The Enchiridion ex Mortuis Decaying Bolts Necromancy cantrip Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S

V, S Duration: Instantaneous Two bolts of necrotic energy surge in the palm of your hand. Each bolt arcs towards a creature or object of your choice. Make a ranged spell attack for each bolt. On a hit, a target takes 1d4 necrotic damage. Each bolt can hit the same target or a different one. If the target is an object, the damage it takes is doubled and the object decays in some obvious fashion (iron rusts, wood rots, plants wither). The damage of each bolt increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) Spirit Call Necromancy cantrip Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V

V Duration: Up to 1 minute You call upon spirits that dwell decomposing in the earth to perform your bidding. These risen visages swirl in a 10ft radius around a point within range and for the duration, the spirits can manifest the following effects in the environment: Light sources become dimmer and shadows deepen, creating an area of dim light in the radius targeted.

You ask a question and the spirits answer. They do not possess a distinct voice or body, so the depth of their answer is limited by the environment they are called into. They might answer a question by flinging rocks in a particular direction, or scratching out letters on a sign. The spirits lack a specific identity, and are unlikely to know the answer to questions only a certain person might know, but otherwise have a general knowledge of the area and its history.

The spirits become visible only to a specific creature in that radius, and they target their attention on that creature, harassing them as best as their incorporeal nature allows.

The spirits possess an unconscious creature, a corpse, or a severed limb. For the duration they crawl in the direction indicated. If inhabiting a creature they are expelled if the creature ends their unconsciousness.

The spirits cause unlocked doors and windows to fly open and shut, and hurl unsecured objects in random directions or cause them to levitate at random heights and intervals. If you cast this spell multiple times, each new casting increases the original's radius by 5ft instead of creating a new radius. You can only have up to three of its effects active at a time, and you can dismiss such an effect as an action. Vampiric Blade Necromancy cantrip Casting Time: 1 action

1 action Range: 5 ft

5 ft Components: V, M (a weapon)

V, M (a weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you become invigorated with vampiric energy. If the target is not an undead or a construct, you gain temporary hitpoints equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the temporary hitpoints you gain increases to 1d6 + your spellcasting ability modifier. Both rolls increase again at 11th level and 17th level. Corpse Explosion 1st-level Necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Duration: Instantaneous Choose a corpse or undead creature within range that you can see. If it is an unwilling undead creature, it makes a Constitution saving throw. On a success the spell ends without effect. Otherwise, the target bursts with acidic pus. The damage caused by this explosion is dependent on the size of the target, as outlined below. Each creature within ten feet of the target (excluding the target) must make a Dexterity saving throw. The target and each creature that failed their save takes 3dX acid damage. Creatures that succeed their save take half as much damage. If your target was an undead creature, it is not destroyed by the explosion unless the damage would reduce it to 0 hp, however it has disadvantage on the Dexterity saving throw made to reduce the damage. Target Size Damage Die Tiny d4 Small d6 Medium d8 Large d10 Huge d12 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may choose one additional corpse or undead creature in range for each slot level above 1st.

Boils of Baalzebul 1st-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S, M (The skin of a plague victim)

V, S, M (The skin of a plague victim) Duration: Instantaneous Choose one creature within range that you can see to make a Constitution saving throw. On a failure 1d4+1 pustulent boils manifest across their body, imbued with a malignant necrotic energy. Once per turn when the target takes damage a boil bursts, dealing an additional amount of necrotic damage equal to your spellcasting ability modifier (minimum 1). Magic that removes diseases also removes these boils. While the creature is thus afflicted, they additionally have disadvantage on all Charisma ability checks. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may roll for an additional 1d4+1 boils for each slot level above 1st. Blood Aegis 1st-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S, M (A red thread tied tightly around your finger)

V, S, M (A red thread tied tightly around your finger) Duration: Instantaneous You choose a creature within range, and the red thread of life binds you together. You can roll a number of d4s equal to your spellcasting ability modifier (minimum 1). For each d4 you roll, you sacrifice a number of hitpoints equal to the results of the roll. This damage cannot be reduced or mitigated in any way. The target gains a number of temporary hitpoints equal to twice the amount of hitpoints you sacrificed. Blood Boil 1st-level Necromancy Casting Time: 1 action

