Necromancy Unbound Cantrips Blood Transfusion cantrip necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Duration: Instantaneos

Instantaneos Classes: Sorcerer, Wizard You touch two creatures, a donor and recipient, magically drawing blood from one and using it to heal the other. The donor roles its largest hit die and takes the result in nectrotic damage. The recipient gains hit points equal to half the damage dealt to the donor. The donor must be a creature with blood and can not be undead. Unwilling donor must make a Constitution Saving Throw, on a success nothing happens. This spell ignores temporary hit points and shape shifting hit points from spells like polymorph and wildshape. If the recipient is at full hit points the spell fails instantly and does nothing. Blood Boil cantrip necromancy Casting Time: 1 action

1 action Range: 30ft

30ft Components: V, S

V, S Duration: 1 Round

1 Round Classes: Sorcerer, Wizard This spell attempts to wrench the blood in a foe's body. Choose one creature you can see within range. That creature must make a Constitution Saving Throw. On a failure, it takes 1d4 poison damage and is poisoned until the end of your next turn or the spell ends. This spell is a Blood spell in addition to its other school. Creatures without blood are immune to this spell. At 5th level, the spell deals 2d4 necrotic damage. At 11th level it deals 3d4, and at 17th level it deals 4d4. Undead Strike cantrip necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard This spell raises and undead servant for a brief moment. Choose a corpse of a Small or Medium creature within range and then another creature within 30 feet of the corpse. The corpse stands and runs to the target, attacking it once using your spell attack modifier before becoming inanimate once again. The target takes 1d10 bludgeoning damage. Damage done by this spell is considered magical for sake of overcoming resistances. The corpse attacks the target more than once when you reach higher levels: twice at 5th level, three at 11th level, and four at 17th level. Soul Lantern cantrip necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S, M(an unlit torch, lantern, or other light source)

V, S, M(an unlit torch, lantern, or other light source) Duration: 1 hour

1 hour Classes: Sorcerer, Wizard You touch the unlit light source. The item busts into magical blue flames giving a bright blue light for 15 feet and 15 feet dim light beyond that. Any undead you do not control entering bright range must make a Wisdom Saving Throw or have its speed halved. The light gives off a soft yet unearthly wail that seems to come from inside the viewer's own head. The light can be extinguished as a bonus action. Cauterize cantrip, evocation Casting Time: 1 action

1 action Range: touch

touch Components: V, S, M(a piece of iron)

V, S, M(a piece of iron) Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Bard A piece of iron in your hands begins to heat to the point of glowing red. You touch it to a bloodied creature, painfully sealing the wounds and ending the bloodied condition on them. The creature makes their next attack at disadvantage. This spell has no effect on undead on constructs. (For if you play with Bloodied rules)

Leveled Spells Undead Servant 1st level, necromancy Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, S

V, S Ritual: No

No Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Classes: Wizard, Sorcerer, Artificer, Bard Choose a pile of bones or 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 Skeleton if you chose bones or a Zombie if you chose a corpse (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. The creature is under your control until the spell ends, After which it becomes inanimate once more. At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the creature gains a +1 to attack, damage, and checks for every level above 1. Repair Undead 1st level, necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Warlock, Bard You touch an undead creature and restore it with necromantic magic. The undead regains hit points equal to 1d8+your spellcasting ability modifier. This spell has no effect on non-undead. At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell is increased by 1d8 for each slot level above 1st. Animate Claw 1st level, necromancy Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, M(a dagger)

V, M(a dagger) Ritual: No

No Duration: Until Dispelled

Until Dispelled Classes: Sorcerer, Wizard, Artificer This spell animates a creature's hand into an undead servants. Choose a corpse or a willing creature within range and magically sever its hands, creating up to 2 Crawling Claws under your control(the DM has the creature's game statistics). You can use a bonus action to control one or both of the claws if they are within 60 feet of you. The Crawling Claws remain under your control until the spell ends or they die. If you cast this spell again, previously created Crawling Claws become inanimate. As an action you can hold up the Crawling Claws to the creatures from which they were severed from, reattaching them seamlessly, ending the spell. Corpse Explosion 1st level, necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard Detonate a pile of bones or corpse of a Medium or Small creature within range. Each target within a 10 foot radius must make a Dexterity saving throw. The target takes 3d8 damage on a failed save, or half as much on a successful one. When a skeleton or zombie under your control dies you can use your reaction to cast this spell on it.

