**Hit Dice:** 1d6 per Necromancer Level **Hit points at 1st level:** 6 + your Constitution modifier **Hit points at higher levels:** 1d6 (or 4) + your Constitution modifier per Necromancer level after first. #### Proficiencies
**Armor:** None **Weapons:** Dagger, Quarterstaff, Sickle, Scythe (Glaive) **Tools:** None **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival
**Ability Score Minimum.** As a multiclass character, you must have an Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a necromancer.
**Proficiencies Gained.** If necromancer isn't your initial class, here are the proficiencies you gain when you take your first level as a necromancer: Dagger, Quarterstaff, Sickle, Scythe (Glaive).
**Spell Slots.** Add all your levels in the necromancer class to the appropriate levels from other classes to determine your available spell slots.
**Necromancy cantrip** **Casting Time:** 1 action **Range:** 90 feet **Components:** V, S **Duration:** Instantaneous You conjure and hurl a flaming, screaming skull at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire or necrotic damage (your choice). This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Animate Minor Dead
**1st Level Necromancy** **Casting Time:** 1 minute **Range:** 10 feet **Components:** V, S **Duration:** Instantaneous This spell creates a tiny undead servant. Choose a hand, foot, or other small appendage within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Regardless of the target's shape, it uses the game statistics of a **Crawling Claw**. On each of your turns, you can use a bonus action to mentally command any appendage you made with this spell if the appendage is within 60 feet of you (if you control multiple appendages, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the appendage 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 appendage only defends itself against hostile creatures. Once given an order, the appendage continues to follow it until its task is complete. The appendage is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the appendage for another 24 hours, you must cast this spell on the appendage again before the current 24-hour period ends. This use of the spell reasserts your control over up to four appendages 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 2nd level or higher, you animate or reassert control over two additional undead appendages for each slot level above 1st. Each of the appendages must be unique. \columnbreak #### Bone Spikes
**1st Level Necromancy** **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** Concentration, up to 1 minute You summon bones from the ground to pierce an area you can see within range. Shattered bones pierce through the earth in an area within a 10 foot radius of that point. Creatures within the area must make a dexterity saving throw, taking 1d10 piercing damage on a failed save and half as much damage on a successful save. When a creature enters the area for the first time on a turn or starts its turn in the area, it must make the dexterity saving throw, taking the same damage. While the spell lasts, the affected area is difficult terrain. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Shattered Bone Spear
**1st Level Necromancy** **Casting Time:** 1 action **Range:** 90 feet **Components:** V, S **Duration:** Instantaneous You rip a ghostly bone from the aether and hurl it at a target you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 piercing and 2d8 necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d8 for each slot level above 1st. #### Strangulation
**2nd Level Necromancy** **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** 1 round You cause ghastly necrotic tendrils to form around the throat of a creature you can see within range. The creature must make a constitution saving throw. The creature takes 3d8 necrotic damage on a failed save, or half as much on a success. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \pagebreakNum #### Wall of Bone
**4th Level Necromancy** **Casting Time:** 1 action **Range:** 120 feet **Components:** V, S **Duration:** Concentration, up to 10 minutes You summon the bones of the dead to create a wall at a point you can see within range. You can make the wall up to 40 feet long, 10 feet high, and 6 inches thick, or you can make a cubed wall up to 20 feet on a side and 6 inches thick. The wall vanishes when the spell ends. The bones are 1 inch apart, allowing creatures to see through them, but not squeeze through. Any ranged weapon attack that fires through the wall has disadvantage on the attack roll. Each 5-foot-square section has AC 15, 30 hit points, is immune to piercing damage, and is vulnerable to bludgeoning