  each long rest. Remove curse combined with lesser
  restoration or another source of disease removal removes the
  disease. Greater restoration can remove this reduction and
  end the disease at once. A creature, living or undead, that
  dies while under this disease becomes a plaguelost.
  Bloodskin
  Bloodskin
  This sickness is typically caused by the bleeding disease
  spell. It causes its victims to lightly bleed from many small
  sores. The overall loss of blood is minimal but sufficiently
  spread out so as to create the appearance that a victim is
  bleeding from every pore in its skin.
  This sickness deals 1 point of piercing damage 12 hours in
  and every 24 hours following.
  Bonefire
  Bonefire
  A creature infected with bonefire (DC 19) immediately has its
  Charisma and Constitution scores reduced by 1d4, and must
  make a new save for every 24 hours that pass. Success
  means the disease ends; failure means it continues. A
  creature reduced to 0 Constitution dies; one reduced to 0
  Charisma is stunned until it regains at least 1 point of
  Charisma.
  Victims of bonefire break into fevers as their bones pulsate
  with light and heat. They stink of cooked flesh, and their
  skeletons become visible from within their blistering bodies
  after two hours (unless the victim is treated effectively).
  Bonefire is highly contagious and is also transmitted by
  physical contact. Anyone who touches a person or creature
  diseased with bonefire (whether victims are alive or dead)
  must make a Constitution save (DC 19) or catch the disease.
  A dead body remains infected with bonefire for a week after
  its death, whereupon the skeleton finally burns out in a
  spectacular flash of light. If at any time 18 or more bodies
  infected with bonefire are located within 30 feet of each
  other, the bodies rapidly meld together, as if drawn by a fell
  telekinesis, to a point at the center of the spread. Over the
  course of only 1 round, the bodies bind together and form a
  boneworm with a number of Hit Dice equal to half the
  number of bodies that formed it.
  Corpse Bloat
  Corpse Bloat
  Spread by tomb motes, this disgusting disease causes a
  creature's body to puff up, turn green, and makes movement
  painful. A creature who comes into contact with it might
  make a DC 11 Constitution saving throw or become infected.
  At the end of each long rest, an afflicted creature must
  succeed on a DC 11 Constitution save or its Dexterity score
  is reduced by 1d4. A successful save restores 1d4 Dexterity.
  The disease is cured when all Dexterity returns. A creature
  with its Dexterity reduced to 0 is paralyzed until it regains at
  least 1 point of Dexterity.
  Gangrenous Touch
  Gangrenous Touch
  Generally only spread by plague blights, a creature must
  make a DC 14 Constitution saving throw or become infected.
  The diseased target must make a DC 14 Constitution saving
  throw save at the start of each of its turns. On a failure, its hit
  point maximum decreases by 17 (5d6). If the disease reduces
  the target's hit point maximum to 0, the target dies. The
  disease lasts until removed by the lesser restoration spell,
  remove curse, or other magic, or until the diseased creature
  makes two consecutive saves.
  Huecuva Blight
  Huecuva Blight
  Named for the huecuvas who carry it, a creature who comes
  into contact with one must make a DC 13 Constitution saving
  throw or be cursed with huecuva blight. The cursed target's
  Strength and Constitution scores each decrease by 1d2
  points for every 24 hours that elapse. If the curse reduces the
  target's Strength score to 0, the target is paralyzed until it
  regains at least 1 point of Strength. If the curse reduces the
  target's Constitution score to 0, the target dies, and its body
  turns to dust. The curse lasts until removed by the remove
  curse spell or other magic.
  Life Blindness
  Life Blindness
  This very rare disease is spread by vilewights. A creature is
  allowed a DC 16 Constitution saving throw to avoid
  becoming infected. If it does become infected, for the first 24
  hours, the infected victim feels like the world is becoming
  more bleak and empty. After 24 hours have passed, the victim
  loses all ability to perceive living creatures, even plants. All
  such beings are treated as invisible, silent, and odorless. This
  disease typically causes extreme loneliness and despair.
  Mummy Rot
  Mummy Rot
  When hit by a mummy's fist, the creature must succeed on a
  DC 12 Constitution saving throw or be cursed with mummy
  rot. The cursed target can't regain hit points, and its hit point
  maximum decreases by 10 (3d6) for every 24 hours that
  elapse. If the curse reduces the target's hit point maximum to
  0, the target dies, and its body turns to dust. The curse lasts
  until removed by the remove curse spell or other magic.
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  Pale Wasting
  Pale Wasting
  This grim disease carried by slaymates sucks away a victim's
  very lifeforce, eventually turning them to dust. Symptoms
  include very pale skin, a nihilistic worldview, and fatigue. At
  the end of each long rest, a creature must make a DC 14
  Constitution saving throw. A failed save increases the
  creature's exhaustion level by 1. Resting does not remove this
  exhaustion. A successful save only means the condition does
  not worsen. If a creature's exhaustion reaches 6, it dies and
  its body crumbles to fine dust as per disintegrate. After 3
  successful saving throws, which do not have to be
  consecutive, the disease is cured completely.
  Zombie Plague
  Zombie Plague
  Most commonly acquired by the animate infectious zombie
  disease, zombie plague is a dreadful affliction that turns the
  living undead. A humanoid that is hit by an infectious
  zombie's slam attack must succeed on a DC 13 Constitution
  saving throw or become infected. One day after infection, the
  creature's flesh begins to die. After 24 hours, the creature
  must make a second Constitution saving throw. On a success,
  it has shaken off the disease. On a failure, its Constitution
  score is reduced by 1d6. It repeats the save each subsequent
  24 hours that pass, curing itself on a success.
  If the creature's Constitution score is reduced to 0, it dies
  and immediately rises as a zombie, transmitting the disease
  to any creature it hits with its Slam attack.
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  Cursed Weather
  Cursed Weather
  Created by dark gods, especially powerful fiends, and other
  entities of darkness, cursed weather is a truly awful
  manifestation of magic.