Undead Familiar 1st level, necromancy Casting Time: 1 hour

1 hour Range: 10 feet

10 feet Components: V, S, M(10gp of herds, incense, charcoal that must be consumed by fire in a brass brazier, and the corpse or skeleton of a tiny beast)

V, S, M(10gp of herds, incense, charcoal that must be consumed by fire in a brass brazier, and the corpse or skeleton of a tiny beast) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Rogue(Arcane Trickster), Fighter(Eldritch Knight) Casted much like the traditional find familiar spell, but before it is complete you bind the fey or fiend, you summon to the corpse or skeleton of a tiny beast used in this spell. The familiar will take the form of whatever creature's body is used, but will be undead, giving it immunity to poison and the poisoned condition. This spell can also be used to create a Crawling Claw with the hand of a Medium or Small humanoid. 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 or you permanently dismiss it, it dies and the corpse used to create it is drops to the ground, but can be reanimated with another casting of the spell. 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. 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 on another corpse while you already have a familiar or undead familiar, you instead bind the new corpse under your control and the other familiar disappears or drops dead. 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 Attack modifier for the roll. Accelerated Regeneration 2nd level, necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Wizard, Sorcerer All creatures have the ability to heal themselves with time, using magic to draw forth that energy inside them, you can expedite that natural recovery. Drawing from the creature's pool of hit dice, you heal a creature for one of its hit dice+their Constitution Modifier+your spellcasting ability modifier. 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 healing increases by one additional hit die for each slot level above 2nd. Body Seizure 2nd level, necromancy Casting Time: 1 reaction

1 reaction Range: touch

touch Components: S

S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Artificer As a reaction you can touch a creature that is attacking you or an ally, using magic to cause their muscles to tighten and stiffen. The creature must make a Constitution saving throw or be stunned until the end of its next turn. Minor Surgery 2st level, necromancy Casting Time: 1 hour

1 hour Range: touch

touch Components: S, M(a healer's kit which is consumed)

S, M(a healer's kit which is consumed) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Artificers Using medicines and tools, you touch a creature and can end either one simple disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Festering Wound 2st level, necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Wizard, Druid, Artificers Using your knowledge of disease and wounds you point at a creature you can see who has taken damage and chant words of corrupting power, attempting to infect their wounds. The target must make a Constitution saving throw, if they fail, their wounds become infected and they take 1d12 poison damage. The infection persists until they are healed, they succeed 3 saves, or they take a long rest and are considered poisoned. On a success they take half as the poison damage and nothing else happens. If they fail the first save, every round after they must repeat the save or take an additional 1d12 poison damage on a fail. Spectral Mist 2nd level, necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Ritual: No

No Duration: Concentration, 1 minute

Concentration, 1 minute Classes: Wizard, Sorcerer You exhale a 15' radius sphere of blood tinged, shadowed mist centered on you. The mist spreads around corners, but not through solid obstructions. If you move, the mist attempts to follow to remain centered on you, moving up to 15' at the end of your turn. Area covered by the mist is considered heavily obscured. You may cast touch range spells against creatures not adjacent to you if you are both in contact with the mist. The Mist lasts for the duration, or until a wind of moderate speed or greater disperses it or you lose concentration. Build Crawling Swarm 3rd level, necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Artificer, Bard You point at a pile of hands of atleast 20 in total, animating them into undead servants, creating a Swarm of Crawling Claws. If the hands are attracted to a corpse, they rip themselves from the arm they are attached to before joining the swarm. You can use a bonus action to control the swarm if they are 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) The swarm remain under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the swarm for another 24 hours, you must cast this spell on the swarm again before the current 24-hour period ends. This use of the spell reasserts your control over up to two swarms you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over one additional swarm for each slot above 3rd provided there are enough hands available, 20 for each swarm. Defibrillate 3rd level, necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S, M(100gp diamond which is consumed)

V, S, M(100gp diamond which is consumed) Ritual: No

No Duration: Concentration for 5 rounds

Concentration for 5 rounds Classes: Sorcerer, Wizard, Artificer Going to the body of a creature that has died in the last minute, your hand becomes electrified as you press them against the creature's chest trying to restart their heart. The creature can repeat their death saving throws on your turns while you concentrate on this spell. If the creature succeeds their saves or rolls a natural 20 on any of their saves they are brought back to life with 1 hit point. If your concentration is broken before the duration is up and the creature has not recovered the spell fails and the creature is left dead. If the creature already failed its death saving throws from this spell, the spell will not have any effect on them with future castings. This spell has no effect on constructs or the undead. Doom Wail 3rd level necromancy Casting Time: 1 action