1 action Range: 120 ft

120 ft Components: V, S, M (A candle of black wax)

V, S, M (A candle of black wax) Duration: Instantaneous You choose a creature within range that you can see and inflict it with a terrible blood curse. As part of casting the spell, you expend up to 10 hitpoints in order to fuel the blood curse. The creature must then make a Constitution saving throw. On a failed save, the target's blood begins to boil and they take 2d4 + the number of hitpoints you sacrificed as necrotic damage, and the they immediately fall prone as they are wracked with unbearable pain. On a successful save the target takes half as much damage and does not fall prone. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and the number of hitpoints you can sacrifice increases by 10 for each slot level above 1st. Grasp of the Unliving 1st-level Necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Duration: Concentration, up to 1 minute You target a corpse within range, and it bursts into a mess of limbs, bones, organs, and entrails that cover a 20 foot square centered on the corpse. This gore is animated with necrotic energy, and grasp blindly at any life they detect. For the duration, the area is difficult terrain for all creatures except undead and constructs. When a creature affected by the difficult terrain enters the spell's area for the first time on a turn or starts its turn there it must succeed on a Strength saving throw or be grappled by the constricting gore until the spell ends. A creature grappled by the gore can use its action to make a Strength saving throw against your spell save DC. On a success, it frees itself. When the spell ends, the gore disintegrates into a fine black powder. Death Knell 1st-level Necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You harvest the life force of a creature on the boundary of life and unlife, sending them hurtling into the abyssal void of death. You may target a creature that has 0 hitpoints or the corpse of a creature that has died within the last minute. An unwilling creature may make a Wisdom saving throw to avoid the effects of this spell. Otherwise, you harvest a portion of the target's lifeforce, killing the creature if they had 0 hitpoints or decomposing them by 14 days if they were a corpse. You are invigorated by this soul cannibalism, and you regain a number of hitpoints equal to 1d8 + your spellcasting ability modifier, and gain advantage on your next attack roll, ability check, or saving throw. Curse of Thorns 2nd-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V

V Duration: Concentration, up to 1 minute Choose one creature within range that you can see to make a Wisdom saving throw. On a failure bands of necrosis wrap menacingly around their body. Once per turn when the target deals damage to another creature the bands cruelly tighten, dealing 1d8 necrotic damage to the target. At the end of each of their turns, the target can make a Wisdom saving throw. On a success the spell ends. They have disadvantage on this saving throw if they have dealt damage to another creature since the end of their last turn.

Blood Omen 2nd-level Necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (A black thread tied tightly around your finger)

V, S, M (A black thread tied tightly around your finger) Duration: 1 minute You touch a creature, and the black thread of death binds you together. You can roll a number of d10s equal to your spellcasting ability modifier (minimum 1). For each d10 you roll, you sacrifice a number of hitpoints equal to the results of the roll. This damage cannot be reduced or mitigated in any way. The next time the target of this spell hits a creature with a melee attack, they deal an additional amount of necrotic damage equal to the amount of hitpoints you sacrificed. The spell then ends. Bond of Malice 2nd-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S, M (A circlet made from three thorn branches speckled with blood, ceremoniously placed on the head of a doll inset with topazes worth 100gp)

V, S, M (A circlet made from three thorn branches speckled with blood, ceremoniously placed on the head of a doll inset with topazes worth 100gp) Duration: Concentration, up to 1 minute You point towards a creature, and necromantic energy bonds it to two other creatures in range. If the original target is unwilling, it can make a Wisdom saving throw. On a success the spell ends without any effect. The spell also ends if you and the original target become separated by more than 30ft, or the original target dies. All three creatures gain resistance to all damage from sources other than this spell, and any time one of the three creatures take damage from a source other than this spell, the other two creatures take the same amount of damage, except regardless of the original damage's type the damage they take is necrotic. This effect can only trigger once per turn. At the end of each of its turns, the original target can make a Wisdom saving throw. On a success, the spell ends. Shadow Trick 2nd-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S