  Violet Rain
  Violet Rain
  Always accompanied by a terrible thunderstorm filled with
  lightning, violet rain brings portents of great evil. Once violet
  rain begins to fall, all connection with divine agencies is
  severed for 24 hours. Divine spellcasters have no access to
  spells, divine spell effects are suppressed, and divinely
  infused magic items cease to function. When violet rain
  comes, leaders of temples often hire extra help to safeguard
  the temple while they are bereft of magic. Because violet rain
  is so disruptive, religious leaders sometimes use divinations
  and prophecies to gain as much warning as they can.
  A typical violet rainstorm covers 1d10×200 square miles.
  Green Fog
  Green Fog
  Clouds of dark greenish mist roll across the countryside. The
  fog perverts any living thing it touches, twisting and mutating
  flesh. Any creature touched by the mist must succeed at a
  Fortitude save (DC 17) or become polymorphed into a
  random creature (use the reincarnate spell to determine
  which creature, or select a creature from a relevant
  wilderness encounter list in Xanathar's Guide to Everything).
  The fog usually encompasses an area of 1d3 square miles,
  lasts for 10d6 minutes, and moves at a speed of 30 feet.
  Plague of Nettles
  Plague of Nettles
  Tiny organic thorns fall from the sky. Those caught in this
  brief rainfall take 1d2 points of piercing damage each round,
  unless they can get under some sort of shelter. The nettles
  that strike soil burrow into the ground and sprout thick,
  choking weeds that kill whole fields of crops in a few
  minutes. A plague of nettles is violent enough to tear up and
  choke a forest in just a day. One week after the nettles fall, the
  area is thick with animate, dangerous plants such as assassin
  vines, tendriculoses, and shambling mounds.
  This malevolent rainfall spreads across 3d6 square miles
  and lasts for 3d6 rounds.
  Rain of Blood
  Rain of Blood
  This horrible event can occur as part of a regular
  thunderstorm or all on its own. Blood pours down in thick
  drops for 2d10 minutes, coating everything in a dark red,
  sticky mess. Any living, nonevil creature in the area of a rain
  of blood must succeed at a Wisdom save (DC 20) or suffer
  the effects of a bane spell for 24 hours. Undead of any
  alignment in the area of the rain gain the benefits of bless for
  24 hours.
  A rain of blood covers 5d6 square miles.
  Rain of Frogs or Fish
  Rain of Frogs or Fish
  This preternatural rain causes 1d3 points of bludgeoning
  damage per round to anyone not under shelter. The
  thousands of animals that fall from the sky usually die from
  the impact, but 1 in 20 lives to hop or flop about at least
  briefly, adding a further alien strangeness to the event.
  The rain lasts 2d6 rounds and covers an area of 2d6
  square miles.
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  Special Equipment
  Special Equipment
  Magic Items
  Magic Items
  Azan-Gund (Night Caller)
  Azan-Gund (Night Caller)
  Wondrous item, rare
  This whistle is carved from rare transparent iron
  (nephclium), and it resembles a small dragon curled up like a
  snail. The name Azan-gund is etched on the whistle in
  Dwarven runes. When the whistle is blown over a grave in
  darkness or at night, one corpse below animates as a zombie
  and claws its way out (if interred in soft earth or under loose
  stones). The zombie serves the whistler faithfully until it is
  destroyed. A bearer can use the whistle once per week;
  however, the whistler can acquire no more than two zombie
  followers at any one time using Azan-gund.
  A successful DC 15 Intelligence (History) check reveals
  that ancient «dark» dwarves made several such whistles for
  various groups in an age past.
  Bagpipes of the Damned
  Bagpipes of the Damned
  Wondrous item, rare
  You must be proficient with wind instruments to use these
  bagpipes. When played, the bagpipes help bolster undead. As
  an action, you can start a performance that lasts until the end
  of your next turn. During that time, all undead of your choice
  within 30 feet of you have advantage on saving throws
  against being turned or rebuked. A creature must be able to
  hear you to gain this benefit. The performance ends early if
  you are incapacitated or silenced or if you voluntarily end it
  (no action required).
  Bloodfeeding Weapon
  Bloodfeeding Weapon
  Weapon (any), uncommon or rare (requires attunement)
  This weapon has a blood-red tint. Every time a
  bloodfeeding weapon deals damage to a living creature, it
  gains 1 “blood point,” which it can store for up to 1 hour. The
  weapon can store a maximum of 10 blood points. This effect
  is continuous and requires no activation.
  When you deal damage to a creature while wielding a
  bloodfeeding weapon, you can activate the weapon to spend
  up to 5 stored blood points. Each blood point you spend in
  this way deals an extra 1d4 points of damage to that creature.
  The weapon doesn’t gain any blood points from a strike on
  which you use this ability.
  The following bloodfeeding weapon variants are rare items
  and have additional properties.
  Bodyfeeding. When this weapon scores a critical hit, you
  gain temporary hit points equal to the critical damage done.
  Cursespewing. When this weapon scores a critical hit, the
  target immediately takes the effects of a bestow curse spell
  that lasts for 1 minute. You choose which curse.
  Bloodsweets
  Bloodsweets
  Potion, common
  These red lozenges are about the size of a human
  thumbnail and resemble hard candies. Made from sugar and
  blood and charged with negative energy, the item dissolves
  instantly. If an undead creature swallows one of these, it
  immediately regains 2d4 + 2 hit points. If a living creature
  swallows one, it takes 2d4 +2 necrotic damage.
  Normally, these are used by undead creatures to heal
  themselves. Some particularly cruel necromancers mix them
  in with bags of normal candy and give them to children, who
  usually die as a result.
  Bone Ring
  Bone Ring
  Ring, rare (requires attunement)
  This plain finger ring is always carved from human bone.
  The ring has 3 charges, and it regains 1d3 expended charges
  daily at dawn. While worn, you can expend a charge to negate
  any curse, disease, maximum HP reduction, or ability score
  reduction you would suffer. You can also expend a charge to
  gain advantage on a saving throw against a necromancy spell.
  Candle of Icy Death
  Candle of Icy Death
  Wondrous item, very rare (requires attunement)
  This black candle is 1 foot tall, 12 inches thick, and icy to
  the touch. When lit, the flame burns a pale blue, gives off no
  smoke or heat, and doesn't melt down. If examined with
  detect magic, the candle radiates a necromantic aura. Every
  minute that the candle burns reduces the temperature by 1°
  in a 20-foot-diameter area until 0° Fahrenheit is reached.