damage. Reducing a section to 0 hit points destroys that section. If there is a corpse or pile of bones within 30 feet of the point at which you summon the wall, the spell pulls bones from them. The wall can then be 10 feet larger and each section gains 10 hit points per corpse or pile of bones consumed, up to 3. #### Desecration
**7th Level Necromancy** **Casting Time:** 1 action **Range:** 120 feet **Components:** V, S **Duration:** Concentration, up to 1 minute You conjure foul, necromantic energy to desecrate the ground at an area you can see. Choose a point within range. In a 30 foot radius centered on that point, necromantic energy rises from the ground. Creatures within the area or that start their turn within the area must make a constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful save. If there is a corpse or pile of bones within the area of affect, the damage is increased by 2d8 per corpse or pile of bones, up to a maximum increase of 6d8. Creatures who fail the save additionally have disadvantage on the next saving throw they make before the end of their next turn. While the spell lasts, the affected area is difficult terrain. **At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th. \columnbreak #### Death Walk
**8th-level necromancy** **Casting Time:** 10 minutes (ritual) **Range:** Unlimited **Components:** V, S, M (Fine incense, candles, and the dust of a black diamond worth at least 1000gp, of which the dust and incense are consumed by the spell) **Duration:** Concentration, up to 1 hour You magically possess a dead corpse. Choose the corpse of a humanoid creature that has been dead for no more than a month and with which you are familiar. The target need not be on the same plane of existence as you. Your consciousness possesses the corpse, creating an abominable undead creature under your control. Your control lasts for 1 hour or until the possessed corpse is reduced to 0 hit points. The creature has the statistics of an **ogre zombie**, though you retain your spellcasting ability during the possession and may cast spells through the possessed corpse as if you were in its position. You also retain your alignment and intelligence, wisdom, and charisma scores. While in possession of the corpse, you are blinded, deafened, and incapacitated with regards to your own body. #### Chillstorm
**9th-level necromancy** **Casting Time:** 1 action **Range:** 1 mile **Components:** V, S **Duration:** Instantaneous Choose a point within range. In a 300 foot radius centered on that point, frozen bone shards, rain, wind, and icy ichor pummel the area. Each creature within the area must make a Dexterity saving throw. A creature takes 10d8 necrotic, 10d8 cold, and 10d8 piercing damage on a failed save, or half as much damage on a successful save. This spell damages objects in the area and freezes objects that aren't being worn or carried. Until the beginning of your next turn, the chill winds in the spell's area cause ranged attacks to be made at disadvantage, and the terrain in the area becomes difficult terrain. \pagebreak
Chill Touch Control Flames Flaming Skull* Friends Infestation Mage Hand Poison Spray Ray of Frost Spare the Dying Thaumaturgy Toll the Dead ##### 1st Level
Animate Minor Dead* Armor of Agathys Bane Bone Spikes* Cause Fear Comprehend Languages Detect Evil and Good Detect Magic Detect Poison and Disease False Life Fog Cloud Hex Ice Knife Identify Illusory Script Inflict Wounds Protection from Evil and Good Ray of Sickness Shattered Bone Spear* Tasha's Caustic Brew Unseen Servant
Augury Blindness/Deafness Detect Thoughts Enthrall Gentle Repose Invisibility Mind Spike Ray of Enfeeblement Strangulation* Suggestion ##### 3rd Level
Animate Dead Bestow Curse Clairvoyance Dispel Magic Fear Feign Death Life Transference Revivify Speak with Dead Spirit Shroud Summon Undead Tongues Vampiric Touch ##### 4th Level
Arcane Eye Banishment Blight Compulsion Death Ward Divination Evard’s Black Tentacles Shadow of Moil Sickening Radiance Wall of Bone* ##### 5th Level
Antilife Shell Cloudkill Commune Contagion Danse Macabre Dominate Person Enervation Negative Energy Flood Raise Dead Scrying ##### 6th Level
Bones of the Earth Circle of Death Contingency Create Undead Eyebite Forbiddance Harm Magic Jar Mental Prison Soul Cage True Seeing ##### 7th Level
Desecration* Etherealness Finger of Death Forcecage Mordenkainen’s Sword Power Word Pain Resurrection Symbol ##### 8th Level
Abi-Dalzim's Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Dark Star (EGtW) Death Walk* Dominate Monster Feeblemind Maddening Darkness Mind Blank ##### 9th Level
Astral Projection Blade of Disaster Chillstorm* Imprisonment Power Word Kill Psychic Scream True Resurrection