V, S Duration: Concentration, up to 1 minute Choose one creature in range to make a Wisdom saving throw. On a success, the spell ends with no effect. Otherwise, their shadow animates as a malevolent force, coiling in unnatural ways around their body. For the duration of the spell, the first attack made against the creature each round has advantage as the shadow taunts and distracts them. At the beginning of each of the targets's turns, it must make a Wisdom saving throw. On a failure, it has disadvantage on all attacks made until the beginning of its next turn, its mind inundated with the shadow's taunts. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may choose one additional target in range for each slot level above 2nd. Spectral Hand 2nd-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: S

S Duration: Concentration, up to 1 minute You sacrifice a portion of your HP to manifest a spectral hand that orbits around you for the duration of the spell. As part of the casting of the spell, your current hitpoints and your maximum hitpoints are reduced by 2d4 until the spell ends. When you cast a spell with a range of Touch, you can cast it through the Spectral Hand. Doing so increases the range to 20ft, as the Spectral Hand darts away from you with cruel intent. In addition, if the Touch spell requires a melee attack roll, casting it from the Spectral Hand provides you a +2 bonus to that roll owing to the hand's incorporeal nature. Shadow Severance 3rd-level Necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Duration: Concentration, up to 1 minute You choose up to four creatures in range and sever their shadows. For the duration of the spell these creatures cast no shadow as their original shadow gains a more corporeal form and is imbued with malice towards its host. These shadows have identical stats to the Shadow creature, except when they kill a creature another Shadow does not rise from their body, and when they drop to 0 hitpoints or their original host dies they lose corporeality and reform as their host's normal shadow. The shadows created through this spell seek only to kill their original host. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host without any regard for tactics or their own safety. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may choose one additional target in range for each slot level above 3rd. Cloak of the Apostate 3rd-level Necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (Iron dust ground from the nails of a murderer's coffin)

V, S, M (Iron dust ground from the nails of a murderer's coffin) Duration: Concentration, up to 1 minute Necromantic power radiates from you in an aura with a 30-foot radius, bolstering the malice of undead creatures. Until the spell ends, the aura moves with you, centered on you. Each undead creature in the aura deals an extra 1d4 necrotic damage when it hits with a weapon attack, and regains 1d4 hitpoints whenever they kill a creature.

Ritual of Undeath 3rd-level Necromancy (ritual) Casting Time: 1 hour

1 hour Range: Touch

Touch Components: V, S, M (Incense, arcane chalk, and two black onyx gems worth 50 gp each which are consumed)

V, S, M (Incense, arcane chalk, and two black onyx gems worth 50 gp each which are consumed) Duration: Permanent, until dispelled or the target dies You touch a corpse and permanently bolster its potential as a conduit for necromantic energy. As part of casting this spell you sacrifice a number of hitpoints. For every 10 hitpoints you sacrificed, the target gains 1d8+1 maximum hitpoints, and your hitpoint maximum is reduced by 1. Your maximum hitpoints are restored only when this spell ends. The target gains +1 to its AC and saving throws, and has advantage on saving throws against being Turned or frightened. In addition, you may choose one of the following effects: Disguised: The target is indistinguishable from a living being. Their appearance is of a somewhat sickly adult male human, but is otherwise unremarkable. Magic that detects undeath will still detect this creature. Volatile: As an action, or when the target drops to 0 hitpoints, it explodes with a burst of necromantic energy. Each creature within 5 feet of the target must succeed on a Dexterity saving throw vs your spell save DC or take 3d8 necrotic damage. Putrefied: Attacks dealt by the target deal an additional 1d4 poison damage. Lifelinked: Whenever you regain hitpoints or gain temporary hitpoints, the target regains half as many hitpoints or gains half as many temporary hitpoints. Potent: The target's Strength increases by 2 and their hitpoint maximum increases by 2d8. Agile: The target's Dexterity increases by 2 and their movement speed increases by 10. Ray of Lethargy 3rd-level Necromancy Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (The crushed entrails of a snail)