  In addition, the candle prevents any healing, natural or
  magical, from occurring in its range. A wounded creature
  inside the area does not regain any lost hit points, and
  healing spells targeting a creature inside the area
  automatically fail (but are considered cast). Once lit, the
  candle can be snuffed only by a bless spell, which
  immediately ends your attunement. It can still be reignited
  normally afterwards, once you reattune. The temperature of
  the area returns to the regular temperature at a normal rate.
  Chain of Bones
  Chain of Bones
  Weapon (spiked chain), rare (requires attunement)
  This +1 spiked chain has a fearsome power over the
  undead. After hitting an undead with it, you can forgo dealing
  damage and instead force the undead to make a Wisdom
  saving throw. On a failure, it is stunned for 1 minute. It can
  repeat the save at the end of each of its turns.
  Cloak of Turn Resistance
  Cloak of Turn Resistance
  Wondrous item, uncommon
  While wearing this cloak, you gain advantage against being
  turned or rebuked.
  Cloak of Turn Defiance
  Cloak of Turn Defiance
  Wondrous item, very rare (requires attunement)
  While wearing this cloak, you cannot be turned or rebuked.
  All undead of your choice within 30 feet gain advantage
  against being turned or rebuked.
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  Consumptive
  Consumptive
  Weapon (any), rare (requires attunement)
  This weapon is dark in color, and its blade or head is
  covered with menacing runes. You can use a bonus action to
  speak this magic weapon's command word, causing crackling
  black energy to encase it. While the weapon is encased in
  this way, it deals an extra 1d12 necrotic damage to any target
  it hits. The necrotic energy lasts until you use a bonus action
  to speak the command word again or until you drop or
  sheathe the weapon.
  Projectile weapons bestow this upon their ammunition.
  Dagger of Shadows
  Dagger of Shadows
  Weapon (dagger), uncommon (requires attunement)
  When you are in dim light or darkness, you can use the
  dagger's abilities. The dagger has 2 charges and regains 1
  charge at midnight each night. You can cast minor illusion at
  will as long as you hold the dagger, and invisibility (self only, 1
  charge) and mirror image (2 charges).
  Ghast Salve
  Ghast Salve
  Wondrous item, uncommon
  This glass jar, 3 inches in diameter, contains 1d3 doses of a
  thick mixture that smells dreadful. The jar and its contents
  weigh 1/2 pound. As an action, one dose of the ointment can
  be applied to the skin. The creature that receives it gains
  immunity to paralysis and the stench of ghasts. As an action,
  the creature can touch another creature, forcing the second
  creature to make a DC 13 Constitution saving throw or be
  affected as if by ghoul touch. This salve lasts 1 hour.
  Ghost Net
  Ghost Net
  Weapon (net), rare
  This gossamer-thin, translucent netting functions like a
  net. When thrown upon a creature that lacks the Incorporeal
  Movement trait, it is in all ways an ordinary net, except
  dealing 5 slashing damage to the net just renders it inert and
  useless for 1 hour, at which time it mends itself.
  When thrown upon a creature that has the Incorporeal
  Movement traits, the net restrains the creature normally, even
  if the creature is normally immune to being restained. It
  requires a DC 15 Strength check to break out of, and for the
  duration, the creature loses the benefit of that trait while
  entangled. If it possesses the Etherealness action, it cannot
  use that action for the duration. For the duration, it also loses
  any resistance to acid, cold, fire, lightning, or thunder damage,
  or to bludgeoning, piercing or slashing damage from
  nonmagical attacks. Finally, for the duration, the creature
  loses any immunity to being grappled, prone, or restrained it
  possessed.
  Ghost Shroud
  Ghost Shroud
  Wondrous item, very rare (requires attunement)
  A ghost shroud appears as a winding cloth in which the
  body is wrapped, as if for burial. The shroud sometimes
  appears, appropriately enough, ghostly and partially
  translucent.
  You gain these benefits while wearing the robe:
  If you aren't wearing armor, your base Armor Class is 14 +
  your Dexterity modifier.
  You have resistance to cold damage.
  As an action, you can become like a ghost yourself. You
  gain the following trait for 1 minute:
  Incorporeal Movement. You can move through other
  creatures and objects as if they were difficult terrain. You take
  1d10 force damage if you end your turn inside an object.
  You also gain the following action option for the same
  duration:
  Etherealness. You enter the Border Ethereal Plane from
  the Material Plane, or vice versa. You are visible on the
  Material Plane while you are in the Border Ethereal, and vice
  versa, yet you can't affect or be affected by anything on the
  other plane.
  Ghoul Gauntlets
  Ghoul Gauntlets
  Wondrous item, rare (requires attunement)
  These mottled gloves virtually meld with your own flesh,
  making your hands appear gaunt and rotting.
  While wearing the gauntlets, you can cast ghoul touch (DC
  14, +6 to hit) at will. Furthermore, once per turn, when you hit
  with an unarmed strike, slam, claw, or similar natural attack,
  you can immediately cast ghoul touch (no action required).
  If you die while wearing ghoul gauntlets, they revert to
  their normal appearance.
  Glaive of the Leech
  Glaive of the Leech
  Weapon (glaive), rare (requires attunement)
  All slashing damage you do with this +1 glaive is returned
  to you as healing.
  Hood of Awful Revelation
  Hood of Awful Revelation
  Wondrous item, uncommon
  Once per day, as a bonus action, you can gain truesight out
  to 120 feet, and can see onto the ethereal plane for the same
  radius. This bolstered vision lasts until the end of your next
  turn.
  Curse. The secrets the hood reveal are not for mortals to
  know. Once the truesight ends, if the hood revealed anything,
  you must make a DC 13 Intelligence save. You are blinded for
  1 minute on a failure, and confused for the same duration if
  your save failed by 5 or more. You can repeat the save at the
  end of each of your turns, ending the effect on a success.
  The hood regains this power daily at dawn.
  Living Mask
  Living Mask
  Wondrous item, uncommon
  This mask works only when worn by an undead creature.