1 action Range: self (40 foot cone)

self (40 foot cone) Components: V, S

V, S Ritual: No

No Duration: 1 minute

1 minute Classes: Sorcerer, Wizard, Cleric The caster spreads his arms and lets out a piercing wail, the sound visibly laced with necrotic energy as it bursts outward. The doom wail does 5d4 necrotic damage to creatures within its area, and affected creatures must make a Constitution saving throw or suffer 1 level of temporary exhaustion. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you do an additional 2d4 necrotic damage for each spell level of 4th or greater you use.

Animated Blade 3rd level, necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M(a melee weapon)

V, S, M(a melee weapon) Ritual: No

No Duration: Concentration for up to 1 minute

Concentration for up to 1 minute Classes: Wizard, Sorcerer You pick a melee weapon in range, extending part of your soul to it. The weapon begins to float, a haze of unnatural green energy envelopes it, and you command it to strike at one creature in range. On each of your turns for the duration you can use a bonus action to command it to strike again and move it up to 30 feet with range, or to drop concentration on the spell. You can not target any weapons being carried by an unwilling creature. If your concentration is ended, you fall unconscious, or the weapon goes out of range the spell ends and the weapon drop to the ground where it is. Your Spell Save DC becomes it AC while you control it. Melee attacks made with weapons uses your spell attack modifier and Intelligence modifier for damage. The weapon is considered magic for the purpose of overcoming resistances or immunities. Any damage dealt to the weapon is transferred into necrotic damage done to you. At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, you can target an additional melee weapon for every spell level above 3rd. Last Thoughts 3rd level, necromancy Casting Time: 10 minutes

10 minutes Range: 30 feet

30 feet Components: V, S, Material(a piece of copper and a creature's brain)

V, S, Material(a piece of copper and a creature's brain) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Druid, Cleric, Sorcerer, Artificer Stabbing a piece of copper through the eye socket, temple, nostril, or other such weak point or opening in the skull, you call on the last thoughts of the creature allowing you to see them as if they were your own. The creature's brain must be present and in decent condition. If the creature was dead for more than 10 days or undead this spell will have no effect. Raise Horde 5th level, necromancy Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust)

V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust) Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Cleric Your mastery and control of the undead allows you to manipulate and control more creatures. You point at a pile of bones or corpses of atleast 8 in total, animating them into undead servants, creating a Zombie Horde if they're corpses or Skeletal Horde if they're skeletons. Alternatively, if you already control 6 zombies or skeletons of the same type you can combine them with this spell to form a horde. You can use a bonus action to control the horde if they are 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) The horde remains under your control for 24 hours, after which it stops obeying any Command you've given them. To maintain the control of the for for another 24 hours, you must cast this spell on the horde again before the current 24-hour period ends. This use of the spell reasserts your control over up to two hordes you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or reassert control over one additional horde for each slot above 5th provided there are enough bodies available, 6 for each horde. Summon Spirit 4th level, necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M(the heart of a humanoid that has died in the past 24 hours which is consumed)

V, S, M(the heart of a humanoid that has died in the past 24 hours which is consumed) Ritual: No

No Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Classes: Sorcerer, Wizard Crushing a humanoid heart in you hand and chanting dark words of power, the heart of the creature ignites in blue flames in your hand that is harmless to you. From the smoke the creature's spirit, if available, is called forth from the other side and appears in the form of a ghost in a space within range. Roll initiative for the ghost, it moves on its turn. When you summon it, and on all of your subsequent turns, you can issue a verbal command(requiring no action on your part), telling it what it must do on its next turn. If you issue no command and your previous commands have been fulfilled it will defend itself from any hostile creatures. If your Concentration is broken, the ghost doesn't disappear. Instead, you lose control of the ghost, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ghost can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the ghost's Statistics.