V, S, M (The crushed entrails of a snail) Duration: Concentration, up to 1 minute A ray of sickly purple projects from your finger towards a target in range. The target is overcome with insurmountable lethargy, and must make a Constitution saving throw. On a successful save, the spell ends. Otherwise, they gain a level of exhaustion. As an action on each of your subsequent turns, you can fire another ray with the same effect. The spell ends whenever the target succeeds a Constitution saving throw, you use your action to perform something else, or there is no possible line of effect towards the target on your turn. The spell also ends if the target has three or more levels of exhaustion. Any levels of exhaustion caused by this spell go away when the target completes a long rest. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the target may gain an additional level of exhaustion before the spell ends for each slot level above 3rd. Wave of Blood 3rd-level Necromancy Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous Sacrificing your own blood to drain essence from nearby corpses and allies, you manifest a maelstrom of blood that surges forth upon your enemies. As part of casting the spell, you may sacrifice up to 20 hitpoints, and target up to five corpses or willing creatures in range. Any corpses targeted as part of this spell are destroyed, and any creature takes an amount of necrotic damage equal to half the hitpoints you sacrificed. The tidal wave of blood crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 necrotic damage for every corpse or ally targeted as part of casting this spell, plus an amount of necrotic damage equal to the hitpoints you sacrificed, and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. If more than half of the targets required for casting this spell were willing creatures then every hostile creature in the impact area has disadvantage on their Dexterity saving throw. Detect Life 3rd-level Necromancy Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Concentration, up to 10 minutes. For the duration you detect the lifeforce that animates all creatures out to 120 feet, and know the vitality of any such creature within that range. Healthy creatures emit a faint aura, but as a creature becomes more wounded their position becomes more obvious to you. You know when a creature is at 75%, 50%, and 25% of its maximum hitpoints. When a creature is at 50% of its maximum hitpoints you can detect it through walls and other solid barriers, and are unaffected by illusions made to conceal their location. You also know if a creature is affected by disease, poison, mortal injury, or any reduction in maximum hitpoints or ability scores. As an action, you can focus on a specific creature within 120 feet. For the duration of this spell you can trace that creature's aura for up to a mile away, provided that there are no solid barriers between you (Unless they are at 50% or less health). You can only track one such creature at a time. Undead are always considered to be at 50% hitpoints for the purpose of this spell, and constructs are unaffected. At Higher Levels: When you cast this spell using a spell slot of 4th level its duration increases to one hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours.

Hemostatic Bolt 4th-level Necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (A bloodred crystal, soaked in the blood you sacrifice)

V, S, M (A bloodred crystal, soaked in the blood you sacrifice) Duration: Instantaneous As part of casting this spell you sacrifice up to 10 hitpoints. A bolt of bloodred necrotic energy forming a line 60 feet long and 10 feet wide blasts out from your material component in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes necrotic damage equal to 8d6 + the amount of hitpoints you sacrificed on a failed save, or half as much damage on a successful one. When the bolt hits a solid object that would prevent it from continuing, its maximum length is reduced by 5 feet, but it then arcs in a direction of your choosing, reflecting off the surface. Any creature killed by this spell is reanimated as a blood husk on their turn. These husks have stats identical to a Zombie except that they have one hitpoint, their size is the same size as the creature they spawned from, and they die at the end of their turn in 1d4-1 rounds. They obey any mental commands you issue (no action required), however they will not target undead or creatures without blood except in self-defense while other valid targets exist. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and the number of hitpoints you can sacrifice increases by 10 for each slot level above 4th. Fog of Death 4th-level Necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Duration: Concentration, up to 1 minute A 10-foot radius of semi-sentient necrotic fog manifests in an area centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until exposed to magical sunlight, ending the spell. Its area is heavily obscured. When a 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 necrotic damage on a failed save, or half as much damage on a successful one. If there are no living, non-undead creatures in the fog at the beginning of your turn it moves up to 20 feet towards the nearest living, non-undead creature, not including yourself. Once per turn, when the fog deals damage to a creature, its damage permanently increases by 1d8 to a maximum of 10d8, as it develops a taste for blood. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial and maximum damage both increase by 1d8 for each slot level above 4th. A slot of 6th level or higher increases the radius of the fog to 20 feet. Macabre Marionette 4th-level Necromancy Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S, M (A black pearl worth 100 gp)