  Each mask provides an illusion that the wearer is alive, albeit
  a living person wearing a theater mask and clad in fine
  clothing. The undead appear alive not only to the senses, but
  also to spells and abilities such as Divine Sense and glyphs of
  warding. Additionally, living masks do not project a magic
  aura while being worn (unworn masks do).
  The illusion immediately ends if the mask is removed.
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  Lyre of the Restful Soul
  Lyre of the Restful Soul
  Wondrous item, rare
  You must be proficient with the lyre to use this lyre. When
  played, the lyre makes undead more vulnerable to influence.
  As an action, you can start a performance that lasts until the
  end of your next turn. During that time, all undead of your
  choice within 30 feet of you have disadvantage on saving
  throws against being turned or rebuked. A creature must be
  able to hear you to suffer this penalty. The performance ends
  early if you are incapacitated or silenced or if you voluntarily
  end it (no action required).
  Minor Wand of Orcus
  Minor Wand of Orcus
  Wand, very rare (requires attunement)
  This is a far inferior copy of the mythical wand of Orcus,
  made by the demon lord for his loyal followers.
  Any creature besides Orcus or a follower blessed by him
  that tries to attune to the wand must make a DC 16
  Constitution saving throw. On a failed save, the creature
  takes 10d6 necrotic damage, or half on a successful save. If
  this damage reduces the creature to 0 hit points, it dies and
  rises as a zombie.
  In the hands of one who is attuned to it, the wand can be
  wielded as a magic mace that grants a +1 bonus to attack and
  damage rolls made with it. The wand deals an extra 1d12
  necrotic damage on a hit.
  The wand has 7 charges. While holding it, you can use an
  action and expend 1 or more of its charges to cast one of the
  following spells (save DC 16) from it: animate dead (3
  charges), clutch of orcus (3 charges), or inflict wounds (1
  charge per spell level). The wand regains 1d4 + 3 expended
  charges daily at dawn. While attuned to the wand, Orcus or a
  follower blessed by him can cast each of the wand's spells
  using 1 fewer charges (minimum of 0).
  Mummy Tower
  Mummy Tower
  Armor (tower shield), rare (requires attunement)
  This tower shield is partially swathed in the funerary
  wrappings of a mummy. Atop it is a crest modeled to depict
  the creature’s horrifying, unwrapped visage.
  You can use an action to cast the fear spell from it (DC 15),
  requiring no components. Any creature that fails its save by 5
  or more is paralyzed until the end of your next turn.
  Once fear is cast through the shield, it can't be used again
  in this way until the next midnight.
  Nightstick
  Nightstick
  Rod, rare (requires attunement by a cleric or dread
  necromancer)
  When turning or rebuking undead, the maximum CR you
  can destroy with Turn Undead or control with Rebuke
  Undead doubles. The Hit Dice you can control is unaffected.
  Nycoptic Manuscripts
  Nycoptic Manuscripts
  Wondrous item, rare
  These twin papyrus scrolls are inscribed with ancient tales
  and cryptic prophecies by an anonymous, almost-certainly-
  insane author. You must spend 80 hours reading and
  studying the scrolls to digest their contents and gain their
  benefit.
  Once you have done so, you can reference the Nycoptic
  Manuscripts whenever you make an Intelligence check to
  recall information about some aspect of necromancy or the
  undead, such as lore about ghosts. When you do so, double
  your proficiency bonus on that check.
  Opal of Consecration
  Opal of Consecration
  Wondrous item, rare (requires attunement
  You can cast the sacred flame cantrip while holding this
  pearl. As an action, you bless the land around yourself. All
  terrain within 20 feet of the opal is considered to be
  consecrated ground for 1 minute. This effects moves with it,
  centered on it. One you use this power, you cannot use it
  again until the next midnight.
  Opal of Desecration
  Opal of Desecration
  Wondrous item, rare (requires attunement)
  You can cast the chill touch cantrip while holding this pearl.
  As an action, you curse the land around yourself. All terrain
  within 20 feet of the opal is considered to be desecrated
  ground for 1 minute. This effects moves with it, centered on
  it. One you use this power, you cannot use it again until the
  next midnight.
  Powder of the Black Veil
  Powder of the Black Veil
  Wondrous item, uncommon
  You can throw a pellet of this powder to a point within 30
  feet, or use it as a sling bullet. In either case, when it hits or
  lands, it explodes into a 10-foot-radius cloud of powder. Every
  creature within the radius must make a DC 13 Constitution
  saving throw. On a failure, it is blinded while it remains in the
  cloud of powder. After it exits, it can repeat the save at the
  end of each of its turns, ending the effect on itself on a
  success.
  The cloud remains for 1 minute, or until blown apart by a
  strong wind. Typically, 1d4+1 pellets are found together.
  Preserving Box
  Preserving Box
  Wondrous item, common
  This box is 4 feet by 3 feet by 2 feet. Any dead organic
  matter placed within will not decay while it remains inside.
  When taken out, it resumes decaying.
  Rod of Undead Mastery
  Rod of Undead Mastery
  Rod, very rare (requires attunement by a dread necromancer)
  The amount of undead you can control with Rebuke
  Undead becomes twice of (your Cha mod + your dread
  necromancer) level.
  Runestaff of Necromancy
  Runestaff of Necromancy
  Staff, rare (requires attunement by a spellcaster)
  You automatically have the following spells prepared, and
  they don't count against your maximum to prepare:
  blindness/deafness
  blight
  cause fear
  circle of death
  enervation
  halt undead
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  Runestaff of the Undying
  Runestaff of the Undying
  Staff, uncommon (requires attunement by a spellcaster)
  You automatically have the following spells prepared, and
  they don't count against your maximum to prepare:
  animate dead
  create undead
  undead creation
  Runestaff of the Undead Slayer
  Runestaff of the Undead Slayer
  Staff, rare (requires attunement by a spellcaster)
  You can cast disrupt undead at will. You also automatically
  have the following spells prepared, and they don't count
  against your maximum to prepare:
  bone chill
  bone talisman
  death ward
  identify undead
  sheltered vitality
  sunbeam
  Sacred Ofuda
  Sacred Ofuda
  Wondrous item, uncommon
  This small strip of paper has prayers written on it that are
  powerful against undead. When touched to the forehead of an
  undead creature, the sacred ofuda adheres to the creature
  and immobilizes it, as the halt undead spell. When you are
  grappling the creature, you can make another grapple check
  against it. On a success, you attach the ofuda.