Undead Puppet 4th level, necromancy Casting Time: 1 action

1 action Range: 300 feet

300 feet Components: V, S

V, S Ritual: No

No Duration: Concentration up to 1 hour

Concentration up to 1 hour Classes: Sorcerer, Wizard, Bard You establish a more powerful telepathic link with the medium and/or small humanoid undead you control. Through this link, you can more directly control and manipulate any of the undead creatures you control within range by imparting part of your soul into them. While this spell is active you can, as a bonus action, choose to fully immerse your consciousness into one of the creatures allowing you to see through its eyes and hear what it hears, gaining the benefits of any special senses that it has. While doing so, you can directly control its actions as if it were your own, and you can channel touch spells through its hands. During this time, you are deaf and blind with regard to your own senses. As a bonus action you can switch to a different creature under your control or return your consciousness to your body before the spell ends without breaking concentration on the spell. If the creature you are inhabiting dies, you can as a reaction switch to a different creature or to your body. You can also break concentration on this spell as a bonus action. Raise Greater Horde 5th level, necromancy Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust)

V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust) Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Cleric Your mastery and control of the undead allows you to manipulate and control more creatures. You point at a pile of bones or corpses of atleast 18 in total, animating them into undead servants, creating a Greater Zombie Horde if they're corpses or Greater Skeletal Horde if they're skeletons. Alternatively, if you already control 2 hordes of the same type you can combine them with this spell to form a greater horde. You can use a bonus action to control the horde if they are 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) The horde remains under your control for 24 hours, after which it stops obeying any Command you've given them. To maintain the control of the for for another 24 hours, you must cast this spell on the horde again before the current 24-hour period ends. This use of the spell reasserts your control over up to two hordes you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or reassert control over one additional horde for each slot above 5th provided there are enough bodies available, 16 for each horde. Cursed Earth 5th level, necromancy Casting Time: 8 hours

8 hours Range: 1 mile radius

1 mile radius Components: V, S, M(20gp worth of Salt, a black pearl worth 500gp and a humanoid sacrifice all of which will be consumed in the casting of the spell)

V, S, M(20gp worth of Salt, a black pearl worth 500gp and a humanoid sacrifice all of which will be consumed in the casting of the spell) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Cleric, Sorcerer You perform a dark ritual in which you you kill a humanoid sacrifice, bleeding their corpse dry and ripping their heart from their chest before crushing it. Dumping salt on the the corpse and crushing a black pearl before spreading it's dust over the sacrofice's chest, you generate a massive amounts of necrotic energy that seeps into the earth with the sacrific's blood, corrupting the land perminatly. All none-sentient plants rooted to the ground in the radius withers and turns black. The soil becomes barren and lifeless, no longer able to support life. Water turns black and becomes poisoned, killing any fish. Any burried corpses in the affected land rise as undead skeletons and zombies, and any creature that dies in the effected area will also rise after 1 hour if not removed. Spells that conjure or grows nature or holy energies on the land such as Entangle, Plant Growth, Grasping Vine, Create Food and Water, Hallow, Temple of the Gods, Wall of Thorns, and Druid Grove fail instantly. The only way to fix the land is an act of a god, a Wish, or casting of Remove Curse with a 6th level or higher spell slot at the source of the corruption. Major Surgery 5th level, necromancy Casting Time: 2 hours

2 hours Range: touch

touch Components: S, M(a healer's kit and superior healing potion which is consumed)

S, M(a healer's kit and superior healing potion which is consumed) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Artificers Performing an extensive operation on a creature, you cause one of the following effects: Heal the creature 10 hit points.

Reattach or fix a broken limb so long as the damage done was within 1 hour before casting began.

Permanently cause any effects of an alter self spell.

End a maddess.

Implant parts of another creature into a willing creature. Mass Repair Undead 5th level, necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Warlock, Bard A wave of necromantic energy spreads out from a point of your choice within range. Choose up to six undead creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting Ability modifier. This spell has no effect on non-undead. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Animate Greater Undead 5th level, necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Artificer, Bard This spell creates a powerful Undead servant. Choose a pile of bones or a corpse of a Large creature within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Hulking Skeleton if you chose bones or a Hulking Zombie if you chose a corpse (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 the 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 two creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 6th level, you animate one additional Hulking creature or reassert control over two. These numbers will increase by one with each additional spell slot. Raise Superior Horde 6th level, necromancy Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust)