V, S, M (A black pearl worth 100 gp) Duration: Concentration, up to 1 minute You target the corpse of a creature within range and re-animate it with a chaotic surge of life force. The creature's hitpoints return to their maximum amount, and it possesses in death all the actions it had available in life, except any spellcasting ability, or any possible lair or legendary actions. If the creature had the trait Legendary Resistance (regardless of whether it had any remaining uses), this spell automatically fails. In addition, the creature gains the Undead Fortitude trait outlined in the Zombie statblock if it did not already possess it, and is now considered an undead creature. The creature rolls initiative and acts on its own turn, obeying any verbal commands that you issue to them (no action required by you) to the best of its ability. If you don't issue any verbal commands to it, it does nothing on its turn. You can command the creature only to take specific actions available to it that you've witnessed it perform or would reasonably know about, as determined by the DM. At the end of its turn the creature's hitpoint maximum is reduced by 1d8, and it takes necrotic damage equal to that amount. The die rolled increases to 2d8 on the subsequent turn, and by an additional 1d8 every turn thereafter. This damage does not trigger the creature's Undead Fortitude trait. Exsanguinate 4th-level Necromancy Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: V, S

V, S Duration: Instantaneous You point towards a target within range and attempt to reverse the flow of life energy, expelling the target's vitality. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save and half as much on a successful one. In addition, every creature other than the target within 10 feet of the target regains hitpoints equal to 2d4 + your spellcasting modifier, or half as much if the target succeeds their save. Undead and constructs are unaffected by this healing. In addition to creatures in 10 feet regaining hitpoints, all the flora and fauna within 300 feet of the creature are reinvigorated. Flowers blossom, roots deepen, trunks thicken, and small animals become inured against disease.

Ritual of Binding 5th-level Necromancy (ritual) Casting Time: 1 hour

1 hour Range: Touch

Touch Components: V, S, M (A black onyx worth at least 250 gp and a ceremonial altar inset with gold and gemstones worth at least 250 gp)

V, S, M (A black onyx worth at least 250 gp and a ceremonial altar inset with gold and gemstones worth at least 250 gp) Duration: Permanent, until dispelled Over the course of casting this spell, you affix the black onyx into the altar, and as part of the casting you must also cast Animate Dead of any applicable level, except instead of a corpse the target is the black onyx, otherwise the spell fails. The spell is stored in the black onyx, which is now affixed onto the altar. At anytime after casting this spell, you may use an action to activate the black onyx. Doing so allows you to cast Animate Dead at the level you initially cast it without expending a spell slot. The creatures animated by the black onyx are under your control until the Ritual of Binding is dispelled, the black onyx or the altar is moved or destroyed, or the creatures are reduced to 0 hitpoints. Once Animate Dead is cast from the onyx in this way, you must recast this ritual before doing so again. However, the creatures animated in this way cannot move more than 200 feet away from the black onyx, or else they are immediately destroyed, and you cannot issue orders to them unless you are in direct contact with the black onyx. Moving the black onyx or the altar immediately ends this spell and your control over any creatures animated this way. Necrotic Mist 5th-level Necromancy Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute. A 20-foot-radius sphere of blood-red necrotic mist, thriving with mosquitos and leeches, manifests itself centered on a point you choose within range. The mist spreads around corners. It lasts for the duration or until strong wind disperses the mist, ending the spell. Its area is lightly obscured. When a 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 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs have resistance to this damage. Everytime the mist deals damage in this way, half the damage dealt is converted into hitpoints which it stores as blood within the mosquitos and leeches that thrive within. When the spell ends, these parasites swarm around you and reinvigorate you. You and up to two creatures of your choice regain hitpoints equal to the blood absorbed by the mist, distributed as you choose. Any excess is wasted. The spell ends when the mist has absorbed 100 hitpoints worth of damage. Wail of the Banshee 6th-level Necromancy Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (lock of hair from an elf executed for a crime they did not commit)

V, S, M (lock of hair from an elf executed for a crime they did not commit) Duration: Instantaneous You emit a terrible scream that weakens the connection of energy that animates living creatures. Every creature within thirty feet of you except yourself must make a Constitution saving throw. On a failed save, they take 6d8 psychic damage and fall unconscious, and on a successful save take half as much damage and do not fall unconscious. An unconscious creature wakes up if they take any damage or another creature takes an action to wake them up. Otherwise they awaken in 4 hours. Deafened creatures, undead, and constructs automatically pass their saving throw. Credits: Design: LordFowl/username_tooken/Maximilian