  The effect lasts as long as the ofuda remains attached, but
  even a moderate wind can cause the ofuda to fall off the
  creature’s forehead. If the undead creature takes any amount
  of damage, the ofunda falls off and the effect ends.
  Scrolls of Uncertain Provenance
  Scrolls of Uncertain Provenance
  Wondrous item, very rare (requires attunement)
  This bundle of rough parchment contains scraps of varying
  shapes and sizes; some appear old and others new. It is
  bound with a braided cord and secured with a medallion
  bearing the holy symbol of Wee Jas.
  Scrolls of uncertain provenance are not spells stored in
  written form, but collections of death-obsessed writings in an
  unknown hand. Popular myth holds that those who can
  command the lore contained in a set of these scrolls have
  power over life and death.
  As long as you possess scrolls of uncertain provenance,
  you gain advantage on Intelligence checks to recall lore about
  undead or the afterlives.
  You can attempt to read from the scrolls once per day for 1
  hour. Understanding their lore, however, is not an easy task.
  To begin with, the scrolls are written in nearly every
  language, ancient and modern, and the text sometimes
  switches languages within the same sentence. Thus, a
  successful hour of reading requires a successful DC 15
  Intelligence (Religion) check. So cryptic are the scrolls that
  even comprehend languages only provides advantage.*
  Hours
  Hours Benefit
  Benefit
  1
  Pact of return for yourself
  2
  Pact of return for another
  3
  Death pact for yourself
  4
  Death pact for another
  6
  True resurrection for another (and the scrolls
  disappear)
  If your check is successful, you gain temporary
  understanding of one of the scrolls’ secrets depending on
  how long you have spent reading them. Your hours of
  successful reading stack for this purpose, so you can read
  over multiple days to gain a greater benefit, if desired. The
  time spent need not all be spent at once; you can divide it as
  you choose for the purpose of gaining benefits.
  Reading scrolls of uncertain provenance is not without
  risk, since delving into their mysteries draws you near to the
  border between life and death. Whenever you spend an hour
  reading scrolls of uncertain provenance, you must roll on the
  following table, whether or not you learn anything useful.
  d100
  d100 Effect
  Effect
  01-
  10
  Make a DC 15 Intelligence saving throw. On a
  failure, you go insane until cured by greater
  restoration, heal, or similar magic. While insane, you
  can’t take actions, can’t understand what other
  creatures say, can’t read, and speak only in
  gibberish.
  11-
  30
  Make a DC 15 Wisdom saving throw. On a failure,
  the scrolls bestow a permanent curse upon you,
  giving you disadvantage on attack rolls, ability
  checks, and saving throws. Greater restoration or
  remove curse can end this effect.
  31-
  60
  Make a DC 15 Wisdom saving throw. On a failure,
  you are affected by a geas commanding you to
  perform a quest for Wee Jas.
  61-
  90
  Make a DC 15 Constitution saving throw. On a
  failure, you take a -4 penalty to all attack rolls,
  saving throws, and ability checks. Every time you
  finish a long rest, the penalty is reduced by 1 until it
  disappears.
  91-
  00
  Make a DC 15 Constitution saving throw. On a
  failure, you become a ghost for a year and a day.
  Shadow Veil
  Shadow Veil
  Wondrous item, rare (requires attunement)
  This greenish, indistinct robe is designed to envelop the
  entire body. A shadow veil is crafted from the essence of the
  undead creatures known as shadows. While wearing it, you
  gain a +1 bonus to AC. In addition, when you hide while in
  dim light or darkness, darkvision, blindsight, and other
  sensory abilities that do not rely on light provide no benefit to
  finding you.
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  Shrouds of the Unholy
  Shrouds of the Unholy
  Wondrous item, varies
  These shrouds look like ordinary funerary wrappings for
  dead bodies and are often decorated with symbols and icons
  representing the dead rising. If a dead body is wrapped in the
  shroud, and the command word spoken, the body will return
  as an undead of the caster's choice. The maximum CR for the
  created undead is determined by the shroud's rarity. The type
  of undead it returns as is determined by the speaker of the
  command word.
  The undead creature is not under anyone's control when it
  rises, but it will not attack you for the next 24 hours unless
  you attack it. Your companions have no such protection.
  Wrapping a body takes 10 minutes. The magic of the shrouds
  is useable only once, after which the wrapping becomes
  ordinary, fine cloth.
  Maximum Undead CR
  Maximum Undead CR
  Rarity
  Rarity
  CR
  CR
  Common
  1/2
  Uncommon
  2
  Rare
  5
  Vary Rare
  10
  Legendary
  18
  Staff of Lifeless Touch
  Staff of Lifeless Touch
  Staff, rare (requires attunement by a spellcaster)
  Favored by necromancers and martial casters, a staff of
  lifeless touch grants you many of the attack forms of the
  undead. This staff has 10 charges. While holding it, you can
  cast the chill touch spell at will, and you can use an action to
  expend 1 or more of its charges to cast one of the following
  spells from it, using your spell save DC and spellcasting
  ability modifier: inflict wounds (1 charge per spell level, up to
  5th), cryptwarden's grasp (5 charges), touch of Vecna (5
  charges) or vampiric touch (3 charges).
  The staff regains 1d6 + 4 expended charges daily at
  midnight. If you expend the last charge, roll a d20. On a 1, you
  are targeted with a 5th-level inflict wounds, cryptwarden's
  grasp, and touch of Vecna (all automatically hit), and the staff
  crumbles to bone dust and is destroyed.
  Starmantle Cloak
  Starmantle Cloak
  Wondrous item, legendary (requires attunement)
  This draping black cloak turns into a sparkling mantle of
  tiny, cascading stars when worn. The cloak sheds magical
  bright light for 20 feet and dim light for 20 feet as if cast by a
  6th-level spell, renders you impervious to nonmagical weapon
  attacks, and transforms any nonmagical weapon or missile
  that strikes you into harmless light, destroying it. Natural
  weapons, such as claws or teeth, are not destroyed but deal
  no damage. Contact with the starmantle cloak does not
  destroy magic weapons or missiles, but whenever you are
  struck by such a weapon you can make a DC 15 Dexterity
  saving throw; success indicates that you take only half
  damage from the attack.