V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust) Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Cleric Your mastery and control of the undead allows you to manipulate and control more creatures. You point at a pile of bones or corpses of atleast 32 in total, animating them into undead servants, creating a Superior Zombie Horde if they're corpses or Superior Skeletal Horde if they're skeletons. Alternatively, if you already control 2 greater hordes of the same type you can combine them with this spell to form a superior horde. You can use a bonus action to control the horde if they are 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) The horde remains under your control for 24 hours, after which it stops obeying any Command you've given them. To maintain the control of the horde for for another 24 hours, you must cast this spell on the horde again before the current 24-hour period ends. This use of the spell reasserts your control over up to two hordes you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate or reassert control over one additional horde for each slot above 6th provided there are enough bodies available, 32 for each horde. Raise Graveyard 6th level, necromancy Casting Time: 1 hour

1 hour Range: 200 feet

200 feet Components: V, S, M(5 black candles, blood infused ink, diamond worth 200gp, and a sacrifice of a living creature)

V, S, M(5 black candles, blood infused ink, diamond worth 200gp, and a sacrifice of a living creature) Ritual: Yes

Yes Duration: Until Dispelled

Until Dispelled Classes: Wizard, Cleric, Warlock Painting a dark ritual cirlce and ritualistically sacroficing a creature, you infuse foul necromantic power into a diamond that becomes a conduit of energy. Every corpse or pile of bone within range of this conduit is filled with foul mimicry of life that causes them to raise as undead monsters. Zombies if they are corpses and Skeletons in they are pile of bones. The monsters do not take commands from you or anyone, but will remain indifferent to you and anyone you wish. As part of the ritual you can set these undead to do one of the following: Nightly Raid: The undead creatures rise after the sun sets and will form a horde that will all move towards the closest signs of life kill everything in its path. As the night wains they will return to the spot where that rose from by morning and become inert unless attacked in which case they will rise untill the attacks are dead or move more than 50 feet from them.

Patrol: The undead creatures will rise and endlessly patrol the area of effect of this spell untill destroyed

Wander The diamond has an AC of 15, 50 hit points, is resistant to all nonmagic damage, and immune to necrotic damage. If it is ever destroyed or has the spells Remove Curse or Greater Restoration of a level equal of grater to the one used to cast this spell, the spell will end. Additionally if you chose you can create a command word that will end the spell if spoken within 10 feet of the diamond. Once the spell ends the diamond shatters into worthless dust and all creatures effected by it die and go inert.

Raise Undead Legion 7th level, necromancy Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust)

V, S, M(A drop of blood, a piece of flesh, and a pinch of bone dust) Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard, Cleric Your mastery and control of the undead allows you to manipulate and control more creatures. You point at a pile of bones or corpses of atleast 72 in total, animating them into undead servants, creating a Zombie Legion if they're corpses or Skeletal Legion if they're skeletons. Alternatively, if you already control 2 superior horde of the same type you can combine them with this spell to form an legion. You can use a bonus action to control the legion if they are 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) The legion remains under your control for 24 hours, after which it stops obeying any Command you've given them. To maintain the control of the legion for for another 24 hours, you must cast this spell on the legion again before the current 24-hour period ends. This use of the spell reasserts your control over up to two legions you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you animate or reassert control over one additional legion for each slot above 7th provided there are enough bodies available, 72 for each legion. Awaken Undead 7th level, necromancy Casting Time: 6 hours

6 hours Range: touch

touch Components: V, S, M(The brain of a humanoid who died in the last 24 hours, a diamond worth 500gp, and other materials including metals, herbs, and expensive inks worth 800gp which is consumed)

V, S, M(The brain of a humanoid who died in the last 24 hours, a diamond worth 500gp, and other materials including metals, herbs, and expensive inks worth 800gp which is consumed) Ritual: Yes

Yes Duration: Instantaneous

Instantaneous Classes: Wizard, Artificer Using the dark magics that created the undead you control, you choose a Medium or Small humanoid undead creature under your control. The creature regains sentience and intelligence. As part of casting the spell you make six Wisdom(Medicine) checks, using the results to determine the creature's ability scores(minimum of 8 for each score) The creature, while soulless and emotionless, will be able to act of its own accord the same as any Intelligent humanoid creature. It retains its undead traits and can still be affected by any spells or abilities that target undead, including Turn Undead. During the process, you can impart any memories, ideas, abilities, and skills you have into the creature. You can't create false memories for the creature. If no memories or ideas are imparted it will act as a newborn and must be taught. If another willing creatures wishes to aid you in the casting, you can impart the memories, ideas, abilities, or skills from them. When the spell is complete, the undead creature is no longer under your control and it's attitudes toward you and everyone else depends on how you treat it, and what memories and ideas you give it. Based on that, it might become hostile and possibly attack. If it dies no resurrecting spells will bring it back and it will require another casting of this spell for it to return to its previous state. Masterful Animate Undead 8th level, necromancy Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Ritual: No

