Touch of Death Necromancy Cantrip Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (a piece of decayed skin)

S, M (a piece of decayed skin) Duration: Instantaneous You reach out, withering a creature you touch. Make a melee spell attack against a creature you can reach. On a hit, they take 1d6 points of necrotic damage and have disadvantage on the next attack roll they make before the end of your next turn. This spells damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 15th level (4d6).

Create Crawling Claw 1st Level Necromancy (ritual) Classes: Wizard

Casting Time: 1 hour

1 hour Range: 10 feet

10 feet Components: V, S, M (a severed humanoid hand)

V, S, M (a severed humanoid hand) Duration: Instantaneous You call upon foul powers to reanimate a creatures severed hand to serve you as a familiar. The hand has the statistics of a Crawling Claw (Monster Manual 44), although it cannot take the attack action. Your familiar acts independently of you, but it always obeys your commands. It is intelligent enough to understand and follow simple commands such as go there, stay, hold this, pick that up, and similar commands. It can also write very simple phrases in common. In combat, the claw rolls its own initiative and acts on its own turn. 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. While the claw is within 60 feet of you, you can use your action to control it directly. It gains a fly speed of 15 feet and follows the movements of your hand exactly. If it moves more than 60 feet away from you while you are controlling it, it falls to the ground and regains control of itself. You can only have one familiar at a time, whether through this spell or the Find Familiar spell. If you cast either while you already have a Crawling Claw, your current claw stops being your familiar, becoming an independent Crawling Claw with no connection to you or changes to its stats. If you cast Create Crawling Claw while you have a familiar, the familiar disappears.

Assasin's Dagger Spell Type Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M (a drop of poison)

S, M (a drop of poison) Duration: Concentration, up to 1 minute You hold out your hand, summoning a dagger made of negative energy for the duration. It behaves as a normal dagger, except it deals necrotic damage rather than piercing or slashing. When you hit a creature with the dagger, you can choose to embed it within them. They must make a constitution saving throw against your spell save DC. On a success, the spell ends and they suffer no additional effects. On a failure, the dagger stays embedded in them for the remainder of the spells duration. While the dagger is embedded, the creature is poisoned. A creature can use its action to remove the dagger, ending the spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, creatures that fail their constitution saving throw take an additional 1d10 damage for each slot level above 1st.

Morbid Portent 2nd level divination Classes: Bard, Cleric, Druid, Warlock, Sorcerer, Wizard

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a crow's beak)

V, S, M (a crow's beak) Duration: 24 hours You look a creature in its eyes, showing it a vivid scene of its own death. It makes a wisdom saving throw against your spell save DC. On a failure, it feels incredibly shaken, and has a non-stacking penalty to attack rolls and ability checks equal to your spellcasting ability modifier for the duration. If it fails by 5 or more, it is also frightened of you until the end of it's next turn. Creatures immune to the frightened condition are immune to this spells effects. Lesser Restoration and Greater Restoration end all effects of this spell, and Calm Emotions can suppress all its effects. At higher levels: when you cast this spell using a spell slot of 3rd level or higher, you may target an additional creature within range for each slot level above 2nd.