  Tabard of the Disembodied
  Tabard of the Disembodied
  Wondrous item, very rare (requires attunement)
  This misty gray tabard is silky soft to the touch. It is
  embroidered with small sequins in a skull motif.
  A tabard of the disembodied is connected to the Ethereal
  Plane, the realm where ghosts hold sway. The tabard has 10
  charges. You can spend 1 charge as an action to become
  ethereal, and can continue spending charges (no action
  required) every turn to remain ethereal. If you choose not to
  spend a charge at the start of one of your turns, you return to
  the Material Plane.
  While ethereal from this item, you can expend 3 charges to
  have a spell that you cast also affect the material plane.
  The tabard regains all charges at midnight.
  Talisman of Undead Mastery
  Talisman of Undead Mastery
  Wondrous item, rare (requires attunement)
  This tarnished silver skull fits comfortably in a human
  hand. The talisman has 3 charges. When you turn or rebuke
  undead, you can expend 1 charge to give all undead
  disadvantage on the saving throw. The talisman regains 1d3
  charges at dawn.
  Talisman of Undying Fortitude
  Talisman of Undying Fortitude
  Wondrous item, rare (requires attunement)
  This plum-sized skull carved from silver is tarnished black.
  As a bonus action, you activate the power of this talisman,
  gaining some of the defensive qualities of the undead. For the
  next minute, you gain the following benefits:
  You gain immunity to poison damage
  You gain immunity to the poisoned and exhausted
  conditions
  You do not need to eat, sleep, drink, or breathe
  Tome of Ancient Lore
  Tome of Ancient Lore
  Wondrous item, rare (requires attunement)
  A boon to wizards of all sorts, a tome of ancient lore
  contains every conceivable spell. Perusing it for 1 hour gives
  you advantage on Arcana checks made until the end of your
  next long rest.
  Though the pages of this book contain all the world’s
  arcane knowledge, a tome of ancient lore is cursed with a
  deliberately confusing, ever-changing system of cross-
  referencing. Because its pages constantly rearrange
  themselves, apparently at random, finding any useful
  information by browsing the book is impossible. However,
  you can use a tome of ancient lore while preparing arcane
  spells to prepare a single spell that isn’t in your spellbook.
  Make an Intelligence (Investigation) check equal to 15+the
  spell's level. On a success, you find the spell you're looking
  for.
  You can never have more than one spell prepared from this
  book at a time, though multiple tomes of ancient lore can be
  used together.
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  Tome of Souls
  Tome of Souls
  Wondrous item, very rare (requires attunement)
  This thick tome is written in flowing cursive, describing the
  lives of the creatures whose souls are trapped inside. When a
  creature dies within 60 feet of you, you can use a reaction to
  trap its soul in the tome. As an action, you ask the soul a
  question and receive a brief telepathic answer, which you can
  understand regardless of the language used. The soul knows
  only what it knew in life, but it must answer you truthfully
  and to the best of its ability. The answer is no more than a
  sentence or two and might be cryptic. You can only ask one
  questions per day. Also as an action, you can forever release
  one or more of the souls from imprisonment.
  Vampire Hide
  Vampire Hide
  Armor (studded leather), very rare (requires attunement)
  This +2 studded leather is made from the skin of a
  vampire. It lets you cast kiss of the vampire (DC 16) once per
  day, requiring no components, and regains that power at
  midnight. It also passively grants you resistance to necrotic
  damage.
  Wight Armor
  Wight Armor
  Armor (studded leather), rare
  This +1 studded leather grants you advantage on Stealth
  checks in dim light or darkness. Additionally, as an action,
  you can cast the shroud of undeath spell (no components
  required), and gain darkvision out to 60 feet for the duration
  of the spell. You can't use this power again until the next
  midnight.
  Wight Shield
  Wight Shield
  Armor (shield), rare
  This +1 shield is covered in the hide of a wight. When an
  opponent misses a melee attack against you by only 1 or 2
  points, you can use your reaction to charge the shield with
  necromantic power, dealing 1d6 + your Charisma modifier
  necrotic damage to the attacker.
  The target must succeed on a DC 15 Constitution saving
  throw or its hit point maximum is reduced by an amount
  equal to the damage taken. This reduction lasts until the
  target finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0.
  A humanoid slain by this ability rises 24 hours later as a
  free-willed zombie, unless the humanoid is restored to life or
  its body is destroyed.
  Zombie Hide
  Zombie Hide
  Armor (hide), rare
  This +1 hide armor is made from zombie skin. Though the
  armor sports various holes and rents, these imperfections in
  no way compromise its integrity. If damage reduces you to 0
  hit points while wearing it, you must make a Constitution
  saving throw with a DC of 5+the damage taken, unless the
  damage is radiant or from a critical hit. On a success, you
  drop to 1 hit point instead.
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  Artifacts
  Artifacts
  As discussed in the Dungeon Master's Guide, artifacts are
  campaign-changing relics of extreme power. Below is listed a
  new one.
  Necronomicon
  Necronomicon
  Wondrous item, artifact (requires attunement)
  Almost universally considered the ultimate in necromancy
  and the undead, the legendary Necronomicon's origins are
  murky. Some say it was written by the first lich; others, that it
  was the work of a god of undeath. Numerous gods claim it as
  their invention, and the dragon-bone cover seems to lend
  credence to Falazure's claim—but that some pages are made
  of dried ulgurstasta flesh seem to hint at Kyuss's hand. It is
  possible that it was a rare instance of cooperation among the
  dark gods, with each contributing their specific knowledge
  and expertise.
  In any case, the book serves as a reference on all types of
  undead. Every creature, from the humble skeleton to the
  mighty atropal, is extensively documented. Each undead has
  its strengths, weaknesses, abilities, and even method of
  creation laid bare.