No Duration: Instantaneous

Instantaneous Classes: Sorcerer, Wizard This spell creates an Undead servant. Touching a pile of bones or a corpse of a Huge or smaller creature imbuing the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. The chosen creature takes on most of the stats of what it had in life, it's intelligence reduced to 3, its wisdom reduced to 5, and any DC saves are reduce by 3. It also gains resistance to necromantic damage and immunity to poison damage, immunities to the poisoned and exhausted conditions, and the Undead Fortitude trait(the DM has the creature's game statistics). However it gains no benefits from a long rest including spell slot and hitpoints. 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 remains under your control until it dies or you cast this spell again on another creature, in which case the creature drops dead. At Higher Levels: When you cast this spell using a spell slot of 9th Level, the creature can be Gargantuan in size. Sever Spirit 9th level, necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M(a mirror which is broken in the casting)

V, S, M(a mirror which is broken in the casting) Ritual: No

No Duration: 24 hours

24 hours Classes: Sorcerer, Wizard You attempt to sever the connection between a creatures soul and the divinity or powers that claim dominion over it. Choose a creature in range. The target must make a Wisdom saving throw. On a failed save, the creature can not regain hit points and has disadvantage on all ability checks, saving throws, and attack rolls for the duration. On a successful save, the spell falters only temporarily severing this conection, the shock stunning the creature for 1d8+2 rounds. If the creature is a druid, cleric, Paladin, warlock, or similar Spellcaster that receives power from an other worldly being or force, they can not regain spell slots for the duration. Abilities, spells, or features would call upon the entity or force they draw power from or its servents(such as a cleric's Devine Intervention, or the Commune with Nature or Divinination spells) automatically fail and their use expended. Creatures without a soul are not affected.

New Undead Creatures Swarm of Crawling Claws Medium swarm of Tiny undead, neutral evil Armor Class 12

12 Hit Points 40 (9d8)

40 (9d8) Speed 30 ft. climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 10 (+0) 5 (-3) 10 (+0) 4 (-3) Damage Immunities poison

poison Damage Resistances bludgeoning, piercing, slashing

bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, poisoned

charmed, exhaustion, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10

blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages understands Common but can't speak

understands Common but can't speak Challenge 3 (700 XP) Clutching Fingers. The swarm's space acts as difficult terrain. Turn Immunity. The swarm is immune to effects that turn undead. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human hand. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack. The claws make two gouge attacks or one if it has half its hit points or fewer. The swarm can replace any of its gouge attacks for a grapple attack or a shove attack. Gouge. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (3d4 + 3) slashing damage, or 5 (1d4 + 3) slashing damage if the swarm has half its hit points or fewer. Hulking Skeleton Large undead, neutral evil Armor Class 12

12 Hit Points 53 (7d10+14)

53 (7d10+14) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (0) 15 (+2) 6 (-2) 8 (0) 5 (-3) Damage Vulneabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities charmed, exhaustion, poisoned

charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 8

darkvision 60 ft., passive Perception 8 Languages Understands any language it new in life and any languages you speak, but can not speak

Understands any language it new in life and any languages you speak, but can not speak Challenge 3 (700 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it 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, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie two slam attacks. Natural Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludeoning/piercing/slashing damage. Bone Toss. Ranged Weapon Attack: +6 to hit, range 20/60, one target. Hit: 11 (2d6+4) bludgeoning damage.

Hulking Zombie Large undead, neutral evil Armor Class 8

8 Hit Points 86 (9d10+37)

86 (9d10+37) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3) Damage Immunities poison

poison Condition Immunities charmed, exhaustion, poisoned

charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9

darkvision 60 ft., passive Perception 9 Languages Understands any language it new in life and any languages you speak, but can not speak

Understands any language it new in life and any languages you speak, but can not speak Challenge 3 (700 XP) Undead Fortitude. If damage reduces the skeleton to 0 hit points, it 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, the skeleton drops to 1 hit point instead. Actions Multiattack. The skeleton two attacks. Natural Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludeoning damage.