  Such a huge list, of course, is highly unwieldy. It would
  certainly allow a character with plenty of advance warning to
  study up on the powers of mummy lords, but it would be of
  little use in combat against an unknown foe. After combat
  was concluded, the defeated foe could be studied to identify
  its nature.
  Furthermore, the book documents a huge variety of other
  necromantic topics, including every necromancy spell ever
  developed, and the secrets to becoming a lich or death knight.
  A wizard can prepare any necromancy wizard spell from it.
  Copies of the Necronomicon have been created, and may
  be found in the libraries of archmages or liches. These copies
  serve wonderfully as bestiaries and grimoires, but lack the
  magical potency of the true version. Even such nonmagical
  copies are extraordinarily valuable (upwards of 50,000 gold
  apiece).
  A creature attuned to the book must spend 80 hours
  reading and studying it to digest its contents and reap its
  benefits. If you die while attuned to the book, you rise as an
  undead of the DM's choosing.
  Random Properties. The Necronomicon has the following
  random properties:
  3 minor beneficial properties
  1 major beneficial property
  3 minor detrimental properties
  2 major detrimental properties
  Adjusted Ability Scores. After you spend the requisite
  amount of time reading and studying the book, your Wisdom
  decreases by 2, to a minimum of 3. Another ability score of
  your choice increases by 2, to a maximum of 24. The book
  can't adjust your ability scores again.
  Necrological Lore. You can reference the Necronomicon
  whenever you make an Intelligence check to recall
  information about some aspect of necromancy or the undead,
  such as lore about ghosts. When you do so, double your
  proficiency bonus on that check. Note: Nonmagical copies
  have this trait as well.
  Invoke Necromancy. While you are attuned to the book
  and holding it, you can cast any spell of the necromancy
  school without requiring any material components or spell
  slots. You can't use this property again until the next
  midnight.
  Ultimate Create Undead. As an action, you transform a
  corpse within 10 feet of you into any undead of your choice.
  The undead is free-willed and does as it pleases. You can't
  use this property again for 1 week.
  Magic Locations
  Magic Locations
  Crypt of Wee Jas
  Crypt of Wee Jas
  A crypt of Wee Jas grants a creature who touches it the ability
  to detect the living, undead, and undead with but a glance.
  Simply by looking at a creature, the beneficiary can
  determine if that creature is alive, dead, undead, or neither
  alive nor dead (such as a construct).
  Recharge: A given crypt of Wee Jas can grant its benefits to
  a being only one per year.
  Necromantic Circle
  Necromantic Circle
  A detect magic spell reveals a strong aura of necromancy
  magic around the circle. A character who studies the circle
  and succeeds on a DC 20 Intelligence (Arcana) check can
  ascertain its properties. The check is made with advantage if
  the character is a wizard whose arcane tradition is the
  School of Necromancy, or a dread necromancer.
  Any undead animated or created inside the circle becomes
  an undead with hit points equal to its hit point maximum. In
  addition, the undead gains advantage on saving throws
  against any effect that turns undead.
  Recharge: The circle recharges immediately.
  Sepulcher of Wee Jas
  Sepulcher of Wee Jas
  A sepulcher of Wee Jas bestows magical powers on those
  who enter it and emulate death. A would-be benefactor of the
  sepulcher's power must enclose himself or herself in a coffin
  within the sepulcher and lie within—awake but unmoving—
  for 24 hours. During this period, the creature takes 2d10
  points of necrotic damage every 2 hours. Assuming the
  character survives, they must attempt a DC 20 Intelligence
  (Arcana) or Intelligence (Religion) check (their choice) when
  the required time has elapsed. A worshiper of Wee Jas gains
  advantage on this check. Success indicates that the petitioner
  has acquired sufficient insight into death to gain the site’s
  granted power. A character who fails the check by 10 or more
  points, however, instantly contracts mummy rot, no saving
  throw allowed.
  Any time the recipient of the power granted by a sepulcher
  of Wee Jas kills a humanoid with a necromantic spell, that
  creature instantly reanimates as a zombie under its control.
  This zombie remains animate for 1 minute, then dies again.
  This power lasts for 1 month.
  Recharge: A given sepulcher of Wee Jas can grant its
  benefits to a being only once per month.
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  Shrine of Acererak
  Shrine of Acererak
  The shrine of Acererak can be found deep on Pandemonium,
  guarded by undead with a combined difficulty of being a Hard
  encounter for a party of level 12 characters. If you kiss the
  shrine's face, you gain two permanent benefits:
  Mindless undead ignore you unless you attack them, after
  which they react normally (attacking a single undead that
  belongs to a group of adjacent undead causes all in the
  group to likewise treat you normally).
  Once per week, you can cast a suggestion that affects only
  one undead creature. This suggestion works even on
  undead who are immune to being charmed, and does not
  require concentration.
  Recharge: The shrine recharges immediately.
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  Positoxins
  Positoxins
  As a rule, poisons have no effect on the undead. However,
  holy water can be combined with rare ingredients to create
  substances that the undead fear as much as the living fear
  poison. These are called positoxins, and unlike standard
  poison, they are legal in most societies, except those that the
  undead rule.
  Positoxins
  Positoxins
  Item
  Item
  Type
  Type
  Price per Dose
  Price per Dose
  Bloodwine
  Ingested
  250 gp
  Boneshard Paste
  Contact
  750 gp
  Celestial Essence
  Injury
  400 gp
  Gravedust
  Inhaled
  100 gp
  Lichbane
  Injury
  650 gp
  Liquid Mortality
  Injury
  2,000 gp
  Nearkill
  Inhaled
  600 gp
  Sunlight Oil
  Contact
  1,300 gp
  Each type of positoxin has its own debilitating effects.
  Bloodwine (Ingested). This thick, crimson positoxin
  includes garlic in its creation, making it particularly harmful
  to vampires and other undead with a vulnerability to garlic.
  Any undead imbibing it takes 13 (2d12) radiant damage, or
  half on a successful DC 12 Constitution throw. Vampires and
  other undead vulnerable to garlic take 19 (3d12) radiant
  damage.
  Bloodwine can be ingested by the living with no ill effect. It
  stays in the bloodstream for 12 hours. While in the
  bloodstream, an undead who sucks blood from the living
  creature, or eats its flesh, suffers the effects of the poison,
  though it does get advantage on the save.
  Boneshard Paste (Contact). This feared paste weakens
  the undead. Any undead that comes into contact with it must
  make a DC 14 Constitution saving throw. On a failure, it
  deals only half damage with weapon attacks that use
  Strength for the next 24 hours, and it has disadvantage on all
  checks based on Strength.
  Celestial Essence (Injury). This positoxin is only refined
  by celestials. An undead subjected to this positoxin must
  succeed on a DC 13 Constitution saving throw, taking 17
  (5d6) radiant damage on a failed save, or half as much
  damage on a successful one.
  Gravedust (Inhaled). This gray-brown powder reminds the
  undead of the feeling of choking. Any undead who enters the
  space must make a DC 10 Constitution saving throw. On a
  failure, at the start of each of its turns for the next minute, it
  must succeed on a DC 10 Constitution check. On a failure, it
  cannot take any actions that round.
  Lichbane (Injury). Lichbane saps the might of spellcasting
  undead. An undead affected by lichbane must make a DC 15
  Constitution saving throw. On a failure, it takes 13 (3d8)
  radiant damage and loses the highest-level spell slot it still
  has, or half damage and no other effects.
  Liquid Mortality (Injury). Thought by most undead to be a
  myth, an undead subjected to this positoxin must make a DC
  15 Constitution saving throw, taking 24 (7d6) radiant damage
  on a failed save, or half as much damage on a successful one.
  An undead reduced to 0 hit points by this damage is
  immediately destroyed.
  Nearkill (Inhaled). Also called hsskala, this unusual
  positoxin was invented by a yuan-ti named Kharantes. An
  undead subjected to this positoxin must succeed on a DC 15
  Constitution saving throw or fall unconscious for 8 hours.
  The creature wakes up if it takes damage or if another
  creature takes an action to shake it awake. Additional doses
  can be used early to extend the duration.
  Sunlight Oil (Contact). The contents of this vial shine
  bright light out to a radius of 30 feet, and dim light for an
  additional 30 feet. A creature with the oil applied to it shines
  likewise.
  As an action, you can splash the contents of this flask onto
  a creature within 5 feet of you or throw it up to 20 feet,
  shattering it on impact. In either case, make a ranged attack
  against a target creature, treating the sunlight water as an
  improvised weapon. On a hit, the creature is coated in
  sunlight oil. It is considered to be in sunlight for as long as
  the oil remains on it. It can take an action to try to scrape the
  oil off, making a Dexterity check against DC 15. On a success,
  the oil is removed.
  Unique among the positoxins on this list, this has a use
  against non-undead, though it is minor. Creatures with
  sunlight sensitivity, such as drow and kobolds, take the
  relevant penalty while coated in sunlight oil. Any other
  sunlight-induced weaknesses apply as well.
  If the creature starts its turn fully submerged in moving
  water, the oil is washed off.
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  New Monsters
  New Monsters
  T
  he collection of new creatures got too large
  and unwieldy, so I have moved it to its own
  document, which you can find here.
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  Appendix: Other Resources
  Appendix: Other Resources
  Recommended Reading
  Recommended Reading
  If you only read two books from this list, make them Libris
  Mortis and the Complete Book of Necromancers.
  AD&D
  AD&D
  The Complete Book of Necromancers: This is a
  veritable Necronomicon of necromancy. It has a ton of
  ideas, and it was invaluable in writing this document. It's
  available for purchase on DMsguild, and it's worth every
  penny.
  Van Richten's Guide to...: Vampires, Ghosts, the Lich,
  and the Ancient Dead. Set in Ravenloft, so not all material
  will be applicable to your campaign. However, these books
  are chock-full of very interesting ideas for customizing
  monsters. If you want to run an adventure or even a
  campaign centering around one of these creatures, it's
  worth getting.
  The Ancient Tome of Dark Magic: 234 pages of
  necromancy spells. Unlike most of the books listed here,
  this one was compiled by a devoted fan and released as a
  free PDF.
  Lords of Darkness: This is a great book, but not
  necessary. It's a collection of 10 great adventures starring
  different undead, and some tips on roleplaying them.
  3e
  3e
  Libris Mortis: You knew this was coming. Libris Mortis is
  one of the best books about necromancy and the undead
  ever written.
  Hollowfaust: City of Necromancers: A solid book, with
  some great flavor.
  Tome of Necromancy: This homebrew sets up the rules
  as they should be, rather than how they are. This book
  uses the Playing with Fire rules as its baseline.
  Van Richten's Guide to the Walking Dead: Another of
  the VRG series, this one is perfect for zombies.
  Slayer's Guide to the Undead: This has some good
  discussion of undead physiology, and ideas for souping up
  "traditional" undead like skeletons and wights.
  Secret College of Necromancy: A lot of everything. If it's
  content you're looking for, this is a good place to check.
  Encyclopedia Arcane: Necromancy, Beyond the Grave:
  This one's alright. It has some cool ideas and flavor.
  Gar'Udok's Compleet Librum ov Necromantic Artes:
  This is a must have. It has a brilliant backstory, and many
  of my favorite spells above were converted from this book.
  Sourcebook: Undead: Another amazing one, this touches
  on just about
  Legends & Lairs: Necromantic Lore: This is exclusively
  a book of monsters. It's worth checking out, at least.
  Heroes of Horror: The book that the dread necromancer
  hails from, this one has a lot of very good ideas.
  4e
  4e
  Open Grave: In many ways, this is a redo of Libris Mortis.
  Still good, and has some things Libris Mortis doesn't, but
  overall it's not as good.
  5e
  5e
  Dark Arts Player's Companion: Has a lot of good stuff,
  including some nice blood magic spells.
  Book of Lost Spells: A book full of spells of various
  schools, including quite a few necromancy gems
  Book of Beautiful Horrors: A large collection of
  monsters, including numerous superb undead
  Other Content
  Other Content
  I have created even more material than that listed above;
  however, it is not related to necromancy. Consequently, I have
  moved it to a document of its own, which you can find here.
  Enjoy, and may the forces of night fear you!
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